Discussion
FourWheelDrift said:
P.A.M is just as bad sending me to Wattz electronics 3 times in a row to kill a different Courser each time, sitting in the same chair. I'm just trying to progress the Railroad side as I've done the Institute and BoS endings.
I'm guessing that, ultimately, there are only two endings. It's just who your allies are for the assault on the Institute if you choose any path other than Institute. Of course, how you reach that point probably differs. It's funny, but I have absolutely no interest or enthusiasm for doing the BoS questline on account of the fact that I don't like taking orders, and I also think they're a bunch of dicks.
Lazadude earlier in the thread said:
Can't wait for the 1.3 patch to hit consoles.
Finally fixed the Killshot perk, so no more certain headshots.
Settlers now have a job list, and you can see who's working on what etc and wires no longer use copper!
Lots of little improvements:
Gameplay Fixes
Quest Fixes
Finally fixed the Killshot perk, so no more certain headshots.
Settlers now have a job list, and you can see who's working on what etc and wires no longer use copper!
Lots of little improvements:
Gameplay Fixes
- General memory and stability improvements
- Improved performance when looking through a scope
- Fixed issue where player could warp to a different location when aiming
- Companions can no longer get stuck with radiation poisoning
- Fixed an issue where Vault 81 residents would not dismember correctly
- Big Leagues perk now displays calculated damage correctly
- Fixed issue with third person camera not displaying properly after exiting certain crafting stations
- Fixed an issue where subtitles would occasionally not update properly
- Effects will properly be removed on companions when items are unequipped
- MacReady’s Killshot perk now calculates headshot percentages properly
- Fixed an issue with NPCs getting stuck in Power Armor
- Fixed a rare issue with companions getting stuck in down state
- Second rank of Aquaboy now calculates properly
- Fixed an issue with resistance not always lowering the damage correctly when added by mods
- Enabled number of characters available when renaming an item (XB1)
- Fixed issue with player becoming dismembered while still alive
- Robotics expert is now usable in combat
- Stimpaks can now be used on Curie after the transformation
- Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked
Quest Fixes
- Fixed an issue with “Taking Independence” where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
- Fixed an issue where invulnerable characters would get stuck in combat
- Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
- Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
- Fixed an issue where killing a caravan would leave a quest open
- Fixed an issue where Dogmeat would stay at Fort Hagen after “Reunions” was completed
- Fixed an issue where the player couldn’t talk to Desdemona to complete “Underground Undercover”
- Fixed an issue where the player could get stuck exiting the cryopod
- Fixed an issue where the player could no longer get Preston as a companion
- In “The End of the Line,” fixed an issue that would prevent the player from killing the leaders of the Railroad
- Fixed an issue with Minutemen quests repeating improperly
- Fixed an issue where the player couldn’t get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
- After finishing “The Big Dig,” fixed an issue where Hancock would no longer offer to be a companion or help with the “Silver Shroud” quest
- Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
- During “Unlikely Valentine,” fixed an issue where the player could be blocked from entering Vault 114
- In “Confidence Man,” Bull and Gouger can now be killed
- During “Taking Independence,” fixed an issue that would prevent the radio transmitter from powering up
- In “Human Error,” fixed an issue where killing Dan would cause the quest to not complete properly
- Fixed an issue with “Tactical Thinking” where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly
- Fixed a bug that would cause settler counts to appear incorrectly
- Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
- Improvements to snapping pieces together while in Workshop mode
- Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
- Player can now build workbenches in their Diamond City house
- Building wires no longer uses up copper
- Fixed issue with certain settlement attacks not generating properly
- Fixed an issue with settlement happiness calculations
- Settlers assigned to weapons stand will now stand next to it
- Diamond City house now shows provided power
- Repairing items will now correctly consume resources
- Fixed an issue where companion would ignore commands at workshop locations
- Fixed an issue with crops appearing destroyed after saving and reloading
1.3 patch didnt fix "Barney Rook's Bunker" - apparently when you find his house, his body is supposed to be there, upstairs, and he has a key on him that opens the basement access (only the key opens it). Trouble is, his body isnt there... Im not the only one affected.
Its only a minor side mission thing - i only care because theres a magazine in his bunker which is now unobtainable.
Its only a minor side mission thing - i only care because theres a magazine in his bunker which is now unobtainable.
sidaorb said:
Doesn't that mean you wont get anymore 'kidnapped or raider/ghouls' missions from Preston?
Quite possibly yes, but as I've technically finished the game and am now just in exploration / discovery mode, I'm not all that fussed about not having themHaving said that, I think I finished the game too quickly and missed out on a lot of side missions as a result (especially with the Railroad faction) however as I've sunk in a load of hours post completion, I don't now feel inclined to go back to my "before Bunker Hill" save and go from there
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