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 Patch 1.02

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frankthetoad
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PostSubject: Patch 1.02   Mon Nov 28, 2011 8:43 am

Is live in Europe. 92MB. Seems to have fixed framerate issues for many reporting in...but not all. Also, some reporting that it fixed their problem report back later that the framerate problem returns. Who knows.

Hopefully it will be live in the States tonight. I started doing the Civil War quests, and when I started the Fort battles, it was like watching a slide show....

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PostSubject: Re: Patch 1.02   Mon Nov 28, 2011 3:08 pm

It's been released in the US:

Improved occasional performance issues resulting from long term play (PlayStation 3)
Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)
Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)
Fixed issue where projectiles did not properly fade away
Fixed occasional issue where a guest would arrive to the player’s wedding dead
Dragon corpses now clean up properly
Fixed rare issue where dragons would not attack
Fixed rare NPC sleeping animation bug
Fixed rare issue with dead corpses being cleared up prematurely
Skeleton Key will now work properly if player has no lockpicks in their inventory
Fixed rare issue with renaming enchanted weapons and armor
Fixed rare issue with dragons not properly giving souls after death
ESC button can now be used to exit menus (PC)
Fixed occasional mouse sensitivity issues (PC)
General functionality fixes related to remapping buttons and controls (PC)

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PostSubject: Re: Patch 1.02   Mon Nov 28, 2011 8:56 pm

30 minutes post patch and I've had 3 freezes requiring a reset.

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PostSubject: Re: Patch 1.02   Mon Nov 28, 2011 10:52 pm

Sweet.
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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 7:32 am

So after the freezing fiasco, I turned off all of the autosave functions and then manually saved my game. Turning autosave off seemed to do the trick. Load times are MUCH faster. Something tells me this would improve loading times without the patch.

Finished up the Civil War questline last night. The big fort battles were much less laggy. Guess the patch worked after all.

My 11MB save only dropped down to 10MB. I'd seen people report that their save was cut in half...

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 7:58 am

My save file is still right around 7.5

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 8:02 am

I remember my first beer.

Turn off autosave if you haven't already. Your loading times will thank you!

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 8:04 am

I only have autosave set to when I wait or fast travel. I have no problems with the load times. Oblivions load times could get really long at times so this isn't bad at all for me. I usually only have to wait 3-5 seconds.

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 8:18 am

3-5 seconds?! My load times are usually 15-20 seconds when fast travelling between locations. After turning off autosave I was able to cut the load time down to 3-5 seconds when going in a shop. If you have 3-5 second load times between fast travels you're going to have to tell me what all your settings are!

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 8:41 am

launch 60GB ps3 and defaults.

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 8:51 am

I'd heard a few people say they deleted the game then installed and downloaded the patch. Can you think of any reason why that might be beneficial?

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 9:07 am

i don't know.

they deleted the whole game or just the data file?

i have no idea. i put the disc in and play the game. that's all i bother with. Cool

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 9:10 am

Meh. What do I care. It stopped freezing after 30 minutes and worked just fine. If it ain't broke, don't fix it.

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 9:17 am

exactly.

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 9:21 am

Everything feels a little nerfed after the patch. Maybe it is just me.

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 10:34 am

Did they need they nerf things?? Shocked

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 10:36 am

Mark Sporto wrote:
Did they need they nerf things?? Shocked

Mouse hacked Matz's account!!

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PostSubject: Re: Patch 1.02   Tue Nov 29, 2011 10:53 am

Oh crap, not again! Mad

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 7:46 am

IGN article with some harsh words for Bethesda:

http://ps3.ign.com/articles/121/1214016p1.html

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 8:30 am

frankthetoad wrote:
IGN article with some harsh words for Bethesda:

http://ps3.ign.com/articles/121/1214016p1.html

Thats amusing.

Where was this concern trolling when FO3 FONV was around?

That sounds exactly like the same damn savegame issue as before. So much for a new engine.

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 11:14 am

Well, it's not a new engine. It's the same old engine with some tweaks to it.

I read a post by a FNV developer that said waiting for three in-game days helped reset items in the environment. That is, the lantern, bowl, chair you bumped in that dungeon/house/shop will be reset to their original location after three days...at least they were in FNV.

Since reading that, I've made it a point to wait for four days before I save and power off at the end of the night. Reading that guys statement about how the game keeps track of every single item's changed state was crazy. That's a lot of stuff it has to remember. There's no better reminder than seeing the dead body of a guy that died from a dragon attack on the ground in front of the bar in Windhelm. He bit it very near the beginning of the game for me. He's still there.

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 1:24 pm


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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 1:46 pm

Honestly it seems like rather sloppy implementation and coding. If what you're doing ends up causing the game to simply crash and be unplayable at some point in the future because of ever increasing needs for memory; something is designed horribly wrong.

You simply can't state, well we want to have this persistence throughout the while game for every single object. It be nice, but not at the cost of having your game turtle up at some point and ruining the experience.

Does having that guys dead body from the initial dragon attack really matter if you can't beat the final mission without the game crashing? Maybe for reviewers who don't bother finishing games anymore, but not for gamers.

FAIL on bethesda's end IMO. The whole reason of coming off the gamebryo engine was to fix these problems. Apparently they saw it as only a way to make it prettier.

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 1:52 pm

I wholeheartedly agree that it's a big fat EPIC FAIL on there part. They created a beautiful game with an engaging story that's chock full of character development that becomes a whole lot of frustration after your save file gets a certain size.

Are there ways to guard against this? Yes. Are there tweaks you can make to the settings and actions you can take in the game to guard against this? Yes. Will the majority of game owners know about said fixes and use them to fix this mess? Probably not. It's easy to forget that the vocal blog poster is in all likelihood part of a very small minority...

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PostSubject: Re: Patch 1.02   Tue Dec 06, 2011 2:08 pm

The only way I see around it is to DO as little as possible in the game. That's kinda BS for a game where the whole point is to explore and do everything.

Every time you meet up with a character, object, or enemy that Bethesda decided needs persistence through the world, and you interact with them in any way, their state changes and the game is always reading them into memory to pull up quick. The more you meet / do, the more the game needs to track and the worse it gets.

The does explain my FO/FOV problems to a T. I'd travel everywhere, search everything, talk to everybody, ect..... which apparently breaks the game. That's bogus.

I have no idea why they're not storing these things on the HDD and just pulling them up when needed. If you need to check if some condition is triggered (say someone is dead) to trigger something else, there should be one small file keeping track of IsAlive(yes or no). Everything else should be stored in save files or on the HDD and only accessed when you're in the immediate area... you don't need always have a character loaded into memory, his health, weapons, items, state, ect... when you're on the other side of the world. That's such a waste of memory!

It's really sloppy, and apparently the only thing saving their games on PC is that RAM is cheap and abundant.

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