Fallout 4 Patch 1.4 Released for PC

Steven Bogos

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Jan 17, 2013
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Fallout 4 Patch 1.4 Released for PC

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Fallout 4's 1.4 update includes several new features that will let you add even more character to your settlements.

in the form of patches [http://www.escapistmagazine.com/tag/view/fallout%204?os=fallout+4]. Bethesda has just launched patch 1.4 for the PC version of the game, which as well as fixing a boatload of bugs and glitches, also adds a few new features. Check out the full change-log here:

New Features

Support for add-ons (DLC)
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)
Fixed an issue with loading save with a placed object in water, not properly floating

The update will hit the console releases once its "beta testing" phase is over.

Source: Bethesda [https://bethesda.net/#en/events/game/fallout-4-1.4-update/2016/02/22/81]

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Kyrian007

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I'm actually surprised how stable and good the vanilla release was compared to previous Fallout releases. I had more issues and glitches with Fallout 2 than I did with 4. I had to edit .ini files to get FO 3 to work, NV crashed and crashed and crashed and crashed until I downloaded a couple of unofficial patches and got it to work properly. And I love those games regardless of problems. In my 1st run through FO 4, I had to go to the command console to correct a visual issue. Once.

Far as I'm concerned, good game, well handled release, can't wait for the DLC and the next game.
 

Dwarfman

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Lunar Templar said:
I wonder how much stuff this broke ....
Well I can't play the game at all since all the recent patches came through. Even deleted all my mods - including the Nexus Mod Manager - and even uninstalled and reinstalled the damn game to no effect. Before the patch downloaded I had zero problems and I purchased and installed the game the day it came out.
 
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I always hated patch notes that claim "General stability and performance fixes". What's that even mean? It seems like they just say that for the sake of it. Every time Fallout 4 claims to have had "performance fixes" I hop on and notice literally no difference. I realize it doesn't necessarily mean FPS increases, but my expensive system still struggles 30 FPS in certain areas of the city.
 

monkeymangler

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Feb 9, 2016
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Adam Jensen said:
I can't wait for Fallout 4 to get out of Early Access. It's really been a while. Maybe this time next year.
Are you genuinely surprised a Bethesda game is buggy and partially broken with a lazy engine? You know, like Skyrim, New Vegas, Oblivion, Fallout 3...
 

Silverbane7

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dwarfman, try checking if anything here helps
http://forums.nexusmods.com/index.php?/topic/3692750-13-beta-patch-and-ctd-issuespossable-solution/

for a lot of players it was textures from mods remaining after removal of game even (if i remember correctly some files are left behind after uninstall ect, but its been a while since i saw them talking about the issue)
lots had it from things like the gore overhaul or the CBBE bodies. one even had it just from eyes.

personaly, i just hope they left the 'drop guns in normal-store guns in build mode' trick in so you can at least build a little bit more in an area. its tedious but its script free, so even the consoles would be able to use it (assuming they could in the first place)
 

Naldan

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Feb 25, 2015
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DeliveryGodNoah said:
I always hated patch notes that claim "General stability and performance fixes". What's that even mean?
Yeah. As far as my experience goes when it is this unspecific, it means "We rolled a dice regarding performance. Maybe it will work for some, maybe it breaks for some. Dunno, test it."

This line even was the reason why I checked the comments here to see feedback. But I guess it isn't released yet.