Fallout Wiki
Fallout Wiki
Tag: sourceedit
(48 intermediate revisions by 24 users not shown)
Line 1: Line 1:
 
{{Games|FNV}}
 
{{Games|FNV}}
  +
 
{{main|Fallout: New Vegas patches}}
 
{{main|Fallout: New Vegas patches}}
The '''Fallout: New Vegas patch''' '''1.3.0.452''' (PC) or '''1.5''' (PlayStation 3) was released on April 25, 2011 for the PC and PS3 versions of the game. An Xbox 360 version, '''1.3.0.444''', became available as of April 28th. On April 30th, a second patch was released for the Xbox 360 to resolve a loading issue that was experienced with the April 28th patch release. The patch is still considered '''1.3.0.444'''.
+
The '''''Fallout: New Vegas'' patch''' '''1.3.0.452''' (PC) or '''1.5''' (PlayStation 3) was released on April 25, 2011 for the PC and PS3 versions of the game. An Xbox 360 version, '''1.3.0.444''', became available as of April 28. On April 30, a second patch was released for the Xbox 360 to resolve a loading issue that was experienced with the April 28th patch release. The patch is still considered '''1.3.0.444'''.
   
 
==Fixes==
 
==Fixes==
*The [[Loose Cannon]] trait now affects [[Dynamite (Fallout: New Vegas)|Dynamite]] and [[Long-fuse dynamite]].
+
* The [[Loose Cannon]] trait now affects [[Dynamite (Fallout: New Vegas)|dynamite]] and [[long-fuse dynamite]].
*[[The Professional]] perk now affects the [[10mm pistol (Fallout: New Vegas)|10mm pistol]] and [[10mm submachine gun (Fallout: New Vegas)|10mm submachine gun]].
+
* [[The Professional]] perk now affects the [[10mm pistol (Fallout: New Vegas)|10mm pistol]] and [[10mm submachine gun (Fallout: New Vegas)|10mm submachine gun]].
* Vendors sell [[.44 Special Round]]s.
+
* Vendors sell [[.44 magnum round (Fallout: New Vegas)|.44 special round]]s.
*[[Plasma Defender]]s are now distributed to NPCs with the correct ammunition ([[energy cell]]s instead of [[Microfusion cell (Fallout: New Vegas)|microfusion cells]]).
+
* [[Plasma Defender]]s are now distributed to non-player characters with the correct ammunition ([[Energy cell (Fallout: New Vegas)|energy cells]] instead of [[Microfusion cell (Fallout: New Vegas)|microfusion cells]]).
*The [[Splash Damage]] perk now has an effect. Previously, the perk's effects entry was empty.
+
* The [[Splash Damage]] perk now has an effect. Previously, the perk's effects entry was empty.
*[[Throwing knife (Fallout: New Vegas)|Throwing knives]] will no longer explode when shot.
+
* [[Throwing knife (Fallout: New Vegas)|Throwing knives]] will no longer explode when shot.
*The player can now make [[.44 Magnum, SWC (Hand Load)]] with either the [[Hand Loader]] perk ''or'' the schematic from [[Jules (Fallout: New Vegas)|Jules]]. Previously the ammunition required ''both'' the perk and the schematic.
+
* The player can now make [[.44 magnum round (Fallout: New Vegas)|.44 magnum, SWC (hand load)]] with either the [[Hand Loader]] perk ''or'' the schematic from [[Jules (Fallout: New Vegas)|Jules]]. Previously the ammunition required ''both'' the perk and the schematic.
*[[ED-E]] will be automatically un-frenzied upon exiting combat.
+
* [[ED-E]] will be automatically un-frenzied upon exiting combat.
*Killing [[Logan (Fallout: New Vegas)|Logan]] will remove the un-droppable [[Radiation Suit Package]] from the player's inventory.
+
* Killing [[Logan (Fallout: New Vegas)|Logan]] will remove the un-droppable [[radiation suit package]] from the player's inventory.
*The Securitron escort who may accompany you during the Hoover Dam battle will be disabled prior to the start of the endgame sequence, to prevent it from interfering with the slideshow.
+
* The [[Securitron]] escort who may accompany you during the Hoover Dam battle will be disabled prior to the start of the endgame sequence, to prevent it from interfering with the slideshow.
*Leaving [[The King's School of Impersonation]] will not arbitrarily cause [[Orris]]'s thugs to appear or re-appear.
+
* Leaving [[The King's School of Impersonation]] will not arbitrarily cause [[Orris]]'s thugs to appear or re-appear.
   
 
==Additions and balancing==
 
==Additions and balancing==
 
 
===Food===
 
===Food===
*[[Nuka-Cola]]'s health effect has been increased from 2(20s) HP to 2(25s) HP, the same as [[Sunset Sarsaparilla]].
+
* [[Nuka-Cola]]'s health effect has been increased from 2(20s) HP to 2(25s) HP, the same as [[Sunset Sarsaparilla]].
*[[Coyote tobacco chew]] and [[Moonshine]] now randomly spawn in first aid boxes.
+
* [[Coyote tobacco chew]] and [[moonshine]] now randomly spawn in first aid boxes.
   
 
===Weapons===
 
===Weapons===
*Prices for all [[weapon mods]] (save for those used by [[varmint rifle]]s and [[9mm pistol (Fallout: New Vegas)|9mm pistol]]s) have dramatically increased, as much as 10x in some cases. <!-- details to follow eventually -->
+
* Prices for all [[weapon mods]] (save for those used by [[varmint rifle]]s and [[9mm pistol (Fallout: New Vegas)|9mm pistol]]s) have dramatically increased, as much as 10x in some cases. <!-- details to follow eventually -->
*[[.357 magnum revolver]]
+
* [[.357 magnum revolver]]
**Action point usage up from 20 to 26
+
** Action point usage up from 20 to 26
*[[.44 magnum revolver (Fallout: New Vegas)|.44 magnum revolver]]
+
* [[.44 magnum revolver (Fallout: New Vegas)|.44 magnum revolver]]
**Action point usage down from 28 to 25.
+
** Action point usage down from 28 to 25.
*[[10mm submachine gun (Fallout: New Vegas)|10mm submachine gun]]
+
* [[10mm submachine gun (Fallout: New Vegas)|10mm submachine gun]]
**Condition/Health up from 250 to 500
+
** Condition/Health up from 250 to 500
**Min Spread down from 4 to 2.2
+
** Min Spread down from 4 to 2.2
**action point usage up from 20 to 22.
+
** Action point usage up from 20 to 22.
*[[12.7mm submachine gun]]
+
* [[12.7mm submachine gun]]
**Condition/Health up from 250 to 500
+
** Condition/Health up from 250 to 500
**Clip size up from 15 to 21
+
** Magazine size up from 15 to 21
**Min spread down from 4 to 2
+
** Min spread down from 4 to 2
**Fire rate and Shots/sec both up from 8 to 9
+
** Fire rate and Shots/sec both up from 8 to 9
**Action point usage up from 20 to 24.
+
** Action point usage up from 20 to 24.
*[[9mm submachine gun (Fallout: New Vegas)|9mm submachine gun]]
+
* [[9mm submachine gun (Fallout: New Vegas)|9mm submachine gun]]
**Condition/Health up from 450 to 550
+
** Condition/Health up from 450 to 550
**Base damage up from 11 to 14
+
** Base damage up from 11 to 14
**Min spread down from 2.2 to 1.5
+
** Min spread down from 2.2 to 1.5
**Action point usage 20
+
** Action point usage 20
**Crit damage up from 11 to 14.
+
** Crit damage up from 11 to 14.
*[[All-American]]
+
* [[All-American]]
**Action point usage down from 20 to 13.
+
** Action point usage down from 20 to 13.
*[[Annabelle]]
+
* [[Annabelle]]
**Base damage up from 20 to 150
+
** Base damage up from 20 to 150
**Min spread down from 0.2 to 0.02
+
** Min spread down from 0.2 to 0.02
**Sight FOV down from 55 to 40.
+
** Sight FOV down from 55 to 40.
*[[Anti-materiel rifle]]
+
* [[Anti-materiel rifle]]
**Min spread down from 0.03 to 0.015
+
** Min spread down from 0.03 to 0.015
**Action point usage down from 65 to 55
+
** Action point usage down from 65 to 55
**Crit damage up from 80 to 110.
+
** Crit damage up from 80 to 110.
*[[Assault carbine]]
+
* [[Assault carbine]]
**Condition/Health up from 400 to 750
+
** Condition/Health up from 400 to 750
**Base damage up from 12 to 13
+
** Base damage up from 12 to 13
**Min spread down from 1.5 to 1.2
+
** Min spread down from 1.5 to 1.2
**Crit damage up from 12 to 13
+
** Crit damage up from 12 to 13
**Crit mult up from 0.5 to 1.
+
** Crit mult up from 0.5 to 1.
*[[Big Boomer]]
+
* [[Big Boomer]]
**Min spread down from 6 to 3.5
+
** Min spread down from 6 to 3.5
**Crit mult up from 0 to 1.
+
** Crit mult up from 0 to 1.
*[[Bladed gauntlet]]
+
* [[Bladed gauntlet]]
**No longer ignores target armor.
+
** No longer ignores target armor.
*[[Brush gun]]
+
* [[Brush gun]]
**Min spread up from 0.03 to 0.06
+
** Min spread up from 0.03 to 0.06
**Action point usage up from 23 to 33
+
** Action point usage up from 23 to 33
**Shots/Sec down from 1.846154 to 1.230769
+
** Shots/Sec down from 1.846154 to 1.230769
*[[Caravan shotgun]]
+
* [[Caravan shotgun]]
**Min spread down from 4 to 2.2
+
** Min spread down from 4 to 2.2
**Action point usage down from 27 to 20.
+
** Action point usage down from 27 to 20.
*[[Chainsaw]]
+
* [[Chainsaw]]
**Condition/Health up from 800 to 1600
+
** Condition/Health up from 800 to 1600
**Base damage down from 100 to 80
+
** Base damage down from 100 to 80
**Ignores target [[DT]]
+
** Ignores target [[DT]]
**Crit damage up from 0 to 8
+
** Crit damage up from 0 to 8
**Crit mult up from 0 to 1
+
** Crit mult up from 0 to 1
**Vats damage mult down from 1.25 to 0.5
+
** V.A.T.S. damage mult down from 1.25 to 0.5
**Vats AP usage down from 70 to 45.
+
** V.A.T.S. AP usage down from 70 to 45.
*[[Cowboy repeater]]
+
* [[Cowboy repeater]]
**Min spread up from 0.04 to 0.06
+
** Min spread up from 0.04 to 0.06
**Action point usage up from 20 to 27
+
** Action point usage up from 20 to 27
**Shots/sec down from 2.153846 to 1.692307
+
** Shots/sec down from 2.153846 to 1.692307
**custom action mod's increase of fire rate down from 0.5 to 0.2
+
** custom action mod's increase of fire rate down from 0.5 to 0.2
*[[Cram Opener]]
+
* [[Cram Opener]]
**No longer ignores target armor.
+
** No longer ignores target armor.
*[[CZ57 Avenger]]
+
* [[CZ57 Avenger]]
**Condition/Health up from 1000 to 1600
+
** Condition/Health up from 1000 to 1600
**Base damage down from 14 to 13
+
** Base damage down from 14 to 13
**Min spread down from 1.1 to 0.55
+
** Min spread down from 1.1 to 0.55
**Sight FOV down from 55 to 45
+
** Sight FOV down from 55 to 45
**Crit damage down from 14 to 13.
+
** Crit damage down from 14 to 13.
*[[Dinner Bell]]
+
* [[Dinner Bell]]
**Action point usage up from 25 to 28.
+
** Action point usage up from 25 to 28.
*[[Dynamite (Fallout: New Vegas)|Dynamite]]
+
* [[Dynamite (Fallout: New Vegas)|Dynamite]]
**Effect radius increased. <!-- not known how much of an increase -->
+
** Effect radius increased. <!-- not known how much of an increase -->
*[[Fat Man (Fallout: New Vegas)|Fat man]]
+
* [[Fat Man (Fallout: New Vegas)|Fat Man]]
**Base damage up from 10 to 400
+
** Base damage up from 10 to 400
**Min Spread down from 2 to 0.5
+
** Min Spread down from 2 to 0.5
**Sight Fov down from 55 to 40.
+
** Sight Fov down from 55 to 40.
**Area of effect explosion has been increased in damage from 325 to 600 damage.
+
** Area of effect explosion has been increased in damage from 325 to 600 damage.
*[[Frag grenade (Fallout: New Vegas)|Frag Grenade]]
+
* [[Frag grenade (Fallout: New Vegas)|Frag grenade]]
**Damage increased. <!-- not known how much of an increase -->
+
** Damage increased. <!-- not known how much of an increase -->
*[[Gatling laser (Fallout: New Vegas)|Gatling laser]]
+
* [[Gatling laser (Fallout: New Vegas)|Gatling laser]]
**Base damage up from 7 to 10
+
** Base damage up from 7 to 10
**Spread down from 1.3 to 0.5 (which should have no effect now since min spread is 0.6)
+
** Spread down from 1.3 to 0.5 (which should have no effect now since min spread is 0.6)
**Critical damage up from 7 to 10.
+
** Critical damage up from 7 to 10.
*[[Gobi Campaign scout rifle]]
+
* [[Gobi Campaign scout rifle]]
**Base damage up from 40 to 48
+
** Base damage up from 40 to 48
**AP usage down from 33 to 24
+
** AP usage down from 33 to 24
**Shots/sec up from 1.767857 to 2.142857
+
** Shots/sec up from 1.767857 to 2.142857
**Crit damage up from 40 to 80
+
** Crit damage up from 40 to 80
**Crit mult up from 1 to 2
+
** Crit mult up from 1 to 2
*[[Grenade launcher (Fallout: New Vegas)|Grenade launcher]]
+
* [[Grenade launcher (Fallout: New Vegas)|Grenade launcher]]
**Base damage down from 30 to 2
+
** Base damage down from 30 to 2
**Min spread down from 1 to 0.7
+
** Min spread down from 1 to 0.7
**AI Max Range down from 2000 to 1536
+
** AI Max Range down from 2000 to 1536
**NPCs use ammo now.
+
** Non-player characters use ammunition now.
*[[Grenade machinegun]]
+
* [[Grenade machinegun]]
**Condition/Health up from 200 to 400
+
** Condition/Health up from 200 to 400
**Base damage up from 0 to 5.
+
** Base damage up from 0 to 5.
*[[Grenade rifle]]
+
* [[Grenade rifle]]
**AI max range down from 2000 to 1536
+
** AI max range down from 2000 to 1536
  +
** Non-player characters use ammunition.
**NPCs use ammo.
 
*[[Hunting revolver]]
+
* [[Hunting revolver]]
**AP usage down from 32 to 31
+
** AP usage down from 32 to 31
**Shots/sec up from 1.218750 to 1.5
+
** Shots/sec up from 1.21875 to 1.5
*[[Hunting rifle (Fallout: New Vegas)|Hunting rifle]]
+
* [[Hunting rifle (Fallout: New Vegas)|Hunting rifle]]
**Base damage up from 45 to 52
+
** Base damage up from 45 to 52
**Min spread down from 0.03 to 0.01
+
** Min spread down from 0.03 to 0.01
**AP usage down from 60 to 40
+
** AP usage down from 60 to 40
**Shots/sec up from 0.789474 to 0.947369
+
** Shots/sec up from 0.789474 to 0.947369
**Critical damage up from 45 to 52
+
** Critical damage up from 45 to 52
**Crit multiplier up from 1 to 2.
+
** Crit multiplier up from 1 to 2.
*[[Hunting shotgun]]
+
* [[Hunting shotgun]]
**Condition/Health up from 125 to 200
+
** Condition/Health up from 125 to 200
**AP usage down from 32 to 28.
+
** AP usage down from 32 to 28.
*[[La Longue Carabine]]
+
* [[La Longue Carabine]]
**Min spread down from 0.2 to 0.05
+
** Min spread down from 0.2 to 0.05
**Spread down from 0.02 to 0
+
** Spread down from 0.02 to 0
**AP usage up from 18 to 24
+
** AP usage up from 18 to 24
**Shots/sec down from 2.307692 to 2.153846
+
** Shots/sec down from 2.307692 to 2.153846
*[[Lever-action shotgun]]
+
* [[Lever-action shotgun]]
**AP usage down from 30 to 25.
+
** AP usage down from 30 to 25.
*[[Light machine gun]]
+
* [[Light machine gun]]
**Condition/Health up from 400 to 800
+
** Condition/Health up from 400 to 800
**Min spread down from 3.2 to 1.5
+
** Min spread down from 3.2 to 1.5
**Spread down from 6 to 0
+
** Spread down from 6 to 0
**AP usage down from 30 to 18
+
** AP usage down from 30 to 18
**Crit mult up from 0 to 1.
+
** Crit mult up from 0 to 1.
*[[Loyal's detonator]]
+
* [[Loyal's detonator]]
**is now weightless.
+
** Is now weightless.
*[[Mantis gauntlet]]
+
* [[Mantis gauntlet]]
**Value up from 150 to 750
+
** Value up from 150 to 750
**No longer ignores target armor
+
** No longer ignores target armor
**Different attack animation
+
** No longer uses the power fist attack sound and animation
**Attacks/sec down from 2.447592 to 2.021738
+
** Attacks/sec down from 2.447592 to 2.021738
*[[Marksman carbine]]
+
* [[Marksman carbine]]
**AP usage down from 20 to 14.
+
** AP usage down from 20 to 14.
*[[Mercy]]
+
* [[Mercy]]
**Condition/Health up from 200 to 500
+
** Condition/Health up from 200 to 500
**Base damage up from 0 to 5.
+
** Base damage up from 0 to 5.
*[[Minigun (Fallout: New Vegas)|Minigun]]
+
* [[Minigun (Fallout: New Vegas)|Minigun]]
**Condition/Health up from 800 to 1200
+
** Condition/Health up from 800 to 1200
**Min spread down from 2.3 to 1
+
** Min spread down from 2.3 to 1
**Sight FOV down from 55 to 45
+
** Sight FOV down from 55 to 45
**damped subframe mod decreased spread down from 1 to 0.35
+
** Damped subframe mod decreased spread down from 1 to 0.35
*[[Missile launcher (Fallout: New Vegas)|Missile launcher]]
+
* [[Missile launcher (Fallout: New Vegas)|Missile launcher]]
**Base damage up from 20 to 125
+
** Base damage up from 20 to 125
**Min Spread down from 0.5 to 0.3
+
** Min Spread down from 0.5 to 0.3
**Sight FOV down from 55 to 40.
+
** Sight FOV down from 55 to 40.
*[[Mysterious Magnum]]
+
* [[Mysterious Magnum]]
**AP usage down from 25 to 22.
+
** AP usage down from 25 to 22.
*[[Pew Pew]]
+
* [[Pew Pew]]
**Clip size down from 30 to 10
+
** Magazine size down from 30 to 10
**Ammo usage down from 15 to 5.
+
** Ammunition usage down from 15 to 5.
*[[Plasma Caster]]
+
* [[Plasma caster]]
**No longer produces a 60-damage small area explosion on projectile impact
+
** No longer produces a 60-damage small area explosion on projectile impact
*[[Plasma grenade (Fallout: New Vegas)|Plasma grenade]]
+
* [[Plasma grenade (Fallout: New Vegas)|Plasma grenade]]
**Damage increased. <!-- not known how much of an increase -->
+
** Damage increased. <!-- not known how much of an increase -->
*[[Ratslayer]]
+
* [[Ratslayer]]
**AP usage down from 45 to 33
+
** AP usage down from 45 to 33
**Shots/sec up from 1.085527 to 1.302632
+
** Shots/sec up from 1.085527 to 1.302632
*[[Riot shotgun]]
+
* [[Riot shotgun]]
**Condition/Health up from 150 to 175
+
** Condition/Health up from 150 to 175
**Min Spread down from 3.5 to 2.5
+
** Min Spread down from 3.5 to 2.5
**AP usage down from 30 to 17.
+
** AP usage down from 30 to 17.
*[[Ripper (Fallout: New Vegas)|Ripper]]
+
* [[Ripper (Fallout: New Vegas)|Ripper]]
**Condition/Health up from 600 to 1200
+
** Condition/Health up from 600 to 1200
**Base damage up from 30 to 50
+
** Base damage up from 30 to 50
**now ignores target armor
+
** Now ignores target armor
**Skill requirement down from 75 to 50
+
** Skill requirement down from 75 to 50
**Crit damage up from 0 to 5
+
** Crit damage up from 0 to 5
**Crit mult up from 0 to 1
+
** Crit mult up from 0 to 1
**Vats damage mult down from 1.2 to 0.5
+
** V.A.T.S. damage mult down from 1.2 to 0.5
**Vats AP usage down from 70 to 45.
+
** V.A.T.S. AP usage down from 70 to 45.
*[[Sawed-off shotgun (Fallout: New Vegas)|Sawed-off shotgun]]
+
* [[Sawed-off shotgun (Fallout: New Vegas)|Sawed-off shotgun]]
**Min spread down from 7 to 4
+
** Min spread down from 7 to 4
**Crit multiplier up from 0 to 1.
+
** Crit multiplier up from 0 to 1.
*[[Service rifle]]
+
* [[Service rifle]]
**Base damage down from 20 to 18
+
** Base damage down from 20 to 18
**different attack animation
+
** different attack animation
**AP usage down from 22 to 15
+
** AP usage down from 22 to 15
**Shots/sec up from 2.303571 to 4.200004
+
** Shots/sec up from 2.303571 to 4.200004
**Crit damage down from 20 to 18.
+
** Crit damage down from 20 to 18.
*[[Silenced .22 pistol]]
+
* [[Silenced .22 pistol]]
**Limb damage mult up from 0.8 to 1
+
** Limb damage mult up from 0.8 to 1
**Crit damage up from 9 to 18
+
** Crit damage up from 9 to 18
**Crit mult up from 1 to 3.
+
** Crit mult up from 1 to 3.
*[[Silenced .22 SMG]]
+
* [[Silenced .22 SMG]]
**Condition/Health up from 500 to 1000
+
** Condition/Health up from 500 to 1000
**AP usage up from 18 to 19
+
** AP usage up from 18 to 19
**Limb damage mult up from 0.8 to 1
+
** Limb damage mult up from 0.8 to 1
**Crit damage up from 6 to 20
+
** Crit damage up from 6 to 20
**Crit mult up from 1 to 3.
+
** Crit mult up from 1 to 3.
*[[Single shotgun]]
+
* [[Single shotgun]]
**Spread down from 2 to 0 (still the minimum spread of 1.4 will be used).
+
** Spread down from 2 to 0 (still the minimum spread of 1.4 will be used).
*[[Sniper rifle (Fallout: New Vegas)|Sniper rifle]]
+
* [[Sniper rifle (Fallout: New Vegas)|Sniper rifle]]
**Base damage up from 42 to 45
+
** Base damage up from 42 to 45
**Spread down from 1 to 0 so its possible to have a minimum spread of 0.02
+
** Spread down from 1 to 0 so its possible to have a minimum spread of 0.02
**Action point usage down from 38 to 27
+
** Action point usage down from 38 to 27
**Shots/sec up from 1.607100 to 1.928571
+
** Shots/sec up from 1.6071 to 1.928571
**Crit damage up from 42 to 45
+
** Crit damage up from 42 to 45
**Crit mult up from 1 to 2.
+
** Crit mult up from 1 to 2.
*[[Tesla cannon (Fallout: New Vegas)|Tesla cannon]]
+
* [[Tesla cannon (Fallout: New Vegas)|Tesla cannon]]
**Effect that deals additional 20 damage over 2 seconds
+
** Effect that deals additional 20 damage over 2 seconds
**Base damage up from 40 to 80
+
** Base damage up from 40 to 80
**Clip size down from 40 to 20
+
** Magazine size down from 40 to 20
**Ammo usage down from 40 to 5
+
** Ammunition usage down from 40 to 5
**Min spread up from 0 to 0.1
+
** Min spread up from 0 to 0.1
**Sight FOV down from 55 to 40
+
** Sight FOV down from 55 to 40
**Shots/sec down from 1.578947 to 1.342105
+
** Shots/sec down from 1.578947 to 1.342105
**Reload time(seconds) up from 2.333300 to 3.166700
+
** Reload time(seconds) up from 2.3333 to 3.1667
**Jam time up from 1.333300 to 1.666700
+
** Jam time up from 1.3333 to 1.6667
**Kill impulse up from 0 to 40
+
** Kill impulse up from 0 to 40
**Crit damage up from 30 to 40
+
** Crit damage up from 30 to 40
**Disintegrates on critical hits
+
** Disintegrates on critical hits
**Removes 80 area-of-effect damage caused by the Tesla explosion
+
** Removes 80 area-of-effect damage caused by the Tesla explosion
*[[Tesla-Beaton prototype]]
+
* [[Tesla-Beaton prototype]]
**Effect that deals additional 25 damage over 2 seconds
+
** Effect that deals additional 25 damage over 2 seconds
**Base damage up from 55 to 90
+
** Base damage up from 55 to 90
**Clip size down from 45 to 24
+
** Magazine size down from 45 to 24
**Ammo usage down from 45 to 6
+
** Ammunition usage down from 45 to 6
**Min spread up from 0 to 0.08
+
** Min spread up from 0 to 0.08
**Sight FOV down from 55 to 40
+
** Sight FOV down from 55 to 40
**Shots/sec down from 1.578947 to 1.342105
+
** Shots/sec down from 1.578947 to 1.342105
**Kill Impulse up from 0 to 50
+
** Kill Impulse up from 0 to 50
**Crit damage down from 55 to 45
+
** Crit damage down from 55 to 45
**Disintegrates on critical hits
+
** Disintegrates on critical hits
**Removes 80 area-of-effect damage caused by the Tesla explosion
+
** Removes 80 area-of-effect damage caused by the Tesla explosion
*[[That Gun]]
+
* [[That Gun]]
**Base damage up from 18 to 30
+
** Base damage up from 18 to 30
**Shots/sec down from 3.75 to 3
+
** Shots/sec down from 3.75 to 3
**Crit damage up from 18 to 30.
+
** Crit damage up from 18 to 30.
*[[Thermic lance]]
+
* [[Thermic lance]]
**Condition/Health up from 800 to 2000
+
** Condition/Health up from 800 to 2000
**Now ignores target armor
+
** Now ignores target armor
**Crit damage up from 0 to 10
+
** Crit damage up from 0 to 10
**Crit mult up from 0 to 1
+
** Crit mult up from 0 to 1
**Vats damage mult down from 1.25 to 0.5
+
** V.A.T.S. damage mult down from 1.25 to 0.5
**Vats AP usage down from 70 to 45.
+
** V.A.T.S. AP usage down from 70 to 45.
*[[Throwing hatchet]]
+
* [[Throwing hatchet]]
**Base damage up from 20 to 30
+
** Base damage up from 20 to 30
**Crit damage up from 20 to 30.
+
** Crit damage up from 20 to 30.
*[[Throwing knife (Fallout: New Vegas)|Throwing knife]]
+
* [[Throwing knife (Fallout: New Vegas)|Throwing knife]]
**Animation attack multiplier up from 1 to 1.5
+
** Animation attack multiplier up from 1 to 1.5
**Attacks/sec up from 2.142857 to 3.214286
+
** Attacks/sec up from 2.142857 to 3.214286
**Crit damage up from 7 to 15
+
** Crit damage up from 7 to 15
**Crit mult up from 1 to 2.
+
** Crit mult up from 1 to 2.
*[[Throwing spear]]
+
* [[Throwing spear]]
**Base damage up from 35 to 50
+
** Base damage up from 35 to 50
**Crit damage up from 7 to 50.
+
** Crit damage up from 7 to 50.
*[[Thump-Thump]]
+
* [[Thump-Thump]]
**Min spread up from 0.5 to 0.8
+
** Min spread up from 0.5 to 0.8
**AI Max range down from 2000 to 1536
+
** AI Max range down from 2000 to 1536
**NPCs use ammo now.
+
** Non-player characters use ammunition now.
*[[Trail carbine]]
+
* [[Trail carbine]]
**Base damage up from 45 to 48
+
** Base damage up from 45 to 48
**Min spread up from 0.035 to 0.06
+
** Min spread up from 0.035 to 0.06
**AP usage up from 21 to 29
+
** AP usage up from 21 to 29
**Shots/sec down from 1.846154 to 1.538461
+
** Shots/sec down from 1.846154 to 1.538461
**Crit damage up from 45 to 48.
+
** Crit damage up from 45 to 48.
*[[Vance's 9mm submachine gun]]
+
* [[Vance's 9mm submachine gun]]
**Condition/Health up from 600 to 750
+
** Condition/Health up from 600 to 750
**Base damage up from 13 to 17
+
** Base damage up from 13 to 17
**Crit damage up from 13 to 17.
+
** Crit damage up from 13 to 17.
*[[Varmint rifle]]
+
* [[Varmint rifle]]
**Action point usage up from 22 to 35
+
** Action point usage up from 22 to 35
**Shots/sec up from 1.042106 to 1.215790
+
** Shots/sec up from 1.042106 to 1.21579
   
 
===Companion Weapons===
 
===Companion Weapons===
*Arcade Gannon's Ripper
+
* Arcade Gannon's Ripper
**Condition/Health up from 600 to 1200
+
** Condition/Health up from 600 to 1200
**Base damage up from 30 to 50
+
** Base damage up from 30 to 50
**Now ignores target armor
+
** Now ignores target armor
**Skill requirement down from 75 to 50
+
** Skill requirement down from 75 to 50
**Crit damage up from 0 to 5
+
** Crit damage up from 0 to 5
**Crit mult up from 0 to 1
+
** Crit mult up from 0 to 1
**Vats damage mult down from 1.2 to 0.5
+
** V.A.T.S. damage mult down from 1.2 to 0.5
**Vats AP usage down from 70 to 45.
+
** V.A.T.S. AP usage down from 70 to 45.
*[[Boone's scoped hunting rifle]]
+
* [[Boone's scoped hunting rifle]]
**Base damage up from 45 to 52
+
** Base damage up from 45 to 52
**Min spread down from 0.03 to 0.015
+
** Min spread down from 0.03 to 0.015
**AP usage down from 60 to 40
+
** AP usage down from 60 to 40
**Crit damage down from 45 to 15
+
** Crit damage down from 45 to 15
**Crit mult down from 1 to 0.25
+
** Crit mult down from 1 to 0.25
*[[Caravan shotgun|Cass's Caravan shotgun]]
+
* [[Caravan shotgun|Cass's caravan shotgun]]
**Base damage up from 45 to 54
+
** Base damage up from 45 to 54
**Min spread down from 4 to 2.2
+
** Min spread down from 4 to 2.2
**Crit damage up from 6 to 8
+
** Crit damage up from 6 to 8
*[[Lily's assault carbine]]
+
* [[Lily's assault carbine]]
**Condition/Health up from 400 to 750
+
** Condition/Health up from 400 to 750
**Base damage up from 12 to 18
+
** Base damage up from 12 to 18
**Min spread down from 1.5 to 1.2
+
** Min spread down from 1.5 to 1.2
**Sight Usage(?) down from 1.5 to 1
+
** Sight Usage(?) down from 1.5 to 1
**Crit damage up from 12 to 18
+
** Crit damage up from 12 to 18
**Crit mult up from 0.5 to 1.
+
** Crit mult up from 0.5 to 1.
   
===Ammo===
+
===Ammunition===
 
* On [[Hardcore mode]], [[Missile (Fallout: New Vegas)|missiles]] now weigh 1.5 pounds each, down from 3 pounds.
 
* On [[Hardcore mode]], [[Missile (Fallout: New Vegas)|missiles]] now weigh 1.5 pounds each, down from 3 pounds.
 
* On [[Hardcore mode]], [[Mini nuke (Fallout: New Vegas)|mini nukes]] now weigh 3 pounds each, down from 5 pounds.
 
* On [[Hardcore mode]], [[Mini nuke (Fallout: New Vegas)|mini nukes]] now weigh 3 pounds each, down from 5 pounds.
* 12 gauge Bean Bag rounds now have a base 30% chance of leaving behind a 12 gauge hull when fired. Previously the ammunition would not leave behind any hulls.
+
* 12 gauge bean bag rounds now have a base 30% chance of leaving behind a 12 gauge hull when fired. Previously the ammunition would not leave behind any hulls.
* [[.357 Magnum round|.38 Special rounds]], as well as [[5.56mm round (Fallout: New Vegas)|.223 rounds]] are now sold as individual bullets, and are not sold as bulk ammunition in a box.
+
* [[.357 magnum round|.38 special rounds]], as well as [[5.56mm round (Fallout: New Vegas)|.223 rounds]] are now sold as individual bullets. .38 special rounds are only sold in [[Ammo box, .38 special|in box form]] by [[Chet (Fallout: New Vegas)|Chet]], and [[Ammo box, .223|boxed .223 rounds]] are only sold by [[Daniel Contreras]] and the 188 [[arms merchant]].
* .44 Special rounds are now sold by vendors.
+
* .44 special rounds are now sold by vendors.
 
* The ballistic properties of some ammunition types have been modified:
 
  +
** [[.308 round (Fallout: New Vegas)|.308 JSP rounds]]' Damage modifier has been lowered from 1.5x to 1.3x. It also has a 1.5x Condition penalty.
* The ballistic properties of some ammo types have been modified:
 
** [[.308 round (Fallout: New Vegas)|.308 JSP rounds]]' Damage modifier has been lowered from 1.5x to 1.3x. It also has a 1.5x Condition penalty.
+
** [[12 gauge shotgun shell (Fallout: New Vegas)|12 gauge]] and [[20 gauge shotgun shell|20 gauge]] magnum shells, as well as 12 gauge coin shot shells, now have a 1.3x Damage modifier, up from 1.15x. They also provide a -2 DT reduction.
** [[12 gauge shotgun shell (Fallout: New Vegas)|12 gauge]] and [[20 gauge shotgun shell|20 gauge]] magnum shells, as well as 12 gauge Coin Shot shells, now have a 1.3x Damage modifier, up from 1.15x. They also provide a -2 DT reduction.
+
** 12 gauge and 20 gauge buckshot shells now have a 1.2x damage modifier.
 
** [[5.56mm_round_(Fallout:_New_Vegas)#.223_round|.223 rounds]] no longer provide a -8 reduction to a target's [[DT]].
** 12 gauge and 20 gauge buckshot shells now have a 1.15x damage modifier.
 
 
** [[5mm round (Fallout: New Vegas)|5mm armor-piercing rounds]] have a -25 DT effect. Standard and surplus rounds have a -10 DT effect. HP rounds multiply target's DT by 2, instead of by 3 as with other calibers of hollow point ammunition.
** [[.223 round]]s no longer provide a -8 reduction to a target's [[DT]].
 
** [[5mm round (Fallout: New Vegas)|5mm armor-piercing rounds]] have a -25 DT effect. Standard and surplus rounds have a -10 DT effect. HP rounds multiply target's DT by 2, instead of 3 with other types of ammo.
 
 
** [[25mm grenade]]s, both normal and high explosive, have had their damage increased from 35 to 50.
 
** [[25mm grenade]]s, both normal and high explosive, have had their damage increased from 35 to 50.
** [[40mm grenade (Fallout: New Vegas)|40mm grenades]] have had their damage increased from 50 to 100. 40mm incendiary grenades have had their damage increased from 35 to 75.
+
** [[40mm grenade (Fallout: New Vegas)|40mm grenades]] have had their damage increased from 50 to 100. 40mm incendiary grenades have had their damage increased from 35 to 75.
 
 
* Price values for most ammunition types have been changed as well:
 
* Price values for most ammunition types have been changed as well:
**[[10mm round (Fallout: New Vegas)|10mm rounds]]:
+
** [[10mm round (Fallout: New Vegas)|10mm rounds]]:
***Normal rounds are worth 2 caps, up from 1.
+
*** Normal rounds are worth 2 caps, up from 1.
***JHP (Hand Load) rounds are worth 3 caps, up from 1.
+
*** JHP (hand load) rounds are worth 3 caps, up from 1.
***Hollow point rounds are worth 5 caps, up from 2
+
*** Hollow point rounds are worth 5 caps, up from 2
**[[12.7mm round|12.7mm hollow point rounds]] are worth 7 caps, up from 4.
+
** [[12.7mm round|12.7mm hollow point rounds]] are worth 7 caps, up from 4.
**[[12 gauge shotgun shell (Fallout: New Vegas)|12 gauge shotgun shells]]:
+
** [[12 gauge shotgun shell (Fallout: New Vegas)|12 gauge shotgun shells]]:
***Normal shells are worth 2 caps, up from 1.
+
*** Normal shells are worth 2 caps, up from 1.
***Bean bag shells are worth 3 caps, up from 2.
+
*** Bean bag shells are worth 3 caps, up from 2.
**[[20 gauge shotgun shell]]s:
+
** [[20 gauge shotgun shell]]s:
***Magnum shells are worth 2 caps, down from 3.
+
*** Magnum shells are worth 2 caps, down from 3.
***Slug shells are worth 1 cap, down from 2.
+
*** Slug shells are worth 1 cap, down from 2.
**[[25mm grenade]]s are worth 8 caps each, up from 2.
+
** [[25mm grenade]]s are worth 8 caps each, up from 2.
**[[.308 round (Fallout: New Vegas)|.308 rounds]]:
+
** [[.308 round (Fallout: New Vegas)|.308 rounds]]:
***Normal rounds are worth 4 caps, up from 3.
+
*** Normal rounds are worth 4 caps, up from 3.
***Armor piercing ''and'' hollow point rounds are worth 9 caps, up from 5.
+
*** Armor piercing ''and'' hollow point rounds are worth 9 caps, up from 5.
***JSP (Hand Load) rounds are worth 5 caps, down from 6.
+
*** JSP (hand load) rounds are worth 5 caps, down from 6.
**[[.357 magnum round]]s:
+
** [[.357 magnum round]]s:
***Normal rounds are worth 2 caps, up from 1.
+
*** Normal rounds are worth 2 caps, up from 1.
***Hollow point ''and'' JFP (Hand Load) rounds are worth 3 caps, up from 2.
+
*** Hollow point ''and'' JFP (hand load) rounds are worth 3 caps, up from 2.
***.38 Special rounds are worth 1 cap, previously with no value.
+
*** .38 special rounds are worth 1 cap, previously with no value.
**[[40mm grenade (Fallout: New Vegas)|40mm grenades]]:
+
** [[40mm grenade (Fallout: New Vegas)|40mm grenades]]:
***Normal grenades are worth 12 caps, up from 5.
+
*** Normal grenades are worth 12 caps, up from 5.
***Incendiary grenades are worth 18 caps, up from 8.
+
*** Incendiary grenades are worth 18 caps, up from 8.
**[[Ammo box, .223]] is now worth 20 caps, up from 10.
+
** [[Ammo box, .223]] is now worth 20 caps, up from 10.
**[[Ammo box, .38 Special]] is now worth 50 caps, up from 25.
+
** [[Ammo box, .38 special]] is now worth 50 caps, up from 25.
 
<!-- If someone else wants to slog through this, be my guest -->
 
<!-- If someone else wants to slog through this, be my guest -->
   
 
===Armor===
 
===Armor===
*[[Gannon family Tesla armor]] has had its weight reduced from 45 pounds to 35 pounds.
+
* [[Gannon family Tesla armor]] has had its weight reduced from 45 pounds to 35 pounds.
*All [[cowboy hat]]s and [[ranger hat]]s now have a DT rating of 1, (up from 0) and can be repaired with, or by, each other, as well as [[Pre-War outfit (Fallout: New Vegas)|Pre-war hats]].
+
* All [[cowboy hat]]s and [[ranger hat]]s now have a [[Damage Threshold|DT]] rating of 1, (up from 0) and can be repaired with, or by, each other, as well as [[Pre-War outfit (Fallout: New Vegas)|pre-War hat]]s.
*[[Field hand outfit]]s, [[settler outfit]]s, [[caravaneer outfit]]s, and [[prospector outfit]]s have had their weight lowered from 15 pounds to 1.5 pounds.
+
* [[Field hand outfit]]s, [[settler outfit]]s, [[caravaneer outfit]]s, and [[prospector outfit]]s have had their weight lowered from 15 pounds to 1.5 pounds.
   
 
===Vendors and containers===
 
===Vendors and containers===
*[[Gun Runners (Fallout: New Vegas)|Gun Runners]] will now stock twice as many weapon mods. They also carry 60% less "special" ammo and 250% more "common" ammo.
+
* [[Gun Runners (Fallout: New Vegas)|Gun Runners]] will now stock twice as many weapon mods. They also carry 60% less "special" ammunition and 250% more "common" ammunition.
*All vendors will stock more "normal" versions of all calibers of ammunition, typically 50% more. <!-- details coming -->
+
* All vendors will stock more "normal" versions of all calibers of ammunition, typically 50% more. <!-- details coming -->
*Vendors now sell [[.44 magnum (Fallout: New Vegas)|.44 Special rounds]].
+
* Vendors now sell [[.44 magnum round (Fallout: New Vegas)|.44 special rounds]].
*Vendors who sell [[Guns]]-based ammunition (bullets) may also sell 25mm or 40mm grenades.
+
* Vendors who sell [[Guns]]-based ammunition (bullets) may also sell 25mm or 40mm grenades.
*Merchants selling low-tier [[Energy Weapons]] may stock [[Energy cell (Fallout: New Vegas)|energy cells]] in place of a "Tier 1" energy weapon ([[Plasma pistol (Fallout: New Vegas)|plasma pistol]], [[Laser pistol (Fallout: New Vegas)|laser pistol]], and [[recharger rifle]]).
+
* Merchants selling low-tier [[Energy Weapons]] may stock [[Energy cell (Fallout: New Vegas)|energy cells]] in place of a "Tier 1" energy weapon ([[Plasma pistol (Fallout: New Vegas)|plasma pistol]], [[Laser pistol (Fallout: New Vegas)|laser pistol]], and [[recharger rifle]]).
   
===NPCs===
+
===Non-player characters===
*[[Jackal gang member]]s may carry [[Grenade launcher (Fallout: New Vegas)|grenade launchers]] at level 10 or above.
+
* [[Jackal gang member]]s may carry [[Grenade launcher (Fallout: New Vegas)|grenade launcher]]s at level 10 or above.
*[[Viper gunslinger]]s may carry [[Grenade launcher (Fallout: New Vegas)|grenade launchers]] at level 8 or above, and may carry [[9mm submachine gun (Fallout: New Vegas)|9mm submachine guns]] or [[grenade rifle]]s below level 8. They are also far less likely to carry [[.44 magnum revolver (Fallout: New Vegas)|.44 magnum revolvers]] or [[10mm submachine gun (Fallout: New Vegas)|10mm submachine guns]].
+
* [[Viper gunslinger]]s may carry [[Grenade launcher (Fallout: New Vegas)|grenade launcher]]s at level 8 or above, and may carry [[9mm submachine gun (Fallout: New Vegas)|9mm submachine guns]] or [[grenade rifle]]s below level 8. They are also far less likely to carry [[.44 magnum revolver (Fallout: New Vegas)|.44 magnum revolvers]] or [[10mm submachine gun (Fallout: New Vegas)|10mm submachine guns]].
*Viper gang leaders may carry 9mm submachine guns below level 6, grenade rifles up to level 14, and have a high chance of carrying grenade launchers at level 14 or above.
+
* Viper gang leaders may carry 9mm submachine guns below level 6, grenade rifles up to level 14, and have a high chance of carrying grenade launchers at level 14 or above.
*The AI packages of [[Primm]] residents have been altered, reasons unknown. <!-- right now anyway -->
+
* The AI packages of [[Primm]] residents have been altered, reasons unknown. <!-- right now anyway -->
*There are less [[Powder gangers]] in Primm, down from 5 to 2. There are no changes to the ones inside the [[Bison Steve Hotel]].
+
* There are fewer [[Powder gangers]] in Primm, down from 5 to 2. There are no changes to the ones inside the [[Bison Steve Hotel]].
 
* Certain NCR Rangers present for President Kimball's speech have had minor alterations done to their inventories, primarily to alter the condition of their armor.
 
*The inventories of certain NCR Rangers present for President Kimball's speech have had minor alterations done to their inventories, primarily to alter the condition of their armor.
 
   
 
===Creatures===
 
===Creatures===
*Some [[Glowing One]]s will no longer respawn. <!-- figure out which ones-->
+
* Some [[glowing one]]s will no longer respawn. <!-- figure out which ones-->
*[[Spore plant (Fallout: New Vegas)|Spore plants]] have been altered to work differently within VATS. <!-- figure out how-->
+
* [[Spore plant (Fallout: New Vegas)|Spore plants]] have been altered to work differently within V.A.T.S. <!-- figure out how-->
*[[Cazador]]s will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).
+
* [[Cazador]]s will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).
   
 
===World and Map changes===
 
===World and Map changes===
*The wall dividing [[Freeside]] has been increased in height and has had barbed wire added to the top.
+
* The wall dividing [[Freeside]] has been increased in height and has had barbed wire added to the top.
*The second half of the Hoover Dam, behind the inaccessible door has had several changes such as the metal door to the Legates Camp has been moved Closer to the Dam also the bridge/road to the Legates Camp has been removed. (Can only be seen before battle at Hoover Dam.)
+
* The second half of the [[Hoover Dam]], behind the inaccessible door has had several changes such as the metal door to the [[Legate's Camp]] has been moved closer to the Dam. Also, the bridge/road to the Legate's Camp has been removed (can only be seen before battle at Hoover Dam).
   
 
===Other===
 
===Other===
* Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the [[Wheel of Fortune]], Mister Cuddles, and the [[Platinum Chip]].
+
* Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the [[Wheel of Fortune]], Mister Cuddles, and the [[platinum chip]].
 
* Applying a stimpak on a companion after they have been poisoned by a cazador no longer decreases their health.
 
* Applying a stimpak on a companion after they have been poisoned by a cazador no longer decreases their health.
 
* Sometimes when exiting to the Main Menu then returning to the game, the in-game day of the week would reset to Sunday. This no longer occurs.
 
* Sometimes when exiting to the Main Menu then returning to the game, the in-game day of the week would reset to Sunday. This no longer occurs.
  +
* Added the achievements for ''[[Fallout: New Vegas]]'' add-on ''[[Honest Hearts]]''.
   
 
==Form ID changes==
 
==Form ID changes==
For unknown reasons, numerous items have had their [[Form ID]]s changed, primarily—but ''not'' limited to—"behind the scenes" items like scripts and leveled item lists. These changes have been correctly implemented, in that other items which reference, incorporate, or otherwise refer to these changed items now point to the updated Form ID. '''Importantly, these updates can cause problems for any mods which altered the updated items prior to the patch, causing them to behave erratically, incorrectly, or even prevent the game from loading at all.'''
+
For unknown reasons, numerous items have had their [[Form ID]]s changed, primarily—but ''not'' limited to—"behind the scenes" items like scripts and leveled item lists. These changes have been correctly implemented, in that other items which reference, incorporate, or otherwise refer to these changed items now point to the updated Form ID. Importantly, these updates can cause problems for any mods which altered the updated items prior to the patch, causing them to behave erratically, incorrectly, or even prevent the game from loading at all.
   
A partial list as follows:
+
A partial list as follows:<!-- THIS WILL TAKE A WHILE TO MAKE COMPLETE -->
   
<!-- THIS WILL TAKE A WHILE TO MAKE COMPLETE -->
 
 
===Form ID changed===
 
===Form ID changed===
{|class="va-table sortable" style="text-align:center;"
+
{| class="va-table va-table-full va-table-center sortable"
  +
 
|-valign="top"
 
|-valign="top"
!Editor ID
+
! Editor ID
!Old Form ID
+
! Old Form ID
!New Form ID
+
! New Form ID
!Type
+
! Type
  +
 
|-
 
|-
|V1ESquatterEnabler
+
| V1ESquatterEnabler
|{{ID|17AF7A}}
+
| {{ID|17AF7A}}
|{{ID|17B783}}
+
| {{ID|17B783}}
|Activator
+
| Activator
  +
 
|-
 
|-
|RexBloodLegion
+
| RexBloodLegion
|{{ID|17B7A6}}
+
| {{ID|17B7A6}}
|{{ID|17B7E4}}
+
| {{ID|17B7E4}}
|Perk
+
| Perk
  +
 
|-
 
|-
|LeveledLegionArmorDecanus
+
| LeveledLegionArmorDecanus
|{{ID|17b7ad}}
+
| {{ID|17b7ad}}
|{{ID|17b808}}
+
| {{ID|17b808}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledLegionArmorRecruitPrime
+
| LeveledLegionArmorRecruitPrime
|{{ID|17b7af}}
+
| {{ID|17b7af}}
|{{ID|17b80a}}
+
| {{ID|17b80a}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledLegionHelmetDecanus
+
| LeveledLegionHelmetDecanus
|{{ID|17b7ae}}
+
| {{ID|17b7ae}}
|{{ID|17b809}}
+
| {{ID|17b809}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledLegionRecruitPrime
+
| LeveledLegionRecruitPrime
|{{ID|17b7b0}}
+
| {{ID|17b7b0}}
|{{ID|17b80b}}
+
| {{ID|17b80b}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledNVMacheteRipperLoot
+
| LeveledNVMacheteRipperLoot
|{{ID|17b7b1}}
+
| {{ID|17b7b1}}
|{{ID|17b80c}}
+
| {{ID|17b80c}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledNVRangerCivilianOutfitArmor
+
| LeveledNVRangerCivilianOutfitArmor
|{{ID|17b7ac}}
+
| {{ID|17b7ac}}
|{{ID|17b807}}
+
| {{ID|17b807}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledWithAmmoHuntingSniperRifleNPC
+
| LeveledWithAmmoHuntingSniperRifleNPC
|{{ID|17b7b3}}
+
| {{ID|17b7b3}}
|{{ID|17b80e}}
+
| {{ID|17b80e}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LeveledWithAmmoNV9mm10mmSubmachineGunNPC
+
| LeveledWithAmmoNV9mm10mmSubmachineGunNPC
|{{ID|17b7b2}}
+
| {{ID|17b7b2}}
|{{ID|17b80e}}
+
| {{ID|17b80e}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LootBrightFollowersEnergy
+
| LootBrightFollowersEnergy
|{{ID|17b7b4}}
+
| {{ID|17b7b4}}
|{{ID|17b7f5}}
+
| {{ID|17b7f5}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|LootChemsEmptySyringe75
+
| LootChemsEmptySyringe75
|{{ID|17b7b5}}
+
| {{ID|17b7b5}}
|{{ID|17b7e8}}
+
| {{ID|17b7e8}}
|Leveled List
+
| Leveled List
  +
 
|-
 
|-
|VTopsBennyFaction
+
| VTopsBennyFaction
|{{ID|17B799}}
+
| {{ID|17B799}}
|{{ID|17B7E9}}
+
| {{ID|17B7E9}}
|Faction
+
| Faction
 
|}
 
|}
   
 
===References a changed record===
 
===References a changed record===
{|class="va-table sortable" style="text-align:center;"
+
{| class="va-table va-table-full va-table-center sortable"
  +
 
|-valign="top"
 
|-valign="top"
!Editor ID
+
! Editor ID
!Form ID
+
! Form ID
!Type
+
! Type
!Reference
+
! Reference
  +
 
|-
 
|-
|BMTabithaRhondaFixedTalkTrigger
+
| BMTabithaRhondaFixedTalkTrigger
|{{ID|E9C23}}
+
| {{ID|E9C23}}
|Activator
+
| Activator
|BMTabithaRhondaFixedTalkTriggerSCRIPT
+
| BMTabithaRhondaFixedTalkTriggerSCRIPT
  +
 
|-
 
|-
|CampGolfRadioSpeaker
+
| CampGolfRadioSpeaker
|{{ID|158679}}
+
| {{ID|158679}}
|Activator
+
| Activator
|VCampGoldLoudspeakerScript
+
| VCampGoldLoudspeakerScript
 
|}
 
|}
 
==Bugs==
 
* {{platforms|PC}} Installing patch 1.3.0.452 will cause the v1.1 [[G.E.C.K. (editor)|G.E.C.K. editor]] to stop working. Bethesda has released the new v1.3 G.E.C.K., compatible with the patch, for download on [http://fallout.bethsoft.com/eng/downloads/geck.html their website].
 
* {{platforms|PC|PS3|xbox360}} After updating, [[Fallout: New Vegas add-ons|add-ons]] such as ''[[Dead Money]]'' or the ''[[Classic Pack]]'' may stop working. This is caused by the main master file - FalloutNV.esm - being loaded ''after'' the master files for any installed add-ons.
 
**{{platforms|PC}} Players can fix this issue by altering the load order of the master files, either through the use of tools like the Fallout Mod Manager or by editing ini files directly.
 
**{{platforms|PC|PS3}} Re-installing all add-on content will also fix this issue.
 
*{{platforms|xbox360}} After installing the patch, if you try to reload a save file which was used with the previous patch, a message written "this save file requires a downloadable content which is currently not available. Do you wish to continue?". It is recommended that you don't load any save file until an update of this patch becomes available to download or your save file may become corrupted. (Fixed as of April 30th 2011)
 
**{{Platforms|PS3|}} weapons that received cnd upgrades e.g. light machine gun, grenade machine gun, 12.7 smg can go from 100% cnd to much lower.
 
*{{platforms|xbox360}} occasionally when inside a vendor shop or other area, music would still play as if you were outside.
 
*{{platforms|xbox360}} this patch sometimes causes the game to crash when the player is going through doors that require a loading screen.
 
   
 
==Notes==
 
==Notes==
 
 
===Explanation of weapon statistics===
 
===Explanation of weapon statistics===
*"Base damage" is the damage done per melee swing or gun shot when the weapon hits its target.
+
* "Base damage" is the damage done per melee swing or gun shot when the weapon hits its target.
**For automatic melee weapons only, this is the damage done per second when the weapon is used outside of V.A.T.S.
+
** For automatic melee weapons only, this is the damage done per second when the weapon is used outside of V.A.T.S.
*"Min Spread" means the weapon has a minimum spread of that much degrees, even if the weapon skill is at maximum. So, if a weapon has a Min Spread of 5, bullets can go out of the barrel by at least 5 degrees off.
+
* "Min Spread" means the weapon has a minimum spread of that much degrees, even if the weapon skill is at maximum. So, if a weapon has a Min Spread of 5, bullets can go out of the barrel by at least 5 degrees off.
*"Kill Impulse" is the physical effect a weapon has on the target after they are killed, as in how far they are knocked back or thrown.
+
* "Kill Impulse" is the physical effect a weapon has on the target after they are killed, as in how far they are knocked back or thrown.
*"Spread" is not fully understood, but seems to affect only multi-projectile weapons or shots traveling over long distances.
+
* "Spread" is not fully understood, but seems to affect only multi-projectile weapons or shots traveling over long distances.
*"Sight FOV" is the field of view a weapon zooms to when aiming it.
+
* "Sight FOV" is the field of view a weapon zooms to when aiming it. The lower the number is, the larger the zoom magnification.
   
 
==Bugs==
  +
* {{Platforms|ps3}} Installing the patch may cause the map to disappear when fast traveling or removing armor/clothing that disguises you as a faction.
 
* {{Platforms|pc}} Installing patch 1.3.0.452 will cause the v1.1 [[G.E.C.K. (editor)|G.E.C.K. editor]] to stop working. Bethesda has released the new v1.3 G.E.C.K., compatible with the patch, for download on [http://fallout.bethsoft.com/eng/downloads/geck.html their website].
  +
* {{Platforms|xbox360}} If the Mercenary Pack is installed, and patch 1.3.0.444 is installed after, the game will not play. After pressing [start], the message "Searching for downloadable content" will appear and will stay on the screen indefinitely, leaving the player unable to play the game. Deleting the patch will work, but it is not a permanent fix, as upon reinstalling the patch, this same bug occurs.
  +
* {{Platforms|pc|ps3|xbox360}} After updating, if you have the Canadian version of the classic pack with a US disc and US DLC's, all DLC will not be recognized.
  +
** {{Platforms|pc|ps3}} Players can fix this issue by deleting the Canadian version of the classic pack and downloading the US version of the pack.
 
** {{Platforms|pc|ps3}} Deleting and Re-installing all add-on content will sometimes fix this issue.
 
* {{Platforms|xbox360}} After installing the patch, if you try to reload a save file which was used with the previous patch, a message written "this save file requires a downloadable content which is currently not available. Do you wish to continue?". It is recommended that you don't load any save file until an update of this patch becomes available to download or your save file may become corrupted. (Fixed as of April 30, 2011)
 
* {{Platforms|ps3|}} weapons that received cnd upgrades e.g. light machine gun, grenade machine gun, 12.7 smg can go from 100% cnd to much lower.
 
* {{Platforms|xbox360}} occasionally when inside a vendor shop or other area, music would still play as if you were outside.
   
 
{{Navbox add-ons FNV}}
 
{{Navbox add-ons FNV}}

Revision as of 13:36, 26 March 2015

 
Gametitle-FNV
Gametitle-FNV

The Fallout: New Vegas patch 1.3.0.452 (PC) or 1.5 (PlayStation 3) was released on April 25, 2011 for the PC and PS3 versions of the game. An Xbox 360 version, 1.3.0.444, became available as of April 28. On April 30, a second patch was released for the Xbox 360 to resolve a loading issue that was experienced with the April 28th patch release. The patch is still considered 1.3.0.444.

Fixes

Additions and balancing

Food

Weapons

  • Prices for all weapon mods (save for those used by varmint rifles and 9mm pistols) have dramatically increased, as much as 10x in some cases.
  • .357 magnum revolver
    • Action point usage up from 20 to 26
  • .44 magnum revolver
    • Action point usage down from 28 to 25.
  • 10mm submachine gun
    • Condition/Health up from 250 to 500
    • Min Spread down from 4 to 2.2
    • Action point usage up from 20 to 22.
  • 12.7mm submachine gun
    • Condition/Health up from 250 to 500
    • Magazine size up from 15 to 21
    • Min spread down from 4 to 2
    • Fire rate and Shots/sec both up from 8 to 9
    • Action point usage up from 20 to 24.
  • 9mm submachine gun
    • Condition/Health up from 450 to 550
    • Base damage up from 11 to 14
    • Min spread down from 2.2 to 1.5
    • Action point usage 20
    • Crit damage up from 11 to 14.
  • All-American
    • Action point usage down from 20 to 13.
  • Annabelle
    • Base damage up from 20 to 150
    • Min spread down from 0.2 to 0.02
    • Sight FOV down from 55 to 40.
  • Anti-materiel rifle
    • Min spread down from 0.03 to 0.015
    • Action point usage down from 65 to 55
    • Crit damage up from 80 to 110.
  • Assault carbine
    • Condition/Health up from 400 to 750
    • Base damage up from 12 to 13
    • Min spread down from 1.5 to 1.2
    • Crit damage up from 12 to 13
    • Crit mult up from 0.5 to 1.
  • Big Boomer
    • Min spread down from 6 to 3.5
    • Crit mult up from 0 to 1.
  • Bladed gauntlet
    • No longer ignores target armor.
  • Brush gun
    • Min spread up from 0.03 to 0.06
    • Action point usage up from 23 to 33
    • Shots/Sec down from 1.846154 to 1.230769
  • Caravan shotgun
    • Min spread down from 4 to 2.2
    • Action point usage down from 27 to 20.
  • Chainsaw
    • Condition/Health up from 800 to 1600
    • Base damage down from 100 to 80
    • Ignores target DT
    • Crit damage up from 0 to 8
    • Crit mult up from 0 to 1
    • V.A.T.S. damage mult down from 1.25 to 0.5
    • V.A.T.S. AP usage down from 70 to 45.
  • Cowboy repeater
    • Min spread up from 0.04 to 0.06
    • Action point usage up from 20 to 27
    • Shots/sec down from 2.153846 to 1.692307
    • custom action mod's increase of fire rate down from 0.5 to 0.2
  • Cram Opener
    • No longer ignores target armor.
  • CZ57 Avenger
    • Condition/Health up from 1000 to 1600
    • Base damage down from 14 to 13
    • Min spread down from 1.1 to 0.55
    • Sight FOV down from 55 to 45
    • Crit damage down from 14 to 13.
  • Dinner Bell
    • Action point usage up from 25 to 28.
  • Dynamite
    • Effect radius increased.
  • Fat Man
    • Base damage up from 10 to 400
    • Min Spread down from 2 to 0.5
    • Sight Fov down from 55 to 40.
    • Area of effect explosion has been increased in damage from 325 to 600 damage.
  • Frag grenade
    • Damage increased.
  • Gatling laser
    • Base damage up from 7 to 10
    • Spread down from 1.3 to 0.5 (which should have no effect now since min spread is 0.6)
    • Critical damage up from 7 to 10.
  • Gobi Campaign scout rifle
    • Base damage up from 40 to 48
    • AP usage down from 33 to 24
    • Shots/sec up from 1.767857 to 2.142857
    • Crit damage up from 40 to 80
    • Crit mult up from 1 to 2
  • Grenade launcher
    • Base damage down from 30 to 2
    • Min spread down from 1 to 0.7
    • AI Max Range down from 2000 to 1536
    • Non-player characters use ammunition now.
  • Grenade machinegun
    • Condition/Health up from 200 to 400
    • Base damage up from 0 to 5.
  • Grenade rifle
    • AI max range down from 2000 to 1536
    • Non-player characters use ammunition.
  • Hunting revolver
    • AP usage down from 32 to 31
    • Shots/sec up from 1.21875 to 1.5
  • Hunting rifle
    • Base damage up from 45 to 52
    • Min spread down from 0.03 to 0.01
    • AP usage down from 60 to 40
    • Shots/sec up from 0.789474 to 0.947369
    • Critical damage up from 45 to 52
    • Crit multiplier up from 1 to 2.
  • Hunting shotgun
    • Condition/Health up from 125 to 200
    • AP usage down from 32 to 28.
  • La Longue Carabine
    • Min spread down from 0.2 to 0.05
    • Spread down from 0.02 to 0
    • AP usage up from 18 to 24
    • Shots/sec down from 2.307692 to 2.153846
  • Lever-action shotgun
    • AP usage down from 30 to 25.
  • Light machine gun
    • Condition/Health up from 400 to 800
    • Min spread down from 3.2 to 1.5
    • Spread down from 6 to 0
    • AP usage down from 30 to 18
    • Crit mult up from 0 to 1.
  • Loyal's detonator
    • Is now weightless.
  • Mantis gauntlet
    • Value up from 150 to 750
    • No longer ignores target armor
    • No longer uses the power fist attack sound and animation
    • Attacks/sec down from 2.447592 to 2.021738
  • Marksman carbine
    • AP usage down from 20 to 14.
  • Mercy
    • Condition/Health up from 200 to 500
    • Base damage up from 0 to 5.
  • Minigun
    • Condition/Health up from 800 to 1200
    • Min spread down from 2.3 to 1
    • Sight FOV down from 55 to 45
    • Damped subframe mod decreased spread down from 1 to 0.35
  • Missile launcher
    • Base damage up from 20 to 125
    • Min Spread down from 0.5 to 0.3
    • Sight FOV down from 55 to 40.
  • Mysterious Magnum
    • AP usage down from 25 to 22.
  • Pew Pew
    • Magazine size down from 30 to 10
    • Ammunition usage down from 15 to 5.
  • Plasma caster
    • No longer produces a 60-damage small area explosion on projectile impact
  • Plasma grenade
    • Damage increased.
  • Ratslayer
    • AP usage down from 45 to 33
    • Shots/sec up from 1.085527 to 1.302632
  • Riot shotgun
    • Condition/Health up from 150 to 175
    • Min Spread down from 3.5 to 2.5
    • AP usage down from 30 to 17.
  • Ripper
    • Condition/Health up from 600 to 1200
    • Base damage up from 30 to 50
    • Now ignores target armor
    • Skill requirement down from 75 to 50
    • Crit damage up from 0 to 5
    • Crit mult up from 0 to 1
    • V.A.T.S. damage mult down from 1.2 to 0.5
    • V.A.T.S. AP usage down from 70 to 45.
  • Sawed-off shotgun
    • Min spread down from 7 to 4
    • Crit multiplier up from 0 to 1.
  • Service rifle
    • Base damage down from 20 to 18
    • different attack animation
    • AP usage down from 22 to 15
    • Shots/sec up from 2.303571 to 4.200004
    • Crit damage down from 20 to 18.
  • Silenced .22 pistol
    • Limb damage mult up from 0.8 to 1
    • Crit damage up from 9 to 18
    • Crit mult up from 1 to 3.
  • Silenced .22 SMG
    • Condition/Health up from 500 to 1000
    • AP usage up from 18 to 19
    • Limb damage mult up from 0.8 to 1
    • Crit damage up from 6 to 20
    • Crit mult up from 1 to 3.
  • Single shotgun
    • Spread down from 2 to 0 (still the minimum spread of 1.4 will be used).
  • Sniper rifle
    • Base damage up from 42 to 45
    • Spread down from 1 to 0 so its possible to have a minimum spread of 0.02
    • Action point usage down from 38 to 27
    • Shots/sec up from 1.6071 to 1.928571
    • Crit damage up from 42 to 45
    • Crit mult up from 1 to 2.
  • Tesla cannon
    • Effect that deals additional 20 damage over 2 seconds
    • Base damage up from 40 to 80
    • Magazine size down from 40 to 20
    • Ammunition usage down from 40 to 5
    • Min spread up from 0 to 0.1
    • Sight FOV down from 55 to 40
    • Shots/sec down from 1.578947 to 1.342105
    • Reload time(seconds) up from 2.3333 to 3.1667
    • Jam time up from 1.3333 to 1.6667
    • Kill impulse up from 0 to 40
    • Crit damage up from 30 to 40
    • Disintegrates on critical hits
    • Removes 80 area-of-effect damage caused by the Tesla explosion
  • Tesla-Beaton prototype
    • Effect that deals additional 25 damage over 2 seconds
    • Base damage up from 55 to 90
    • Magazine size down from 45 to 24
    • Ammunition usage down from 45 to 6
    • Min spread up from 0 to 0.08
    • Sight FOV down from 55 to 40
    • Shots/sec down from 1.578947 to 1.342105
    • Kill Impulse up from 0 to 50
    • Crit damage down from 55 to 45
    • Disintegrates on critical hits
    • Removes 80 area-of-effect damage caused by the Tesla explosion
  • That Gun
    • Base damage up from 18 to 30
    • Shots/sec down from 3.75 to 3
    • Crit damage up from 18 to 30.
  • Thermic lance
    • Condition/Health up from 800 to 2000
    • Now ignores target armor
    • Crit damage up from 0 to 10
    • Crit mult up from 0 to 1
    • V.A.T.S. damage mult down from 1.25 to 0.5
    • V.A.T.S. AP usage down from 70 to 45.
  • Throwing hatchet
    • Base damage up from 20 to 30
    • Crit damage up from 20 to 30.
  • Throwing knife
    • Animation attack multiplier up from 1 to 1.5
    • Attacks/sec up from 2.142857 to 3.214286
    • Crit damage up from 7 to 15
    • Crit mult up from 1 to 2.
  • Throwing spear
    • Base damage up from 35 to 50
    • Crit damage up from 7 to 50.
  • Thump-Thump
    • Min spread up from 0.5 to 0.8
    • AI Max range down from 2000 to 1536
    • Non-player characters use ammunition now.
  • Trail carbine
    • Base damage up from 45 to 48
    • Min spread up from 0.035 to 0.06
    • AP usage up from 21 to 29
    • Shots/sec down from 1.846154 to 1.538461
    • Crit damage up from 45 to 48.
  • Vance's 9mm submachine gun
    • Condition/Health up from 600 to 750
    • Base damage up from 13 to 17
    • Crit damage up from 13 to 17.
  • Varmint rifle
    • Action point usage up from 22 to 35
    • Shots/sec up from 1.042106 to 1.21579

Companion Weapons

  • Arcade Gannon's Ripper
    • Condition/Health up from 600 to 1200
    • Base damage up from 30 to 50
    • Now ignores target armor
    • Skill requirement down from 75 to 50
    • Crit damage up from 0 to 5
    • Crit mult up from 0 to 1
    • V.A.T.S. damage mult down from 1.2 to 0.5
    • V.A.T.S. AP usage down from 70 to 45.
  • Boone's scoped hunting rifle
    • Base damage up from 45 to 52
    • Min spread down from 0.03 to 0.015
    • AP usage down from 60 to 40
    • Crit damage down from 45 to 15
    • Crit mult down from 1 to 0.25
  • Cass's caravan shotgun
    • Base damage up from 45 to 54
    • Min spread down from 4 to 2.2
    • Crit damage up from 6 to 8
  • Lily's assault carbine
    • Condition/Health up from 400 to 750
    • Base damage up from 12 to 18
    • Min spread down from 1.5 to 1.2
    • Sight Usage(?) down from 1.5 to 1
    • Crit damage up from 12 to 18
    • Crit mult up from 0.5 to 1.

Ammunition

  • On Hardcore mode, missiles now weigh 1.5 pounds each, down from 3 pounds.
  • On Hardcore mode, mini nukes now weigh 3 pounds each, down from 5 pounds.
  • 12 gauge bean bag rounds now have a base 30% chance of leaving behind a 12 gauge hull when fired. Previously the ammunition would not leave behind any hulls.
  • .38 special rounds, as well as .223 rounds are now sold as individual bullets. .38 special rounds are only sold in in box form by Chet, and boxed .223 rounds are only sold by Daniel Contreras and the 188 arms merchant.
  • .44 special rounds are now sold by vendors.
  • The ballistic properties of some ammunition types have been modified:
    • .308 JSP rounds' Damage modifier has been lowered from 1.5x to 1.3x. It also has a 1.5x Condition penalty.
    • 12 gauge and 20 gauge magnum shells, as well as 12 gauge coin shot shells, now have a 1.3x Damage modifier, up from 1.15x. They also provide a -2 DT reduction.
    • 12 gauge and 20 gauge buckshot shells now have a 1.2x damage modifier.
    • .223 rounds no longer provide a -8 reduction to a target's DT.
    • 5mm armor-piercing rounds have a -25 DT effect. Standard and surplus rounds have a -10 DT effect. HP rounds multiply target's DT by 2, instead of by 3 as with other calibers of hollow point ammunition.
    • 25mm grenades, both normal and high explosive, have had their damage increased from 35 to 50.
    • 40mm grenades have had their damage increased from 50 to 100. 40mm incendiary grenades have had their damage increased from 35 to 75.
  • Price values for most ammunition types have been changed as well:
    • 10mm rounds:
      • Normal rounds are worth 2 caps, up from 1.
      • JHP (hand load) rounds are worth 3 caps, up from 1.
      • Hollow point rounds are worth 5 caps, up from 2
    • 12.7mm hollow point rounds are worth 7 caps, up from 4.
    • 12 gauge shotgun shells:
      • Normal shells are worth 2 caps, up from 1.
      • Bean bag shells are worth 3 caps, up from 2.
    • 20 gauge shotgun shells:
      • Magnum shells are worth 2 caps, down from 3.
      • Slug shells are worth 1 cap, down from 2.
    • 25mm grenades are worth 8 caps each, up from 2.
    • .308 rounds:
      • Normal rounds are worth 4 caps, up from 3.
      • Armor piercing and hollow point rounds are worth 9 caps, up from 5.
      • JSP (hand load) rounds are worth 5 caps, down from 6.
    • .357 magnum rounds:
      • Normal rounds are worth 2 caps, up from 1.
      • Hollow point and JFP (hand load) rounds are worth 3 caps, up from 2.
      • .38 special rounds are worth 1 cap, previously with no value.
    • 40mm grenades:
      • Normal grenades are worth 12 caps, up from 5.
      • Incendiary grenades are worth 18 caps, up from 8.
    • Ammo box, .223 is now worth 20 caps, up from 10.
    • Ammo box, .38 special is now worth 50 caps, up from 25.

Armor

Vendors and containers

  • Gun Runners will now stock twice as many weapon mods. They also carry 60% less "special" ammunition and 250% more "common" ammunition.
  • All vendors will stock more "normal" versions of all calibers of ammunition, typically 50% more.
  • Vendors now sell .44 special rounds.
  • Vendors who sell Guns-based ammunition (bullets) may also sell 25mm or 40mm grenades.
  • Merchants selling low-tier Energy Weapons may stock energy cells in place of a "Tier 1" energy weapon (plasma pistol, laser pistol, and recharger rifle).

Non-player characters

Creatures

  • Some glowing ones will no longer respawn.
  • Spore plants have been altered to work differently within V.A.T.S.
  • Cazadors will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).

World and Map changes

  • The wall dividing Freeside has been increased in height and has had barbed wire added to the top.
  • The second half of the Hoover Dam, behind the inaccessible door has had several changes such as the metal door to the Legate's Camp has been moved closer to the Dam. Also, the bridge/road to the Legate's Camp has been removed (can only be seen before battle at Hoover Dam).

Other

  • Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the Wheel of Fortune, Mister Cuddles, and the platinum chip.
  • Applying a stimpak on a companion after they have been poisoned by a cazador no longer decreases their health.
  • Sometimes when exiting to the Main Menu then returning to the game, the in-game day of the week would reset to Sunday. This no longer occurs.
  • Added the achievements for Fallout: New Vegas add-on Honest Hearts.

Form ID changes

For unknown reasons, numerous items have had their Form IDs changed, primarily—but not limited to—"behind the scenes" items like scripts and leveled item lists. These changes have been correctly implemented, in that other items which reference, incorporate, or otherwise refer to these changed items now point to the updated Form ID. Importantly, these updates can cause problems for any mods which altered the updated items prior to the patch, causing them to behave erratically, incorrectly, or even prevent the game from loading at all.

A partial list as follows:

Form ID changed

Editor ID Old Form ID New Form ID Type
V1ESquatterEnabler 0017AF7A 0017B783 Activator
RexBloodLegion 0017B7A6 0017B7E4 Perk
LeveledLegionArmorDecanus 0017B7AD 0017B808 Leveled List
LeveledLegionArmorRecruitPrime 0017B7AF 0017B80A Leveled List
LeveledLegionHelmetDecanus 0017B7AE 0017B809 Leveled List
LeveledLegionRecruitPrime 0017B7B0 0017B80B Leveled List
LeveledNVMacheteRipperLoot 0017B7B1 0017B80C Leveled List
LeveledNVRangerCivilianOutfitArmor 0017B7AC 0017B807 Leveled List
LeveledWithAmmoHuntingSniperRifleNPC 0017B7B3 0017B80E Leveled List
LeveledWithAmmoNV9mm10mmSubmachineGunNPC 0017B7B2 0017B80E Leveled List
LootBrightFollowersEnergy 0017B7B4 0017B7F5 Leveled List
LootChemsEmptySyringe75 0017B7B5 0017B7E8 Leveled List
VTopsBennyFaction 0017B799 0017B7E9 Faction

References a changed record

Editor ID Form ID Type Reference
BMTabithaRhondaFixedTalkTrigger 000E9C23 Activator BMTabithaRhondaFixedTalkTriggerSCRIPT
CampGolfRadioSpeaker 00158679 Activator VCampGoldLoudspeakerScript

Notes

Explanation of weapon statistics

  • "Base damage" is the damage done per melee swing or gun shot when the weapon hits its target.
    • For automatic melee weapons only, this is the damage done per second when the weapon is used outside of V.A.T.S.
  • "Min Spread" means the weapon has a minimum spread of that much degrees, even if the weapon skill is at maximum. So, if a weapon has a Min Spread of 5, bullets can go out of the barrel by at least 5 degrees off.
  • "Kill Impulse" is the physical effect a weapon has on the target after they are killed, as in how far they are knocked back or thrown.
  • "Spread" is not fully understood, but seems to affect only multi-projectile weapons or shots traveling over long distances.
  • "Sight FOV" is the field of view a weapon zooms to when aiming it. The lower the number is, the larger the zoom magnification.

Bugs

  • Playstation 3Playstation 3Playstation 3 Installing the patch may cause the map to disappear when fast traveling or removing armor/clothing that disguises you as a faction.
  • PCPC Installing patch 1.3.0.452 will cause the v1.1 G.E.C.K. editor to stop working. Bethesda has released the new v1.3 G.E.C.K., compatible with the patch, for download on their website.
  • Xbox 360Xbox 360 If the Mercenary Pack is installed, and patch 1.3.0.444 is installed after, the game will not play. After pressing [start], the message "Searching for downloadable content" will appear and will stay on the screen indefinitely, leaving the player unable to play the game. Deleting the patch will work, but it is not a permanent fix, as upon reinstalling the patch, this same bug occurs.
  • PCPC After updating, if you have the Canadian version of the classic pack with a US disc and US DLC's, all DLC will not be recognized.
    • PCPC Players can fix this issue by deleting the Canadian version of the classic pack and downloading the US version of the pack.
    • PCPC Deleting and Re-installing all add-on content will sometimes fix this issue.
  • Xbox 360Xbox 360 After installing the patch, if you try to reload a save file which was used with the previous patch, a message written "this save file requires a downloadable content which is currently not available. Do you wish to continue?". It is recommended that you don't load any save file until an update of this patch becomes available to download or your save file may become corrupted. (Fixed as of April 30, 2011)
  • Playstation 3Playstation 3Playstation 3 weapons that received cnd upgrades e.g. light machine gun, grenade machine gun, 12.7 smg can go from 100% cnd to much lower.
  • Xbox 360Xbox 360 occasionally when inside a vendor shop or other area, music would still play as if you were outside.