View Full Version : Fallout: New Vegas
WilliamR 11-17-10, 12:21 PM 1st Dead Money DLC comes out on Dec.21 for $10. Looks like FV DLC pricing is like F3, $10 for DLC.
http://exophase.com/19726/fallout-new-vegas-dlc-dead-money-hits-xbl-exclusively-in-december/#more-19726
What I'm curious is if you already completed the main story quest which prevents you from continuing the side quests, does Dead Money DLC unlock the game again? Or the DLC requires you to backtrack to the pre-completed main quest saved game assuming you kept one around.
More RPG games now return the player to the playable state after completed the main quest story, but not F3 and FV. The publisher's idea is sell you a DLC later that reopens the game to let you continue.
The one download content for Fallout 3 let players continue their game, even though it ends with you unable to continue on in Fallout 3 due to one of the endinge where you can sacrifice yourself.
Vortex3D 11-18-10, 11:58 AM In a nutshell, I'd say neither. The DLC is likely a completely seperate quest that exists in and of itself. You'll probably see your character's level retained, but lose your acquired equipment and items; making the DLC challenging for those that had lots of goodies, yet easy enough for those that haven't progressed as far. (Sort of like Operation Anchorage.)
Just my best guess.
The issue about DLCs that add new armors and weapons. I completed F3 twice, 1st time, I played the DLCs only after completed everything in the main game, and 2nd time, completed all the 4 DLCs first except Broken Steel before playing any of the story quests. By having the DLCs powerful armors and weapons, they made the rest of the game a lot easier. Having the DLCs items late make them less useful, but having them too early, they made the rest of the game too easy.
Until Dead Money and later DLCs are out for FV, we don't know if they are better to be played before or after completed the story quests.
spyder696969 11-18-10, 02:20 PM The issue about DLCs that add new armors and weapons. I completed F3 twice, 1st time, I played the DLCs only after completed everything in the main game, and 2nd time, completed all the 4 DLCs first except Broken Steel before playing any of the story quests. By having the DLCs powerful armors and weapons, they made the rest of the game a lot easier. Having the DLCs items late make them less useful, but having them too early, they made the rest of the game too easy.
Until Dead Money and later DLCs are out for FV, we don't know if they are better to be played before or after completed the story quests.
True. However, one can simply change the difficulty at any time on Fallout. This makes the issue relatively moot, imo. For example, I just went back and played Mothership Zeta, and having all of my regular game weapons and armor given back to me made the DLC too easy. Switched it to Hard mode and it was fine. The weapons I got from MZ won't have much affect on the regular game, as what I already had was better than anything I got off the ship.
I think one can play DLC antime they want, but for me, I find it better to complete the game first, then move on. I like continuity. Just my way of doing things. Others are free to do as they wish.
WilliamR 11-19-10, 07:00 AM Wow, one of your followers, Boone, is insanely overpowered. I am playing on normal difficulty and his sniping is so powerful, I no longer have to fight. I crested a hill and 6 ghouls rushed me, including a glowing one. Boone downed every one of them with 6 bullets and they each fell before they got 50 feet from me.
I went into the Repconn Test site that is full of Nightkins and Boone killed every Nightkin with 2 bullets each and killed their boss with three shots. I never fired my weapon in the facility once. Wow, WAY to powerful.
Foosinho 11-19-10, 08:58 AM Boone's a badass (I'm afraid to try out any other companions, he's so badass), but he's not invincible.
NorthJersey 11-19-10, 09:41 AM guys, I can't figure out this section:
I've been tasked to sneak into the Gun Runner's compound to steal their secrets for Alice McAffery. I don't have a high enough lockpick skill for the front door, how do I get over the gate?
guys, I can't figure out this section:
I've been tasked to sneak into the Gun Runner's compound to steal their secrets for Alice McAffery. I don't have a high enough lockpick skill for the front door, how do I get over the gate?
I had a similar issue trying to get into the train station tunnel near the Brotherhood shack. I was within 20 pts of 100 lockpick skill and thought I could just use a lock pick magazine to boost me to that level. But for some reason it did not work for me on hardcore. I basically had to go do other quests until I could top off my lock pick skill.
I am hoping I can use that now to get past the boomers target practice field. That has been my toughest challenge yet.
spyder696969 11-19-10, 12:07 PM guys, I can't figure out this section:
I've been tasked to sneak into the Gun Runner's compound to steal their secrets for Alice McAffery. I don't have a high enough lockpick skill for the front door, how do I get over the gate?
Here's what you do. Stand close to the gate and throw a dynamite at your feet and then 4 grenades in the same area very quickly. Just as the stick of dynamite is exploding, jump. You'll get propelled over the gate by explosion(s) of the dynamite/grenades and your problem is solved. If you die, you didn't do it right...but don't lose heart! Try again!*
*After you've done that and failed 1,000,000 times, go get your lockpick up and do it the only way possible. Lockpick is only one of the most important stats ever. :p
Big Brad 11-19-10, 04:20 PM guys, I can't figure out this section:
I've been tasked to sneak into the Gun Runner's compound to steal their secrets for Alice McAffery. I don't have a high enough lockpick skill for the front door, how do I get over the gate?
Since that is an optional task (it was for my character), I simply chose to skip it. I'm not sure how much XP you lose by doing that, but it's not necessary to complete that part of the mission. Besides, you really don't need the XP. You'll hit level 30 before you know it. I'm almost level 28 and have barely scratched the surface of the main quest.
I will echo what others have said though. I concentrated on my Lockpick and Science skills from the get go. I always recommend getting your Barter and Speech skills up as quickly as possible. They can make some of the more headache-inducing quests more tolerable.
On a side note, I'm torn between a couple of quests right now. I'll spoiler them just in case someone hasn't played them. If you're reading from the iPhone or Droid app, quickly scroll down past the following stuff because they don't hide spoilers.
I finally sent Boone away and picked up Cass from Cassidy Caravans as one of my companions. I figured it's one more step towards the achievement and I really wanted to try someone else out (I'm keeping Rex for as long as I can. :D). Anyway, Cass's quest "Heartache By Number" or something like that has your trekking through the wastes trying to uncover the people responsible for wiping out some of the other caravans.
My problem is, it eventually leads you to the Van Graff's, who were shady and really needed to be wiped out anyway. But now I have to "settle accounts" with Alice McAffrey, which basically means kill her. There is no other way out of it, as I've tried with Speech and/or Barter and am presented with no options. So I kill her and my Karma goes down for the NCR to a "good natured rascal."
I'm not too concerned with that as my overall Karma is still Very Good (I've strived for that from the very beginning. Second playthrough will be the polar opposite). But what would you guys do? Taking care of the Van Graff's and Alice McAffrey seems like the right thing to do given what they've done and what they are planning to do.
spyder696969 11-19-10, 05:24 PM I finally sent Boone away and picked up Cass from Cassidy Caravans as one of my companions. I figured it's one more step towards the achievement and I really wanted to try someone else out (I'm keeping Rex for as long as I can. :D). Anyway, Cass's quest "Heartache By Number" or something like that has your trekking through the wastes trying to uncover the people responsible for wiping out some of the other caravans.
My problem is, it eventually leads you to the Van Graff's, who were shady and really needed to be wiped out anyway. But now I have to "settle accounts" with Alice McAffrey, which basically means kill her. There is no other way out of it, as I've tried with Speech and/or Barter and am presented with no options. So I kill her and my Karma goes down for the NCR to a "good natured rascal."
I'm not too concerned with that as my overall Karma is still Very Good (I've strived for that from the very beginning. Second playthrough will be the polar opposite). But what would you guys do? Taking care of the Van Graff's and Alice McAffrey seems like the right thing to do given what they've done and what they are planning to do.
Kill 'em all! There's no way to stay in the good graces of everyone forever. Believe me, I tried.
Kill 'em all! There's no way to stay in the good graces of everyone forever. Believe me, I tried.
+1
I tried to juggle having all the various factions be positive towards me but the game makes it impossible and forces you to make hard choices and as such make enemies. May as well pick a side and see it through, come what may.
Big Brad 11-20-10, 02:32 PM That what I thought. I think one of the few faults I've found in terms of story with this game is that there is no clear cut right or wrong. I'm still not sure who is good or bad. It's most likely intentional, but I often find myself confused as to what path to take. Then again, perhaps I'm not far enough into the main quest yet to find out who is truly good or bad. Time will tell.
That what I thought. I think one of the few faults I've found in terms of story with this game is that there is no clear cut right or wrong. I'm still not sure who is good or bad. It's most likely intentional, but I often find myself confused as to what path to take. Then again, perhaps I'm not far enough into the main quest yet to find out who is truly good or bad. Time will tell.
While I completely agree with you I think that was the intent of the designers. There are no "good guys" or "bad guys" per se, just factions with different, incompatible agendas. There are also definitely points in the game where the consequences of your choices are not what you thought they would be and none of your choices seem appealing. The best way to manage this is save often and use multiple save slots. You can usually tell when a major event in the game is about to happen and that's a good spot to start a new save point so that if you don't like how the story is going you can go back to that earlier point and try something else.
TyrantII 11-20-10, 03:27 PM Like I said, bugs aren't the issue for me either (yet). The bigger issue is the general performance drop between Fallout 3 and this (framerate, load stuttering, fewer environmental objects/details, etc).
I'm really enjoying the experience, but it is truly heartbreaking to watch it suffer like this. It makes it even worse knowing that even if all the major bugs get patched, this is as good as it will ever perform. :(
Yup, I won't be buying another full FO3 game until Bethesda builds us a new engine from the ground up that's able to bring their vision to life. This engine is just too dated and isn't able to handle what Bethesda Softworks and Obsidian meant to do.
The DLC I'll probably wait for the bundle, and will be praying for engine patches. They really screwed up FO3 GOTY, so I'm not too hopeful. Bethesda support track record is a F.
What I'm curious is if you already completed the main story quest which prevents you from continuing the side quests, does Dead Money DLC unlock the game again? Or the DLC requires you to backtrack to the pre-completed main quest saved game assuming you kept one around.
I'm guessing it'll open up the wasteland and raise the cap, ala FO3. The only reason the game ends and there's a cap at 30 is so they can charge to re-open it. I've been traveling the wasteland doing side missions and haven't even started Ring-a-ding yet and I'm already at level 25, which is sad when you think of it. I should probably be a level 50 by the time i'll finish my first play-through, but instead the XP is all wasted.
:(
Wow, one of your followers, Boone, is insanely overpowered.
Wait till you put him in power armor..
confidenceman 11-20-10, 06:40 PM Yup, I won't be buying another full FO3 game until Bethesda builds us a new engine from the ground up that's able to bring their vision to life. This engine is just too dated and isn't able to handle what Bethesda Softworks and Obsidian meant to do.They didn't buy id for nothing. No telling when/if we'll start seeing new Bethesda RPGs with id-tech 5, though.
spyder696969 11-20-10, 07:18 PM I'll add another (minor) complaint. The map itself. I don't like having 50 locations all crammed into a tiny area and a barren wasteland full of nothingness in the entire west. FO3 did this as well...in fact, even more so. :(
TyrantII 11-20-10, 09:50 PM I'll add another (minor) complaint. The map itself. I don't like having 50 locations all crammed into a tiny area and a barren wasteland full of nothingness in the entire west. FO3 did this as well...in fact, even more so. :(
I'd say FO3 was much better at using the map. Everything was pretty good at being equidistant, and once you got into the city things were much more compact, which makes sense.
Vegas forces you around large swaths of mountains with nothing in them, pinches the sides of the map in with area you can't get to, and seems to only have destinations along the roads. Makes sense since this is the southwest, and there's absolutely nothing out there, but it means much of the map is open wasteland with nothing interesting, or mountains that you can't get on top of and need to go around.
Eddie Horton 11-21-10, 02:47 PM I despise the artificial barriers that force you to go all the way around something when I should be able to just climb a hill.
WilliamR 11-23-10, 09:08 AM Since that is an optional task (it was for my character), I simply chose to skip it. I'm not sure how much XP you lose by doing that, but it's not necessary to complete that part of the mission. Besides, you really don't need the XP. You'll hit level 30 before you know it. I'm almost level 28 and have barely scratched the surface of the main quest.
I will echo what others have said though. I concentrated on my Lockpick and Science skills from the get go. I always recommend getting your Barter and Speech skills up as quickly as possible. They can make some of the more headache-inducing quests more tolerable.
On a side note, I'm torn between a couple of quests right now. I'll spoiler them just in case someone hasn't played them. If you're reading from the iPhone or Droid app, quickly scroll down past the following stuff because they don't hide spoilers.
I finally sent Boone away and picked up Cass from Cassidy Caravans as one of my companions. I figured it's one more step towards the achievement and I really wanted to try someone else out (I'm keeping Rex for as long as I can. :D). Anyway, Cass's quest "Heartache By Number" or something like that has your trekking through the wastes trying to uncover the people responsible for wiping out some of the other caravans.
My problem is, it eventually leads you to the Van Graff's, who were shady and really needed to be wiped out anyway. But now I have to "settle accounts" with Alice McAffrey, which basically means kill her. There is no other way out of it, as I've tried with Speech and/or Barter and am presented with no options. So I kill her and my Karma goes down for the NCR to a "good natured rascal."
I'm not too concerned with that as my overall Karma is still Very Good (I've strived for that from the very beginning. Second playthrough will be the polar opposite). But what would you guys do? Taking care of the Van Graff's and Alice McAffrey seems like the right thing to do given what they've done and what they are planning to do.
For your spoiler, just do the van graff quests (the rest of the details are in the spoiler below).
The van graffs have you do all kinds of quests for them. The one before the last is to bring Cassey to them and they will kill her which is a no hit to your karma since they did it.
I despise the artificial barriers that force you to go all the way around something when I should be able to just climb a hill.
Is there a way around it other than passing through the boomers? The other side seems blocked by the water and wire fence barrier. I finally got my lock pick skills high enough to get into that train station tunnel. But I was very pissed to find a glitch that does not allow me to go up the stairs and into a room that might lead me to the other side of the mountain. As soon as I enter the entrance, I drop through the map and fall back to one of the ends of the train tunnel.
Shadowknight 11-23-10, 05:51 PM Kill 'em all! There's no way to stay in the good graces of everyone forever. Believe me, I tried.
I got the evidence bloodlessly. You need to check for SAFES and COMPUTERS in the two locations, that will give you information you can present to Cass, then give to the NCR. The two factions won't know you turned this in, so no issues with them in the future.
WilliamR 11-24-10, 08:43 AM Is there a way around it other than passing through the boomers? The other side seems blocked by the water and wire fence barrier. I finally got my lock pick skills high enough to get into that train station tunnel. But I was very pissed to find a glitch that does not allow me to go up the stairs and into a room that might lead me to the other side of the mountain. As soon as I enter the entrance, I drop through the map and fall back to one of the ends of the train tunnel.
There is nothing on the other side of the boomers. I have the strategy guide and the boomers is the farthest thing north on the map with absolutely nothing on all three sides. There is a detailed map in there and it shows the world and the boomers are clearly isolated and the farthest thing in the northeast.
There is nothing on the other side of the boomers. I have the strategy guide and the boomers is the farthest thing north on the map with absolutely nothing on all three sides. There is a detailed map in there and it shows the world and the boomers are clearly isolated and the farthest thing in the northeast.
Thanks for the feedback. I really only went in that direction to try to get to the other side of the mountain to head West and back to the supposed location of additional supplies for an NCR unit in one of the side quests. My issue is that with the glitch I can not tell if I can get there through the train tunnel. Or possibly if ther is some place where the mountain can be climbed. I guess I will have to skip this one if I can not get that glitch of dropping through the floor in the stairway of the tunnel to go away.
spyder696969 11-24-10, 05:39 PM Thanks for the feedback. I really only went in that direction to try to get to the other side of the mountain to head West and back to the supposed location of additional supplies for an NCR unit in one of the side quests. My issue is that with the glitch I can not tell if I can get there through the train tunnel. Or possibly if ther is some place where the mountain can be climbed. I guess I will have to skip this one if I can not get that glitch of dropping through the floor in the stairway of the tunnel to go away.
Experienced the same glitch, along with many other people. When you "drop" through the floor, it actually takes you back to the entrance where you originally came from. Simply do NOT go "into" the stairwell and just follow the tunnel itself in order to get through the tunnel and closer to the Boomer facility.
Even with that said, one can still make it to the Boomers camp; not via the tunnel, but from west going east into the "main gate" and following the timing of the mortars and ducking in and out of the rubble. It's not easy, but it can be done.
Shadowknight 11-25-10, 05:03 PM Experienced the same glitch, along with many other people. When you "drop" through the floor, it actually takes you back to the entrance where you originally came from. Simply do NOT go "into" the stairwell and just follow the tunnel itself in order to get through the tunnel and closer to the Boomer facility.
Even with that said, one can still make it to the Boomers camp; not via the tunnel, but from west going east into the "main gate" and following the timing of the mortars and ducking in and out of the rubble. It's not easy, but it can be done.
Run to the interiors of the various houses, and it's easy. When you get to the last house, walk north to the fence, then head east until you reach the gate, then wait for the guard to speak to you.
Run to the interiors of the various houses, and it's easy. When you get to the last house, walk north to the fence, then head east until you reach the gate, then wait for the guard to speak to you.
Thanks for the info, I would have never thought it was safe in those blown out houses but sure enough I finally made it to Nelis.
Funny that I originally was trying to pass this area only to get to the other side of the mountain to get the location of supplies for the "No, Not much" side quest. But I have since learned that was hidden off in a cave that looked like it was on the other side.
WilliamR 12-17-10, 06:50 AM FYI, the patch for the Xbox 360 has been released. The list of fixes is HUGE.
TyrantII 12-17-10, 12:24 PM FYI, the patch for the Xbox 360 has been released. The list of fixes is HUGE.
Yes, but none of them are engine fixes.
I also find it amusing that every single main mission is down for fixes to game breaking scripting errors. Whoops.
sirjonsnow 12-17-10, 05:26 PM Patch details: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_patch_1.2.0
terryb28 12-17-10, 06:09 PM Yes, but none of them are engine fixes.
I also find it amusing that every single main mission is down for fixes to game breaking scripting errors. Whoops.
Does the game run any worse the Fallout 3? I'm debating whether or not to pick NV up, but I just keep reading so many complaints. If the update addresses most of the bugs and I had no problem with the way Fallout 3 ran, does it stand to reason that I won't have any problems with NV?
TyrantII 12-17-10, 07:11 PM I had the PS3 version and it ran worse then the GOTY edition IMO. Unfortunately I beat it and shipped it out before this newest patch, so it might be more bearable now that (if) the mission scripting was fixed. I had several glitched missions before the patch that you couldn't complete.
Still, others had much less problems then I did for some reason, so YMMV. You'll still, at the least, get the same problems as the GOTY/original version as the engine issues haven't been addressed. (studdering, some freezes and lockups, ect)
WilliamR 12-21-10, 07:01 AM New DLC was released today. So far, wow, it is really impressive. Its like a whole mini-game built into it. You loose any companions (they go back to where you found them), you loose all items (they go into a bunker), but you get all new items and weapons that are pretty wicked. Level cap is raised to 35. So far, it is really impressive with a very, very cool story line about this mysterious place and what they want you to do. I wasn't expecting much from past DLC for Fallout 3, but wow, this one so far is really impressing me.
M0R3N0III 12-21-10, 09:21 AM That's great I was waiting on a patch for this game. Quit playing until patch release thnx. for the heads up.
spyder696969 12-21-10, 10:46 AM New DLC was released today. So far, wow, it is really impressive. Its like a whole mini-game built into it. You loose any companions (they go back to where you found them), you loose all items (they go into a bunker), but you get all new items and weapons that are pretty wicked. Level cap is raised to 35. So far, it is really impressive with a very, very cool story line about this mysterious place and what they want you to do. I wasn't expecting much from past DLC for Fallout 3, but wow, this one so far is really impressing me.
How does the new DLC compare to that found in FO3? What I mean is: which FO3 DLC is it most similar to in regard to gameplay, story, and overall tone?
I ask because I felt that;
The Pitt was little more than a huge, silly fetch-quest,
Point Lookout was an underachieving and unrelated tale of revenge,
Mothership Zeta simply didn't feel like Fallout material,
Broken Steel was good, but not long enough,
Leaving Operation Anchorage as the sole DLC I really found worthy.
The fact that there's only a 5-level cap increase doesn't have me jumping for joy...but it's a start, I guess.
WilliamR 12-21-10, 01:34 PM Spyder, for me, it is by far the best of any DLC for Fallout so far. Its like its own standalone story with a cool mystery. The hotel's security defense system has activated and it is pumping out poisonous gas that is destroying the area but keeping the residents inside alive. People have been kidnapped and forced to try and breech the hotel to gain its secrets/treasures. The people (and you) are trapped here, they have resorted to cannibalism and each new companion you can take also has their own hidden agenda. There are 5 new quests, new items, new equipment, etc. The "father" of this new hotel is a holographic brotherhood of steel member and he looks wicked cool.
5 new levels, 5 new quests, about 6 hours of gameplay, new items, new perks to select (I haven't seen them yet but I read they are suppose to be there), new companions, etc. for 800 points. For me, well worth it.
spyder696969 12-29-10, 07:29 AM Bought the Dead Money DLC and completed it in a couple of hours over two days. This one left me feeling a little underwhelmed, much like Mothership Zeta did. Too detatched, too short, too linear, too "Meh."
I won't say that there aren't some enjoyable things about it however. Dog/God was one of the most fleshed-out characters I've ever seen on any game. His story alone made the purchase worth it. The mist/collar dual threat can definitely be a real PITA, but in a good way. (Must have gotten my head blown off 10+ times trying to push to the next "safe" area. :))
The new perks are incredibly worthless. The weapons were pretty lame. The enemies were only slight variants of each other. (Not that it mattered much, as the environment is MUCH more of a threat than anything else.) No truly unique or valuable finds in this add-on, unfortunately.
I did have a complete freak-out moment upon completion. I had lost all my inventory, including my 200,000+ caps! I looked in every locker (including the one clearly marked "Inventory Storage" and NOTHING!!! Alas, only when you actually leave the BoS bunker do all your items return to you. My heart beats once again. :D
Overall, Dead Money was worth the time and MS points, but wasn't anywhere near what Operation Anchorage or Broken Steel was, at least imo. Best of luck to all.
Any rumor on another patch? I realize the first patch was only a month ago, but... still seems pretty buggy.
Fun. But buggy.
WilliamR 07-07-11, 11:05 AM MASSIVE patch releasing this week. Here are the details:
New update for New Vegas should be on Xbox LIVE by the end of the week. In addition to adding compatibility for 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.
Here's the rundown:
New feature: 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.
Fixed issue where Minigun audio could get stuck/keep playing indefinitely when fired out of VATS.
Script fix to restore destroyed ED-E. This should address issues players have with attempting to use certain companions (e.g. Rex) or when the player needs to clear his or her companions before entering an area (e.g. Zion / Honest Hearts).
New “Companion Dismissal Terminals” added to Gun Runners and Lucky 38. These will allow players with lost companions from earlier patches to force-fire if they are experiencing problems attempting to get into DLC or areas that prevent companions from entering.
Arms no longer lifted above head when sneaking with certain weapons.
Fixed sound cutting out after extended playthroughs.
Massive world optimizations in major areas for better stability/performance with multiple DLCs installed.
Players can now have six or more DLCs installed without encountering an infinite “loading DLC” message on startup.
Navmesh fixes/NPCs no longer getting stuck.
Scripts added to keep certain NPCs who were marked as dead from respawning.
Extensive world optimizations for Hoover Dam.
Fixed lockup with Ranger Grant’s forcegreet at HD/NCR path.
Fixed NPC AI packages so they don’t get stuck at HD.
Fixed bug where upgraded ED-E could be killed in non-hardcore mode.
Post-assassination Kimball now gets removed prior to Hoover Dam battle.
Fixed navmesh around Camp Searchlight to improve performance over long soaks.
Searchlight Troopers don’t bump into each other as often.
Fixed navmesh on HD Observation Deck.
New teleport locations for Legion path through Hoover Dam. Improves performance.
Radio stations will work properly now if DLC is uninstalled.
Fixed instances where it was possible to fast travel during Hoover Dam battle.
Fixed case where recruited Remnants were hostile to player during HD battle on Independent and House paths. They will still turn hostile if you shoot them too much though.
Two vending machines in Hoover Dam were facing the wrong way.
Made it so Big Sal/Nero no longer accepts yield if the other is already dead.
Removed Brotherhood objectives when ED-E is given to the Followers.
Fixed rare instance where Cachino turned hostile on the player if player attacks Big Sal/Nero prior to Cachino entering the room.
Fixed crashes in Ultra-Luxe.
Fixed Alpha Squad snipers getting stuck when told to support player.
Fix for Lily’s weapon being displayed oddly on her back..
Improvements to navmesh and pathing in Great Khan Longhouse. Fixes crashes.
Plasma Spaz now gives 20% AP reduction (was 10%).
Fixed crash after hearing certain ED-E dialog triggers.
Fixed instance where Boone would constantly holster his rifle in combat if player had lost rep with the NCR.
Veronica no longer waits for player to speak to her before leaving after Hidden Valley is destroyed.
Extensive optimizations in McCarran.
Optimized NPC packages at Camp Golf to improve performance. Misfits now stay in a normal radius.
Arcade now properly rants against Caesar (once).
Motor-Runner Helmet now properly 0 weight. Also removed after quest completes.
NCR Heavy Troopers will now attack player if you attack Hsu.
Vulpes (and Alerio) now properly forcegreet if you somehow fast travel before their initial forcegreet fires.
Killing hostages while helping Khans no longer fails quest.
Gilbert/Ackerman now properly stay dead if murdered.
Mr. New Vegas will only mention failed NCR attack on Powder Gangers if Troopers are dead and Eddie is alive.
Fixed case where player could break quest with Orris if they fast traveled after he shoots thugs, but before forcegreet.
Generic Powder Gangers now set as Aggressive (previously Very Aggressive).
Fixed rare case of black screen during dialog at REPCONN facility.
Fixed phantom quest marker remaining on Major Knight after he’s killed.
Fix for incorrect dialog if player meets Bryce Anders after killing Motor Runner.
Player can no longer isolate the BoS virus by hitting “isolate virus” three times on a single console.
Fixed crash related to Arcade leaving the Remnants bunker.
Fixed Nightkin encounter at Tumbleweed Ranch to occur after user reloads a save.
Arcade will no longer attempt to initiate his quest during Hoover Dam.
Hoover Dam Boomer Bombing Run now works properly after save/reload.
Cass now only barks (ahem, as in barkstring) once per gameday and not every two gamehours.
Fixed XP exploits with MantisForeleg.
Massive optimizations in Westside, North Vegas and The Thorn. Improves AI pathing and performance with high uptimes.
Optimizations in Vault 19.
Fixed issue where Oliver Swanick would respawn after three days if killed.
Pathing improvements to The Strip and North Sewers.
Moved teleport doors on The Strip so NPCs don’t collide with players or other actors that stand in front of doors.
Ethel, Walter, and the Station Merchant no longer wander or patrol to avoid collisions with other NPCs.
Separated NPCs in the North Sewers.
Fixed issue where window in Vault 19 let player see through the world.
Greasers from Crandon’s quest now become disabled when the player leaves the area.
Fixed a Legion melee NPC near Nelson that was under the terrain.
Modified Legion and NCR hit-squad NPCs to use new level lists. They now have a smoother leveling curve that takes into account new level caps. Legion and NCR hit squad spawning was also revised to make their appearance more consistent and less memory-intensive.
Fixed issue where Omerta thugs wouldn’t leave Freeside if you killed Joana and Carlitos.
Cazador Poison Effect sound no longer plays globally if someone, somewhere gets stung. Only plays if the player is hit.
Player can no longer repair the Grenade Launcher with the minigun.
Fix for companions going into unconscious/conscious cycle over and over again when stung with Cazador poison. In normal mode (or against companions), Cazador poison now lasts 8 seconds, doing 18 points of damage per second. It is, in fact, even deadlier than the normal version, but lasts 1/4 as long. In hardcore mode or against the player, poison remains 30 seconds/5 damage per second.
Casino slot scripts altered so their max bets do not produce game economy-ruining levels of cap overflow
Hit the Deck and Stonewall now properly work with player’s weapon condition. Hit the Deck is now +25 DT vs. Explosives instead of +50% vs. Explosives.
Adjusted Deathclaw fatigue to make them less exploitable with certain attacks. Inconsistent health values for Deathclaws were also corrected (in favor of stronger Deathclaws).
Cazadores are now properly flagged as fliers, so they won’t set off mines.
Increased radii for plasma and pulse grenades.
Fixed bug where rescued Powder Gangers would return to the legion camp.
Added Followers of the Apocalypse supplies to three areas of Hoover Dam if you gain their support and fight on independent or NCR paths. This also enables the FoA + NCR “good” ending through Julie Farkas.
Optimizations for Westside.
Fixed issues with Recharger Pistol animation.
Fixed issue where Aba Daba Honeymoon wouldn’t update if the player was running O My Papa simultaneously.
Typo: “Night Stalker Blood” changed to “Nightstalker Blood”
Yes-Man now checks both Loyal and Pearl’s status before the player can tell him the Boomer leaders are dead.
Removed “Intelligence” flag from Int<=2 check at REPCONN HQ, as engine doesn’t support checks that low.
Fixed scripting on Lonesome Drifter barter check so player doesn’t get next objective with Tommy Torini if they fail.
Legion Assassins moveto script no longer occurs every frame (frees up memory).
Added recipe so player can now break down 12.7mm ammo.
Four Eyes now works with ball cap with glasses.
There is now always an option to give ED-E to Lorenzo, even if player has said no the first time.
Mister Sandman no longer works on The Forecaster (XP exploit).
Ultra-Luxe doors no longer disable player controls if player is an enemy of the White Gloves.
Fix scripting conflict between “Cold, Cold Heart” and Mojave Ghost with Vulpes/Benny.
Fixed issue where player could become control locked in Gommorah if they had installed Yes-Man.
Player can now re-hire Arcade if ED-E is in the party.
Ultra-Luxe now properly pays out in Legion and NCR money.
Veronica’s companion perks (as in the ones Veronica gets, not the player) now properly assigned.
Waiting companions will no longer get teleported by the Vault 22 elevator.
Changed objectives for How Little We Know to better reflect branching paths.
“Return to Yes-Man” objective no longer reopens if player tells him to go to Lucky 38 in Wild Card: Change in Management.
Player can no longer pickpocket Button Man to break the scene where he shoots Cachino.
Player can no longer ask Cachino about plans if Bosses are already dead.
Fix for ED-E combat dialog.
Ranger Helmet now has weight/value.
Fixed Gomorrah holdout scripting to properly affect companions.
Lily now properly uses Stealth Boy when player is sneaking if told to keep it during her quest.
Fixed exploit where player could get infinite XP for punching Big Sal’s corpse.
Fixed scripting for For the Republic II where exposing Karl would prematurely complete the objective to destroy the Khans.
Fixed instance where fast travel was disabled when creating new game post-credits.
Inventory will now show cumulative weight of item stacks instead of weight of a single item.
Missile projectiles will no longer show in player’s target HUD.
Player will now unequip a weapon if consuming it in the crafting menu (fixes crash).
Weapons with recharging ammo now display ammo properly.
Fixed rare instance where player could be control-locked if loading an autosave created while lockpicking a transition door.
Beamsplitter mod fixed to proper DAM/DPS.
Crafting can no longer create weapons/armor at 100% condition.
Repair kits can no longer repair to 100% condition.
Throwing weapons can no longer take damage, and are dropped when shot at 100% condition.
DT Perks that increase DT based on enemy weapon should function properly.
Weapons using multiple rounds of ammunition per shot fired now show proper VATS damage estimate.
Fixed rare case where broken stick of dynamite could crash game if thrown.
NPCs will now play face cards on player’s stack in Caravan.
Various tweaks to audio system to improve memory performance.
Fixed issue where looping reload weapons would get stuck, causing VATS camera to point to the ground.
Fixed clock/calendar so that it doesn’t reset on a fresh load.
Fixed .45 auto pistol displaying incorrect condition/value on modding screen.
Both DAM and DPS now display on workbenches when creating explosives.
For ammo that reduce spread (like 12ga) effect is now properly applied to spread, not wobble.
Fixed crash when attempting to enter DLC1 with equipped quest items.
Foosinho 07-07-11, 11:39 AM Holy heck. I may have to pick this up again, after a long long hiatus. Lots of bugs addressed.
spyder696969 07-07-11, 12:37 PM Some great things addressed with the update, some not so much:
Typo: “Night Stalker Blood” changed to “Nightstalker Blood” :rolleyes:
WilliamR 07-21-11, 07:30 AM Old world blues DLC was released this week.
VERY heavy on technology. Level cap raised by 5. New perks. New creatures, new weapons. DLC had potential but then they went with heavy on the humor. One of the robots is obsessed with your male private parts. Really ruined the atmosphere. The area looks really cool. Smaller then the last DLC in size but there are multiple building and underground complexes that are really large, so lots of exploring, but its not "outside" exploring.
All in all, its good, but not as good as the last DLC.
Big Brad 07-21-11, 11:17 AM Old world blues DLC was released this week.
VERY heavy on technology. Level cap raised by 5. New perks. New creatures, new weapons. DLC had potential but then they went with heavy on the humor. One of the robots is obsessed with your male private parts. Really ruined the atmosphere. The area looks really cool. Smaller then the last DLC in size but there are multiple building and underground complexes that are really large, so lots of exploring, but its not "outside" exploring.
All in all, its good, but not as good as the last DLC.
Thanks for the heads up. I've just now got around to Dead Money and I'm really struggling to finish it. I just don't like it at all. I don't care about the characters involved and I don't care for the setting. With Fallout 3's main/side quests and DLC as well as the main/side quests in New Vegas, I WANTED to do the quests. I felt vested emotionally in the story. Dead Money just lacks any sort of interest for me to draw from.
How would you say Old World Blues and Honest Hearts compares to Dead Money? At this point, I'm uncertain that I'm going to pick up the current DLC packs.
WilliamR 07-21-11, 11:22 AM Thanks for the heads up. I've just now got around to Dead Money and I'm really struggling to finish it. I just don't like it at all. I don't care about the characters involved and I don't care for the setting. With Fallout 3's main/side quests and DLC as well as the main/side quests in New Vegas, I WANTED to do the quests. I felt vested emotionally in the story. Dead Money just lacks any sort of interest for me to draw from.
How would you say Old World Blues and Honest Hearts compares to Dead Money? At this point, I'm uncertain that I'm going to pick up the current DLC packs.
I find Old world blues more interesting then the first download content (where you are in that village with the poision gas). Very interesting story. It shows you the origin of a lot of the creatures in the wasteland, and it is really heavy on technology which is refreshing. Even though there is a lot of humor, it is still interesting.
The second DLC is excellent. It is a huge open area, gorgeous visuals in the Utah canyon, etc. The story is really engrossing at first and you are interested but it lags for awhile until the massive final battle. Plus in the second DLC you get to choose sides and see two different endings.
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