Bethesda is rolling out Fallout 4 Patch 1.3 this week for dedicated Wastelanders. The PC patch is live and the PS4 and Xbox One versions are due to release this week. Here’s a list of the notes for the upcoming patch, some of which are PC specific such as the new ambient occlusion setting (HBAO+).
1.3 New Features
- New ambient occlusion setting, HBAO+ (PC)
- New weapon debris effects (PC NVIDIA cards)
- Added status menu for settlers in your settlements
- Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
- Improved “ESDF” keys remapping support while in Workshop mode (PC)
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
Workshop Fixes
- 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
Lots of fixes and improvements especially related to Settlements and Crafting which is a welcome sight as players expressed some unfulfilled potential in these areas. I personally didn’t have a problem properly dismembering the dwellers of Vault 81, but it’s nice to see a fix for those who did as well as those game halting quest bugs. Still tinkering away in the Commonwealth? Any fixes you’d still like to see? Sound off in the comments.
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14 responses to “Fallout 4 Patch 1.3 Out This Week for All Platforms”
RIP crafting w/o using up materials. Kinda glad that it’s gone, though. The glitch, in my opinion, trivialized searching for materials
This patch fixes the settlement glitch you encountered. I can confirm that, as I had the same problem.
i’ll wait a bit more before i go and patch the game, supposedly it fixes the dogmeat workbench copy glitch but i don’t want to patch it yet until I’m satisfied with mini-nuke ammo amount since i can’t pay for mini-nukes
So far it’s fixed a few issues I had with the gameplay and graphics. Happy.
Just gonna keep going with the “make myself a mercantile legend” play. Water purifiers, harvest water, turn into other assets (ammo, fusion cores, materials). Oh, and making the wasteland depend on my settlements for food.
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I’ll eventually get on and check out the update. A bit later than I expected, but if all true, sounds like it was definitely what the game needed.
So, I played some time with this update, and I have to say, it’s AWESOME! not awesome.
You can see who is assigned to what! No more equipping them with unique items!
The loading screen time, while fast traveling, has been greatly reduced! YAY!
And the item rotation!
Everything looks good.
Maybe they are so deep into fantasy that they count their weeks in tendays?
I checked a few days ago for this patch, and there was nothing. It finally downloaded today, so it must have just taken it’s dear sweet time getting done.
It’s weird, but I never got most of these bugs, apart from the one with MacCready’s perk and few others. I’ll miss those headshots from a mile away with my pistol. Glad they finally fixed it though, it definitely made the game way too easy.
This is great to hear especially with the calculations when it came to settlement happiness. Once that gets passed I’m hoping most of my settlements will be able to finally reach max happiness, since I’ve invested so much time and caps into them. Not to mention that status menu for the residents in my settlements, I’m sure that’ll make things a lot more interesting when I’m adding resources to all the settlements that I’ve been maintaining.
Same goes with the glitches for all the quests, most of those occurred with my character so I ended up sidelining them. So it’ll be nice to finally be able to finish those quests up.
I agree. I’ll be happy to get back on the game once the patch is released on ps4.
I’ve been pretty happy to see the support and transparency with these updates. They’re not just the “Fixed various bugs and glitches” type and are actual meaningful corrections that are clearly taking player feedback into account. They are so far delivering on their post launch support plans and that makes me very happy to see.
Thanks for the article, Emergence.
Glad to finally hear from Bethesda. Glad they’re addressing these problems in big chunks.
I’m liking this update. Some of the fixes were already addressed in bug fixing mods, which I use; for instance, Killshot perk giving you 2000% instead of 20%, and the unaddressed Yao Guai Roast glitch which turned the VD into a slaughter machine.
A fix I personally would like to see is proper velocity for critical hits. There are time which a critical hit wouldn’t take effect properly. Another bug I’d like to see fixed, is proper trap/mine replacements after quickloading; if a mine explodes, in a quickload, the mine is gone.
I’m really looking forward to future updates.
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