OWB Update Changelist and release date

Post » Wed Jul 06, 2011 7:20 pm

http://bethblog.com/index.php/2011/07/05/new-update-screenshots-for-old-world-blues/

"Between now and Thursday, the latest title update for Fallout: New Vegas will deploy across Xbox 360, PlayStation 3, and PC. In addition to adding support for New Vegas’ next DLC, Old World Blues, the update will bring improvements to performance and stability, as well as a new feature that automatically creates a save before the endgame sequence."




So....many...Fixes.....

"Two vending machines in Hoover Dam were facing the wrong way."


Thought that one had passed over them, clever devs.
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Wed Jul 06, 2011 7:54 pm

NICE!!!! Great Screenshots and lots of fixes in the update!!!
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Wed Jul 06, 2011 9:27 pm

Yep looking forward to the fixes, thanks Obsidian!
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Wed Jul 06, 2011 5:17 pm

I had no idea there were so many bugs/exploits with the Omertas. My dealings with them have always been smooth.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Wed Jul 06, 2011 12:46 pm

Sweeeeeeet.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed Jul 06, 2011 7:22 pm

And they still haven't fixed the glitch that causes the plasma caster to fire upwards in third person.

I really like the dome and lobotomite screenshots.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Thu Jul 07, 2011 2:39 am

That's lots of fix and nice features of list.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Wed Jul 06, 2011 11:28 am

NPCs will now play face cards on player’s stack in Caravan.

Nice, now playing Caravan would be more challenging. :)
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu Jul 07, 2011 12:39 am

I hope they fixed the grimy buiseness suit finally
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Wed Jul 06, 2011 1:45 pm

"Fixed instance where Boone would constantly holster his rifle in combat if player had lost rep with the NCR."

Color me scared that it's not really fixed because that isn't why it was happening in my games. I never lost rep with the NCR and it happened from beginning to end of the game.

Here's what Josh sent to Bethesda from the mod bugfix description:

"an issue in the VDialogueCraigBooneSCRIPT. There is a section that monitors the player's reputation with the NCR and triggers a force greet if certain conditions are met. The code was causing Boone to evaluate his packages every five seconds even when not required. Two semicolons fixes it. On hindsight, it's pretty obvious what was happening. An EVP will cause an NPC to drop out of combat - holster their weapon. When run constantly, apparently it breaks head tracking in the follow packages also."

Please be fixed, please be fixed.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Wed Jul 06, 2011 4:42 pm

I wonder if they fixed the guns going through the ranger combat armor?
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Wed Jul 06, 2011 4:58 pm

Awesome!!! I'm so psyched for this patch! Can't wait :D.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Wed Jul 06, 2011 3:23 pm

They're nerfing crafting and repair kits, now we can't craft or use repair kits to repair items to 100%. WTF were they thinking? No one has complained about crafting/repair kits, so why are they choosing to nerf them? It's so stupid that they want to force us to use vendors to get 100% repair.
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Wed Jul 06, 2011 8:50 pm

It's so stupid that they want to force us to use vendors to get 100% repair.

You forgot the Jury Rigging perk.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Wed Jul 06, 2011 3:30 pm

They're nerfing crafting and repair kits, now we can't craft or use repair kits to repair items to 100%. WTF were they thinking? No one has complained about crafting/repair kits, so why are they choosing to nerf them? It's so stupid that they want to force us to use vendors to get 100% repair.


Using repair kits to 100% caused a lot of other problems. The solution was to prevent them from doing so. It's not a huge change, really.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Wed Jul 06, 2011 7:34 pm

I guess that got answered. Ummm.....so do we get to have 100% weapons by repairing with the Kit to max allowed then using other damaged weapons to finish the last little bit?

I did notice that with some weapons if I had modifications on them and attempted to repair them using a Repair Kit that they would actually get "more" damaged when I used the Kit.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Wed Jul 06, 2011 1:47 pm

Cazadores are now properly flagged as fliers, so they won’t set off mines.

There's a word for what the devs are doing, but this is sadly a Teen-rated forum, so I can't say it.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Wed Jul 06, 2011 2:14 pm

I play on PC and the Weapon Repair Kits never repaired all of the way to 100% with just 1 kit (unless there was very little damage and I was just Maintaining). Does this mean that I will never get my weapon to 100% condition using repair kits only? Or was there a glitch where a person could take a very damaged weapon and use 1 kit to fix it to 100%?

I did notice that with some weapons if I had modifications on them and attempted to repair them using a Repair Kit that they would actually get "more" damaged when I used the Kit.

I believe there is (soon to be was) a glitch where using a repair kit on certain weapons repeatedly would cause their value to increase dramatically.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Wed Jul 06, 2011 10:41 am

nevermind. answered.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Wed Jul 06, 2011 5:39 pm

There's a word for what the devs are doing, but this is sadly a Teen-rated forum, so I can't say it.

It made sense to me :shrug:. Does it matter that much?
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Wed Jul 06, 2011 12:07 pm

I hope they fixed the bug where you cannot send companions back to the lucky 38 its really annoying going back and forth every time i want followers.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Wed Jul 06, 2011 10:27 am

There's a word for what the devs are doing, but this is sadly a Teen-rated forum, so I can't say it.


I don't understand why you would have an issue with this change.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Wed Jul 06, 2011 11:20 am

SO how high can the repair kits repair to? If it is in the upper 90 percentile - no biggie here
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Wed Jul 06, 2011 8:48 pm



"an issue in the VDialogueCraigBooneSCRIPT. There is a section that monitors the player's reputation with the NCR and triggers a force greet if certain conditions are met. The code was causing Boone to evaluate his packages every five seconds even when not required. Two semicolons fixes it. On hindsight, it's pretty obvious what was happening. An EVP will cause an NPC to drop out of combat - holster their weapon. When run constantly, apparently it breaks head tracking in the follow packages also."




That makes it sound like Boone is simply programmed to EVALUATE the packages every few seconds, regardless of your NCR rep, and evaluating interrupts his combat so he reholsters his weapon. So yeah, he might be fixed.


Some things I didn't see on the list:

-Sniper rifle's mod to reduce weight doesn't actually reduce the weight. The item display in the Pipboy will show it weighing less but your total weight count will show it hasn't changed a darn.
-Backround effects of certain areas tend to hang. For instance, if you travel through Freeside, you could run all the way to the Mojave Outpost and still hear the breaking bottles and people talking backround effects that you'd hear in Freeside.



I'm curious about how the FotA allying with the NCR will work. Like for example, if you have any negative rep with the NCR, then to my knowledge you can't get in the Ranger Safehouse: you specifically need "Liked" or "Idolized" to get in. Wondering if it'll be the same with the FotA, cause doing a full NCR playthrough (doing everything in support of the NCR) would prevent the player from forming an alliance.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Wed Jul 06, 2011 5:05 pm

Ok, so I open the link and the first thing on the list is, "system save is automatically created prior to endgame sequence. After credits, user is prompted to load save game. This will allow single save players to play DLC without creating a new game."

SERIOUSLY????

Hand holding because people are too lazy to do it themselves?
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Next

Return to Fallout: New Vegas