Fallout: New Vegas

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Same. I think people just like to complain over the littlest of things.

Really?
Have you gone to the official FO:Vegas forum?

https://forums.bethsoft.com/index.php?/forum/109-fallout-new-vegas-hardware-and-software-issues/

Peruse the forum and tell me if most of those threads are "little things."


1st patch
12/16/2010
- Fix: DLC error/save corruption
- Companions now show up as waypoints on the map
- Companions will always fast travel with you, unless told to wait or sent away
- 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

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

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

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

2nd patch
4/28/2011

This update contains optimizations and stability improvements as well as balance changes.

Here’s a rundown of the balance tweaks we’ve implemented for this update:

Guns:

Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21.
Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered.
Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi.
Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle.
That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel.
Hunting Revolver – Rate of Fire increased.
Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased.
Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased.
5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger.
.308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added.
Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered.



Explosives:

Dynamite - Larger explosion radius.
Frag and Plasma Grenades – DAM increased.
25mm Grenades - Slightly increased DAM on the explosion.
40mm Grenades - Significantly higher DAM on the explosion.
Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit!


Energy Weapons:

Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS.
Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT.
Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon.


Melee and Unarmed:

Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.
Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed.


Perks:

Splash Damage – Functions properly.
The Professional - 10mm Pistol, SMG added to perk list.

3rd patch
Posted by Bethesda on 4/28/2011:
We realize folks are experiencing some save issues with the game update. We're working with Microsoft on this and there should be a new title update soon -- we've already got a fix in place.

In the meantime, if you haven't grabbed the New Vegas update on 360 today, we recommend you decline the current update until the new one is live. We'll be sure to let you know when the new one is up.


Basically they had to patch the patch.

The 4th patch is due in another week or so and this game has been out almost a year.

According to Jason Bergman, the upcoming Fallout: New Vegas patch solves the ED-E glitch which left many with the inability to play the Honest Hearts add-on, as well as a number of issues that have plagued the game for quite some time now:
“There's well over 100 fixes in this patch along with massive improvements to performance and stability in major areas.
Also a couple of subtle tweaks and other improvements. I'll try and post a list when the patch is released.

Other than the ones mentioned above, we fixed the last (very rare) instance of ED-E disappearing, and added the means to re-add him if he was lost in your save prior to earlier patches.”
And:
“However there was an instance where he could disappear and still be considered with you, which was not good, since it prevented people from starting Honest Hearts. We fixed the most common cases in our previous patch, but for people who had it occur before that, we've added the ability to get him back again. Also there was one more rare case where he could disappear, and that's been fixed. There was also a case where he could die in non-hardcore mode. That's been fixed too.”
As for Boone:
“If you mean the holstering-reholstering bug, yes, we fixed that too. :)
Also, the bug where Arcade Gannon cannot be rehired has apparently been fixed. And finally, the legendary "lift your weapons over your head 'stomach cam' glitch" has been dealt with, as well as the minigun sound glitch, two apparently common issues frequently reported by players.
Update 1

From J.E. Sawyer:

“The scripting/spawning of NCR and Legion hit squads has been entirely overhauled for a) consistency and b ) stability. I.e., they should appear more reliably in more places and should not be potential memory bombs waiting to go off as they track you through low performance areas.”
Update 2
More news regarding hit squads:

“The scripting/spawning of NCR and Legion hit squads has been entirely overhauled for a) consistency and b ) stability. I.e., they should appear more reliably in more places and should not be potential memory bombs waiting to go off as they track you through low performance areas.”
“Legion/NCR hit squads got a pretty big overhaul. Lots of fixes to all of that stuff.”
Small exploit fixes:
“Since it's a single player RPG, I personally don't care about exploits if they don't crash/break the game. If you want to cheat, knock yourself out. But game designers don't like it when someone breaks their economy. We fixed a few exploits in the patch, but not all of them.”
Regarding the built-in DLC limit, famous for preventing the use of multiple pre-order packs:
“Yes, we removed the hard-coded DLC limit. We honestly didn't think anyone would have more than one pre-order DLC pack installed, so we figured we could wait until this patch.”
For those interested in the story/good endings there is some big news:
“NCR/Followers Alliance totally fixed.”
And most people already know this but just in case:
“OWB requires this patch, so it will be out first.”
If anyone knows any more information, I will update the news post.

If you havent had problems count yourselves extremely fortunate.
 
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Other than the "guns over the head - stomach-cam" glitch, I can honestly say I didn't have any of the major problems reported above.
 
So far having fun playing in hardcore mode in my first run through.
Great mode that I hope is included in Skyrim.
So far no glitches but hope the next patch gets here soon so I can continue to dodge any headaches.
The closest thing to ultimate freedom in a game are these open world Fallout games.
Go where you want, when you want with no checkpoints. Loves it.
Glad I waited and no spoilers to boot. No idea where the story is headed.
 
Updates from Bergman since last update in news post:

"The beam splitter mod is fixed. Motor Runner's helmet is now zero weight and removed when you finish the quest. Repair Kits are fixed. We fixed a glitch with looping weapons and the VATS camera.

Some of the other issues (infinite load screens, etc) are fixed by the crazy optimizations in the patch. On PS3 we did the most radical overhaul. The downside to this is that the patch is pretty large on PS3. It's a 300+ meg download. Owners of the Canadian English/French build will have a ~600 meg download. 360 is large for a 360 patch (>20 megs) but tiny by comparison."

Reassurance: "As I said, we'll be releasing the full changelist when the patch comes out."

"The player gets a home base in OWB."
 
Matt Grandstaff has announced in the Bethesda forum that a new big Fallout: New Vegas patch is to be released "between now and Thursday". Here's a massive list of changes (finally a proper changelog for a change):
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 Boulder City Showdown.
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 (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 Oh 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.
 
The patch is now up PSN and Steam for PC.
360 version due Fri.
 
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[ame="https://www.youtube.com/watch?v=XwjCTjdDyvw&feature=feedu"]YouTube - ‪Fallout New Vegas - Old World Blues Trailer‬‏[/ame]
 
I finished New Vegas when it first came out before any of the patches were released - constant saves to be careful and I got lucky. At one point I went 40+ hours (seriously!) with no crashes.

Reading all this patch information has made me want to play again....its a good excuse to start again and this time go super evil and join Cesars Legion!
 
Lonesome Road DLC


Lonesome Road brings the Courier's story full circle when you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of New Vegas. In his transmission, Ulysses promises the answer as to why, but only if you take one last job –a job that leads you into the depths of the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms. The road to the Divide is a long and treacherous one, and of the few to ever walk the road, none have ever returned. It is set to release simultaneously on all platforms, and the official date has not yet been released. (Possibly late Aug)
 
I totally spaced, and didn't realize the two DLCs after Dead Money were released.

Looking forward to playing them until the early morning and my eyes are bloodshot.
 
I think it's super lame that this is the last story based content and they didn't make it so you could play after you beat the game.

Perhaps the gun packs will, but I doubt it.
 
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