here is the official Changelog! (from GStaff)

Post » Tue May 10, 2011 7:31 pm

Today PlayStation 3 users in North America and European territories can download the latest game update for Fallout: New Vegas. With your PS3 connected online, you should receive a prompt to download update 1.02*. This update will be available on Xbox 360 and Steam early next week (we'll keep you posted). Below is list of issues resolved with the game update.

Top fixes:

* Companions now show up as waypoints on the map
* Companions will always fast travel with you, unless told to wait or sent away
* Fix: DLC error/save corruption
* Fix: Entering the strip after Debt Collector causes crash and autosave corruption
* Fix: Using Mojave Express dropbox can cause DLC warnings
* Crafting menu now filters valid (bright) recipes to the top of the list
* Weathered pistol no longer glitches when applying mods

After the break, see other issues/quests the patch covers...

In addition, this patch addresses issues with the following areas:

* Pip-Boy Interface
* Pre-Order DLC Items
* Reputation System
* Radio Stations
* Companion fixes
* Companion Quests
* Repair Menu
* Caravan
* Weapons and Weapon Mods
* hardcoe Mode
* Perks
* Skills
* Crafting Recipes
* Crafting Menu
* Mojave Express
* Chems/Addiction
* Doctors
* Vendors

And fixes for the following quests:

* Ain’t That a Kick in the Head
* By a Campfire on The Trail
* They Went That-a-Way
* My Kind of Town
* Boulder City Showdown
* Ring a Ding Ding!
* King’s Gambit
* For The Republic, Part 2
* Render Unto Caesar
* Et Tumor, Brute?
* The House Always Wins
* Wild Card
* Beyond the Beef
* GI Blues
* How Little We Know
* Oh My Papa
* Still In The Dark
* You’ll Know It When It Happens
* Arizona Killer
* Eureka!
* Veni, Vidi, Vici
* All or Nothing
* No Gods, No Masters
* Birds of a Feather
* I Put A Spell On you
* Come Fly With Me
* That Lucky Old Sun
* Don’t Make a Beggar of Me
* The White Wash
* Ghost Town Gunfight
* Restoring Hope
* Bleed Me Dry
* Aba Daba Honeymoon
* Tend To Your Business
* Wang Dang Atomic Tango
* Flags of Our Foul-Ups
* Debt Collector
* Talent Pool
* Left My Heart
* Someone To Watch Over Me
* Hard Luck Blues

*Please note that once you've updated the game, you can confirm it's been installed by going to the Title Screen>Settings>Display. In the lower left corner you should see Version 1.2.0.310 in the lower left-hand corner.
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Jennie Skeletons
 
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Post » Tue May 10, 2011 2:41 pm

That looks like a lot of fixes.

But why has the Steam update been delayed to next week?
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kirsty joanne hines
 
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Post » Tue May 10, 2011 8:29 pm

Looks like a lot of good stuff!
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Baylea Isaacs
 
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Post » Tue May 10, 2011 3:35 pm

I could have wished for a more precise change log.

It's hard to determine if fix mods are required with such generalized reporting of fixes. Gonna spend a lot of time in FNVEdit next week I guess.
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Nice one
 
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Post » Tue May 10, 2011 8:17 pm

i guess my question are these fixes retroactive, or does this only work on new games?


or can those of us already playing benefit from the quest fixes?

are our old savegames going to work? (hopefully, but i'm not going to get my hopes up)

i am at work so i can't test for myself!



i hope everyone has a positive experience with the patch! All we want is to just play this great game as it was intended to be played by the devs!

:)
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gandalf
 
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Post » Tue May 10, 2011 1:14 pm

The patch works on current saves. I was just on the "Birds of a Feather" quest when I downloaded the patch. Sure enough it worked as I could never get passed the John-Baptiste and Cass freeze beforehand.
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Alberto Aguilera
 
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Post » Tue May 10, 2011 2:45 pm

Not even a single mention of the reloading bug for the PC version. So I'm guessing they didn't bother even fixing that one, or even more hilarious are giving it to both XBOX and PS3.
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Maria Garcia
 
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Post » Tue May 10, 2011 8:08 pm

Has the abandoned brotherhood of steel bunker south east of camp forlorn hope been fixed? For some reason it locked eternally after the first patch and the only way to unlock it was with console commands on PC. I'm playing on the 360 and the only way is if I remove the patch from my cache and then enter the bunker, leave bunker reinstall than continue.
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Michelle Serenity Boss
 
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Post » Tue May 10, 2011 4:23 pm

We don't have an exact list there. For example, there is nothing about sniper rifles in that list. Or energy weapons.
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Robert Jackson
 
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Post » Tue May 10, 2011 3:27 pm

I would sacrfice all of this for the removal of invisible walls.
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Rudy Paint fingers
 
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Post » Tue May 10, 2011 9:00 pm

I would sacrfice all of this for the removal of invisible walls.
That would be unwise since invisible walls were a design decision whereas almost all of these are bug fixes.

You'd end up with one really crappy, incredibly easy to win game.
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Ross Zombie
 
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Post » Tue May 10, 2011 11:40 am

We don't have an exact list there. For example, there is nothing about sniper rifles in that list. Or energy weapons.

That falls under 'Weapons and Weapon Mods' changes I guess. The changelog is mostly to give a basic overview of the things that were fixed/tweaked, without mentioning every single tiny change that was made. I doubt they're going to elaborate much.
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Celestine Stardust
 
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Post » Wed May 11, 2011 12:27 am

The wiki has a list of other changes:

http://fallout.wikia.com/wiki/Fallout:_New_Vegas_patch_1.02

So best to post any changes you find there.
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victoria johnstone
 
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Post » Tue May 10, 2011 9:18 pm

The wiki has a list of other changes:

http://fallout.wikia.com/wiki/Fallout:_New_Vegas_patch_1.02

So best to post any changes you find there.

I was just going to do that. (post the wiki link):P
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Tanika O'Connell
 
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Post » Tue May 10, 2011 10:33 pm

povuholo, my post was slightly directed to person talking about the reloading bug. Seeing as nothing is said about sniper rifles or energy weapons in there, we can't tell whether the reload bug has been fixed.
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Lynne Hinton
 
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Post » Tue May 10, 2011 11:31 pm


I thought that at first but it's posted here so we can talk about it.
The stickie is locked.



glad someone put on their thinking caps today!

:)


additional notes from Wiki:


* Companions now fast travel to the appropriate location when dismissed by the player
* Companions are now marked as indicators on the Pip-Boy map
* EC/ECP/MC ammo (standard) now has -2 DT
* EC/ECP/MC ammo (over charge) now has -5 DT
* EC/ECP/MC ammo (max charge) now has -10 DT
* Multiplas Rifle now consumes 3 units of ammo per shot (previously 6)
* Plasma Defender now consumes 2 units of ammo per shot (previously 3)
* All reputation safehouses have been updated with additional supplies (armor, weapons, ammunition, skill magazines)
* All-Purpose Science Suit (13 DT, 2 WG, +5 Science) can now be found in the Followers' Safehouse (previously cut content from Fallout 3)
* NCR Ranger Combat Armor can now be found in the NCR Safehouse
* 12.7 ammo can now be made at reloading benches
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Chad Holloway
 
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Post » Wed May 11, 2011 3:49 am

povuholo, my post was slightly directed to person talking about the reloading bug. Seeing as nothing is said about sniper rifles or energy weapons in there, we can't tell whether the reload bug has been fixed.

Oh ok, I thought the thing you meant was about how they were planning to make energy weapons a bit more effective and sniper rifles a little less.
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MARLON JOHNSON
 
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Post » Tue May 10, 2011 2:08 pm

glad someone put on their thinking caps today!

:)




I guess not everyone thought so, since my post was deleted without warning or explanation.
:(

AnYwAy ... again ... The first thing I did was jump back to Primm and pick up ED-E again. For me, he's totally fixed. He follows me again, attacks again (be it a little zealously, LOL!) and his weapon upgrade is actually pretty awesome.
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Sylvia Luciani
 
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Post » Tue May 10, 2011 7:25 pm

i guess my question are these fixes retroactive, or does this only work on new games?


I wouldn't count on it for every bug. Especially if a certain bug already happened it could stay this way.
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SUck MYdIck
 
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Post » Tue May 10, 2011 10:20 pm

i guess my question are these fixes retroactive, or does this only work on new games?


or can those of us already playing benefit from the quest fixes?

are our old savegames going to work? (hopefully, but i'm not going to get my hopes up)

i am at work so i can't test for myself!



i hope everyone has a positive experience with the patch! All we want is to just play this great game as it was intended to be played by the devs!

:)


I tested on Oh My Papa with a current save and it still wouldn't give me the speech options about his alliance or expose the member of the alliance. :( I went to Colonel Moore to get a different speech option about the assassination and it wasn't there. :( That game can't be completed on my chosen path.

I may be asking for help from anyone who did the Great Khan quests about what order I should do them in so it'll be successful. I guess I'm on a personal quest to play FNV. This was disappointing...and I do love the game. Mostly it runs perfectly for me and I have it on PC too so I can mod.
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SUck MYdIck
 
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Post » Wed May 11, 2011 2:31 am

I tested on Oh My Papa with a current save and it still wouldn't give me the speech options about his alliance or expose the member of the alliance. :( I went to Colonel Moore to get a different speech option about the assassination and it wasn't there. :( That game can't be completed on my chosen path.

I may be asking for help from anyone who did the Great Khan quests about what order I should do them in so it'll be successful. I guess I'm on a personal quest to play FNV. This was disappointing...and I do love the game. Mostly it runs perfectly for me and I have it on PC too so I can mod.


That svcks but I guess I sort of expected it.
It was the same for the quest bug in Oblivion's "Mystery at Harlun's Watch". I'm guessing that it's just not possible to undo certain things with the fixes.
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Ymani Hood
 
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Post » Wed May 11, 2011 3:16 am

This is what I posted in the Spoilers forum with the spoilers removed. This is what happened. I had spoken with Papa Khan early on during the Return To Sender quest for the NCR because I was in the canyon. So I stopped in to say hello, as a visitor to his encampment would do, and spoke with him. Evidently I selected the speech option that would be needed later in the game when I actually had his quest. We're told to speak with everyone because it may lead somewhere in these games but now I'm hesitant to do that because it may screw something up. If that speech option had returned in the Patch when you actually had the Oh My Papa quest, it would've been fixed.

I've asked for some help in the other forum and will use any advice in my second game. I didn't run into a problem with Harlun's Watch on PS3 but I didn't get Oblivion when it first came out so maybe that was fixed. :)
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Lizbeth Ruiz
 
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Post » Tue May 10, 2011 11:36 am

They did something to hardcoe mode? Did they make it harder? Or were there bugs in it?
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TRIsha FEnnesse
 
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Post » Wed May 11, 2011 12:48 am

They did something to hardcoe mode? Did they make it harder? Or were there bugs in it?
Hopefully they made it scale properly with timescale changes, so you don't die just by sleeping.

I'm not sure I see much point in making other changes.
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Miragel Ginza
 
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Post » Tue May 10, 2011 8:31 pm

I tested on Oh My Papa with a current save and it still wouldn't give me the speech options about his alliance or expose the member of the alliance. :( I went to Colonel Moore to get a different speech option about the assassination and it wasn't there. :( That game can't be completed on my chosen path.


Did you ever talk to Regis? Both in the Longhouse and outside of it later on?
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Natalie Taylor
 
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