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==From patch 1.2.0.285==
 
==From patch 1.2.0.285==
* The [[10mm pistol laser sight]] and the [[10mm pistol silencer]] no longer causes the red box bug when added to the [[Weathered 10mm pistol]].
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* The [[10mm pistol laser sight]] and the [[10mm pistol silencer]] no longer causes the red box bug when added to the [[weathered 10mm pistol]].
 
* Crafting menu now filters valid (bright) recipes to the top of the list.
 
* Crafting menu now filters valid (bright) recipes to the top of the list.
 
* .357 weapons no longer cause the game to glitch when you reload while crouching.
 
* .357 weapons no longer cause the game to glitch when you reload while crouching.

Revision as of 15:00, 27 June 2011

 
Gametitle-FNV
Gametitle-FNV

Fallout: New Vegas patch 1.2.0.31x was released on December 9, 2010 for PlayStation 3 (1.2.0.310), on December 13, 2010 for the PC (1.2.0.314), and on December 16, 2010 for the Xbox 360 (1.2.0.315). Keeping with its previous naming system, the Playstation 3 identifies this patch as patch 1.02.

The patch includes the fixes previously added by the PC-only Fallout: New Vegas patch 1.2.0.285.

From patch 1.2.0.285

  • The 10mm pistol laser sight and the 10mm pistol silencer no longer causes the red box bug when added to the weathered 10mm pistol.
  • Crafting menu now filters valid (bright) recipes to the top of the list.
  • .357 weapons no longer cause the game to glitch when you reload while crouching.
  • Companions now show up as waypoints on the local and world map.
  • Creatures are no longer unexpectedly marked as essential.
  • Caravan cards are added to the player's Caravan deck when purchased or picked up.

Fixes

  • HELIOS One and Vault 11 infinite experience exploits have been fixed.
  • DLC error/save corruption fixes.
  • Entering the strip after Debt Collector no longer causes crashes and autosave corruption.
  • Using a Mojave Express dropbox no longer causes DLC warnings.
  • Veronica levels up with the Courier now.
  • Raul's Full Maintenance perk now makes weapons degrade 75% slower (like it should), instead of at the normal rate.
  • The majority of bugs surrounding the Cowboy repeater seem to have been fixed, in particular the control and weapon lock-ups (observed on the PC version, and the Xbox 360 version).
  • Lily can now use a larger variety of weapons.
  • Companions now fast travel to the appropriate location when dismissed by the player.
  • ED-E, Rex, and Lily will no longer enter unprovoked combat with non-hostile NPCs.
  • Powder jars, primer jars, case boxes, and surplus ammo containers now automatically open upon purchase from shops, rather than having to drop the item, then pick it up to open the container.
  • A copyright screen glitch on initial disk load has now been fixed.
  • If you use the NCR emergency radio and a support trooper is too far away or dead, he is resurrected (if necessary) and moved closer. Support is also called off if the player is in an interior cell.
  • The first NCR hit squad member who comes after the hit squad leader talks to you will always spawn now, and his leveled armor/gear will keep him a threat to you. Also, if the player shoots at a non-hostile NCR squad member and makes him hostile, you will receive negative NCR reputation. Lastly, to get back in the NCR's good graces, the player must be good again AND not wear faction armor to fake it.
  • The Lucky 38 elevator is unlocked if Victor dies.
  • You can now only use Med-X once with Dazzle at Gomorrah to bypass the cost of using her services.
  • Ant Nectar Addiction is no longer incurable.

Quest fixes

Additions and balancing

Miscellaneous

Companions

  • The absolute level cap for companions has been raised to 40 (see below)
  • Companions level at a rate of 75% compared to the player's current level, raising the effective level cap for companions to 22
  • The S.P.E.C.I.A.L. statistics of most companions have been lowered:
    • Arcade Gannon's Agility and Strength have been lowered from 10 to 6.
    • Craig Boone's Agility, Perception, and Strength have all been lowered from 10 to 7.
    • Raul Tejada's Agility has been lowered from 10 to 8, and his Strength and Perception have been lowered from 10 to 6.
    • Rex's Perception has been lowered from 10 to 8, and his Strength has been lowered from 9 to 6.
    • Rose of Sharon Cassidy's Agility and Perception have been lowered from 10 to 6, and her Strength has been lowered from 10 to 7.
    • Veronica Santangelo's Agility has been lowered from 10 to 7.
  • ED-E's Follower-upgraded weaponry (ED-E My Love) is now a blue energy projectile weapon with a high fire rate, damage of 30, and a high critical chance (2.5x).
  • ED-E now has a DT bonus of 8 (Protectron DT ability) to begin with. Getting the armor upgrade raises this to 20, which was 8 before.
  • Rex's DT was raised from 2 to 10.
  • When you transplant Lupa's brain into Rex during the Nothin' But a Hound Dog quest, Rex's Blood of the Legion perk now gives him +10 DT instead of the bugged +100 HP (which was intended to add +100 HP to Rex's base HP instead of his current HP), giving him a total of 20 DT.
  • ED-E now has a unique combat style, instead of using the same ranged combat style as other companions, which should make him behave better in combat.
  • Rose of Sharon Cassidy now effectively has the Shotgun Surgeon perk whenever she is serving as an active companion. Also her Calm Heart perk now works correctly, since before the patch the +50 HP was added only in her total health (50/0) not in her base health (50/50).
  • Companions can no longer lose their weapons if they're not confiscated.
  • You can no longer use companions' weapons. They are automatically removed if they are in your inventory.
  • When you give a companion a weapon, it now deteriorates like player weapons. [Feb 20, 2011] At what rate compared to player used weapons is unknown.
  • Most companions carry less than could originally. (Rex's maximum weight capacity prior to the patch is 240, aftewards it is 210)

Weapons and ammo

  • The Silver Rush now sells more advanced weapons while the player is at lower levels, with all stock potentially available once the player has reached level 16.
  • Gun Runners will now sell both the 12.7mm pistol and the 12.7mm submachine gun.
  • 12.7mm rounds can now be made (but not broken down) at reloading benches.
  • Some weapons mods like the night scope have the night vision sight.
  • Standard .45-70 Gov't and 12.7mm ammo is now available from most vendors (e.g. Gun Runners).
  • Some guns have been modified:
    • The sniper rifle's base and critical damage have been lowered from 62 to 42. Its critical chance multiplier has been lowered from 5x to 1x.
    • The Gobi Campaign scout rifle's base and critical damage have been lowered from 60 to 40. Its critical chance multiplier has been lowered from 5x to 1x.
    • This Machine's base and critical damage have been lowered from 65 to 55.
    • The 12.7mm pistol's critical damage has been raised from 33 to 40.
  • Several energy weapons have been altered:
    • The laser rifle's base and critical damage have increased from 15 to 23.
    • AER14 prototype's base and critical damage have increased from 22 to 36.
    • The tri-beam laser rifle's base damage has been increased from 52 to 66. Its critical damage (per projectile) has been increased to 22.
    • The plasma rifle's base damage has been increased from 30 to 47. Its critical damage has increased from 32 to 47.
    • The multiplas rifle consumes only 3 units of ammo, down from 6; its magazine size has been lowered from 60 to 30 to match this.
    • The Q-35 Matter Modulator's base damage has been increased from 32 to 40.
    • The plasma pistol's base and critical damage have increased from 22 to 33.
    • The plasma defender's base and critical damage have been increased from 36 to 38. It also consumes only 2 units of ammo, compared to 3 previously; its clip size has been lowered from 48 to 32 to match this.
    • The recharger pistol's base and critical damage have been increased from 12 to 18. It is also now capable of disintegrating on death.
    • The recharger rifle's base and critical damage have been increased from 9 to 12.
    • The alien blaster's base damage has been decreased from 100 to 75. Its critical damage has been decreased from 100 to 50.
  • Most energy weapon ammo has inherent armor piercing capabilities:
    • EC/ECP/MC/MF Breeder 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
    • Bulk ammunition remains unchanged

Crafting and recipes

Bugs introduced with the patch

  • Companions will not zone into the northern-most section of The Strip (from south Freeside). Looking at the map, their markers appear to be still in Freeside. However, once the player zones out of the northern-most part of The Strip (for example, into the Lucky 38 or into the middle section of The Strip), the companions will re-appear at the Courier's side.
  • Boone has been reported to not function in combat, holstering his weapon approximately every five seconds. Additionally, Boone's head tracking does not work. These two issues are caused by code placed in his dialogue script which causes him to needlessly re-evaluate his current AI package every five seconds.
  • The Weathered 10mm pistol will not display a new shape when weapon mods are applied to it.
  • When dead, Victor's companion marker will still appear on the map.
  • When buying off traders there will be a 5 second freeze when confirming purchases and sometimes causes a complete freeze resulting in the game needing to be restarted. CLARIFICATION: This happens frequently when buying cards from them. If you see more than one of the same card do not buy them both, as that will cause your game to freeze.(Xbox 360)
  • When attempting to start Dead Money quest line, the BoS bunker will be locked and requires a key and there is no possible way to get in.
  • All miniguns (including the CZ57 Avenger) are no longer synced up with their sound files. Tapping the trigger will make the barrel spin, and then the sound effect will kick in, over and over, even while holstered. (Fixed in-game by unequipping the weapon, and re-equipping it, or switching to a different weapon) [Feb 23, 2011]