Fixed crash related to jumping into water and reloading saved games.During "Confidence Man" fixed issue where player's health would continuously regenerate.Fixed issue with "When Freedom Calls" where the quest would not complete.Fixed issue where equipped weapons become locked after completing Reunions.Fixed issue with player becoming stuck in terminals.Optimizations to skinned decal rendering.Performance improvements inside the Corvega Assembly Plant.General memory and stability improvements.It also fixes a bug where equipped weapons get locked after completing Reunions and clears out a problem where, under certain circumstances, a player's health would constantly regenerate. The update also delivers "general memory and stability improvements" as well as a fix for crashes that triggered when jumping in water. The 1.2 patch notes include bug fixes for things like players getting stuck in terminals and another issue involving the "When Freedom Calls" quest. You should be prompted to download and install the update the next time you boot up the RPG. Microsoft's Larry "Major Nelson" Hryb announced today that the patch, 1.2, has arrived. This prevents several issues, where workshop scripts could get locked.Having already launched on PC and PlayStation 4, Fallout 4's first patch has now landed on Xbox One. This includes cutting the 1 single and super slow quest for running the settlements for dozens of smaller quests. It fixes a bunch of issues, which UFO4P do not want to address. If you want the best service, then toss in this one as well. You can search release notes for information that might be more relevant for yourself. However, fixes are plenty and go far beyond Workhsop system. I took the Workshop system as example, because it is the most buggiest and forum gets a lot of questions from that. Fixed settlement target locations, preventing bugs and issues in certain quests (like Mercer safe house getting messed up, due to wrong information between Outpost Zimonja and Abernathy Farm.).Short wait period for resource calculation, to avoid resource detection bugs in settlements.This solves both thread locking and performance issues. WorkshopAttackScript: Prevent a settlement from calling its workshop reset while it is under attack.WorkshopObjectScript: Initial workshop setup is called twice but does not need to be since it will reset when the player visits for the first time anyway.WorkshopParentScript, WorkshopScript: The current workshop tracking variable should now be updated properly when visited, and when the player leaves.This also required minor modifications to WorkshopScript and WorkshopObjectScript. This greatly helps in reducing the number of threads that are alive on WorkshopParentScript at the same time and makes script lag issues that could still occur after the reset had finished running less likely. The resource assignment procedures however, which run in regular intervals while the player stays at a workshop and also are called every time a resource object is built are more than 90% faster now. Workshop resets are now 25% faster, on average, which is significant but admittedly only a minor improvement for overly large workshops. WorkshopParentScript: To improve performance, the ResetWorkshop() function and the "core functions" that handle actor and object assignment have been completely rewritten. This thing, which managed to reduce the lag significantly for settlement builders, including modded processes:.Fixing massive spam from DLCs, when game attempted to load resources from them, before they were initialized.
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