Boombro Posted February 22, 2016 Share Posted February 22, 2016 (edited) Here you guys, the full log: New Features:Support for add-ons Additional art customization added to Workshop: Super Mutant clutter including meat totems, meat bags and meat cart Raider clutter including raider poles, cages and tents Abstract and portrait paintings Variety of new signs More metal and wood doors variants Fixes:General stability and performance improvements During "Getting a Clue" quest, Kellogg's desk will remain a working container During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest Fixed an issue with "Kremvh's Tooth" quest item not spawning properly Settlements under attack will now display an updated message with the results of the attack if player does not respond Fixed an issue with screen effects not clearing away properly after using a scope Fixed an issue with trying to sprint while in third person with a minigun equipped Rank 4 of Demolition Expert perk now properly increases the area effect of explosives The Scrounger perk now includes additional common ammo types Fixed an issue where Calvin Whitaker would disappear in Vault 81 Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly Fixed an issue with key cards not spawning correctly in Vault 75 Fixed an issue where enemies would stop spawning during "Airship Down" Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck Fixed an issue with the autosave counter getting incorrectly reset Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Fixed issue where exiting workbenches would cause third person to stop working properly The Scribe can now be assigned consecutive settlements properly Fixed issue with duplicating scraps shipments Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row Fixed issue with the quicksave and autosave message persisting through loading screens Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One) N7Lisbeth: Installing the beta completely removed all the .esps from my plugins file again, so I had to uninstall all my mods and reinstall them. Given that I ran NMM before the game, I'd have thought it would make the file read-only again, but apparently it failed (or it was rewritten on the install). Seems anti-mod friendly to me, contrary to the bullet point, but reinstalling everything worked out. I also noticed it referenced which .esps were missing when I loaded a save file. Edited February 23, 2016 by Boombro Link to comment Share on other sites More sharing options...
trold Posted February 22, 2016 Share Posted February 22, 2016 Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Thank Todd. That was the most annoying thing, ever. Link to comment Share on other sites More sharing options...
Deleted3507349User Posted February 22, 2016 Share Posted February 22, 2016 Support for add-onsSecond most annoying thing, ever. Link to comment Share on other sites More sharing options...
trold Posted February 22, 2016 Share Posted February 22, 2016 Unclear what that means exactly though. Link to comment Share on other sites More sharing options...
Boombro Posted February 22, 2016 Author Share Posted February 22, 2016 It could mean DLC, mods or both. Link to comment Share on other sites More sharing options...
DarthWayne Posted February 22, 2016 Share Posted February 22, 2016 (edited) Changes to the mod system I noticed so far: - when uninstalling a mod the warning message will now list the removed esp names- new crafting items have a small '+' in the upper right corner Edited February 22, 2016 by DarthWayne Link to comment Share on other sites More sharing options...
ddavies10693 Posted February 22, 2016 Share Posted February 22, 2016 Anyone any noticed incompatibility with any of the big mods on Nexus so far? Link to comment Share on other sites More sharing options...
TheOriginalEvilD Posted February 22, 2016 Share Posted February 22, 2016 (edited) I dunno how I feel about never having any of the issues I see fixed by these patches. I may have had some of the damage calculation issues since I don't know how to calculate all that on my own, but I've never seen any of the bugs fixed thus far by any update. I do however have a whole list of other crap they can work on. I'd love that. Edited February 22, 2016 by Evil D Link to comment Share on other sites More sharing options...
SephDragoon Posted February 23, 2016 Share Posted February 23, 2016 Does it Finally maybe fix the keyword issue? Could that be the "support for addons" it means? Link to comment Share on other sites More sharing options...
N7Lisbeth Posted February 23, 2016 Share Posted February 23, 2016 Installing the beta completely removed all the .esps from my plugins file again, so I had to uninstall all my mods and reinstall them. Given that I ran NMM before the game, I'd have thought it would make the file read-only again, but apparently it failed (or it was rewritten on the install). Seems anti-mod friendly to me, contrary to the bullet point, but reinstalling everything worked out. I also noticed it referenced which .esps were missing when I loaded a save file. Link to comment Share on other sites More sharing options...
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