Deleted2039153User Posted April 26, 2011 Share Posted April 26, 2011 i dont get why everyone is freaking about about the patch. we just need to wait for the nvse patch. the mods should be fine, i think. my PIP Boy Redius doesnt work. I just stare at my hand. It requires an updated NVSE. I dont have save from before I loaded the Readius mod, so I'm going to have to wait.or update nvse http://nvse.silverlock.org/beta/nvse_1_beta9.zip You sir, are a gentleman and a scholar. Thanks for the updated link. Link to comment Share on other sites More sharing options...
kevkiev Posted April 26, 2011 Share Posted April 26, 2011 Things have gotten even weirder but, so far, it looks like a somewhat happy ending. I went back to Steam and tried launching from there again and didn't get any error message. Oddly, though, the game started to update. Maybe I was misinterpreting the update history? (ie maybe it lists available updates and not necessarily those that have been installed. But why the initial error messages?!) *rubs temples* Anyways, I quickly exited the game (it showed "updating paused"), checked properties/updates and it had changed to auto-update again. (I'm positive I changed it to "don't do that!"! Maybe that's the "return to default" thing ayala84 mentioned.) I then tried FOMM again and, after getting to the screen that shows your mod list, I got a completely different error message than on my 1st attempt. This time something to the effect that "you're playing a version of NV that NVSE doesn't yet support") - on my previous attempt I didn't even get to the mod-list screen before it told me it couldn't find my FONV folder. So I went back to steam and, since there didn't seem to be any way to stop the update, I just let it run its course. (Again, my previous attempt resulted in Steam telling me that FONV wasn't installed. :wacko: ) After the update was finished, I launched FONV directly through Steam and it started. (Hooray!) I'm assuming that I've lost my mods that require NVSE but, nontheless, I am able to play. I've still got my DarNified UI, my dinnerbell reskin, my spiffy Scarab laser rifle, my Lucky 38 Reloaded suite, and my unlimited companion and companion sandbox mode mods seem to be working too. I'm at a complete loss as to the initial error messages I was getting with both FOMM and Steam, but at least I'm back in the Mojave. I am extremely confused at this point, and don't wish to confuse anyone else, so I'm going to shut up now and go frag some legion. Link to comment Share on other sites More sharing options...
clintster74 Posted April 26, 2011 Share Posted April 26, 2011 any one have a problem with the G.E.C.K. not loading cells with the new patch I keep geting "NullTextureSet" and no cells will load thanks for the info went to the link and read through tried the tool on steam but nothing there. this sucks can't play can't mod Link to comment Share on other sites More sharing options...
raverbane Posted April 26, 2011 Share Posted April 26, 2011 i dont get why everyone is freaking about about the patch. we just need to wait for the nvse patch. the mods should be fine, i think. my PIP Boy Redius doesnt work. I just stare at my hand. It requires an updated NVSE. I dont have save from before I loaded the Readius mod, so I'm going to have to wait.or update nvse http://nvse.silverlock.org/beta/nvse_1_beta9.zip Is anyone using this yet? Is it working? Link to comment Share on other sites More sharing options...
chucksteel Posted April 26, 2011 Share Posted April 26, 2011 GECK is broken but, Gstaff has confirmed that there will be a GECK update very soon. Read this thread on the official Beth Treads. WARNING 1.3 update breaks the GECK chuck Link to comment Share on other sites More sharing options...
hector530 Posted April 26, 2011 Share Posted April 26, 2011 i dont get why everyone is freaking about about the patch. we just need to wait for the nvse patch. the mods should be fine, i think. my PIP Boy Redius doesnt work. I just stare at my hand. It requires an updated NVSE. I dont have save from before I loaded the Readius mod, so I'm going to have to wait.or update nvse http://nvse.silverlock.org/beta/nvse_1_beta9.zip Is anyone using this yet? Is it working? works for me Link to comment Share on other sites More sharing options...
Dan3345 Posted April 26, 2011 Share Posted April 26, 2011 NVSE is working for me as well, seems to me that fallout is a bit more unstable now but I save often so no worries. Also this is deffinitely an effect of the nvse version but when loading nvse through FOMM it starts but it skips the opening window so I am technically stuck on ultra high settings. And not that it matters to me because I use FOMM but this means I also cant get to my data files. Link to comment Share on other sites More sharing options...
Mookeylama Posted April 26, 2011 Share Posted April 26, 2011 yaaay! nvse update is working. but do i have to reinstall all the mods that were affected? sorry, but i've never had mods broken due tp an update. i've went back to saves from days ago and some stuff still isn't working, like the companion wheel for any custom companion isn't working. do i have tp reinstall those mods? thanks Link to comment Share on other sites More sharing options...
ozziefire Posted April 26, 2011 Share Posted April 26, 2011 (edited) I'm a bit confused about the GECK updating, a thread suggests you can upload an update in Steam but I can't find where in steam it is. TOOLS just shows a lot of server options for games I don't have. http://forums.bethsoft.com/index.php?/topic/1182825-warning-13-update-breaks-the-geck/ And when I looked at the files from http://fallout.bethsoft.com/eng/downloads/geck.html they seem to be older than the last lot I downloaded months ago. Edited April 26, 2011 by ozziefire Link to comment Share on other sites More sharing options...
Craigsters Posted April 26, 2011 Share Posted April 26, 2011 (edited) Fallout: New Vegas Updated Fallout: New Vegas 1.3 This update contains optimizations and stability improvements, as well as the following balance changes: Guns Changes: • 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 - RoF 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 Changes: • 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 Changes: • 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 Weapon and Unarmed Changes: • 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. Perk Changes: • Splash Damage – Functions properly. • The Professional - 10mm Pistol, SMG added to perk list. -----------------------------------Steam updated my game 20 minutes ago around 2 am eastern Edited April 26, 2011 by Craigsters Link to comment Share on other sites More sharing options...
Recommended Posts