Fallout: New Vegas patch 1.3.0.452

The Fallout: New Vegas patch 1.3.0.452 (PC) or 1.5 (PlayStation 3) was released on April 25, 2011 for the PC and PS3 versions of the game. An Xbox 360 version, 1.3.0.444, became available as of April 28th. On April 30th, a second patch was released for the Xbox 360 to resolve a loading issue that was experienced with the April 28th patch release. The patch is still considered 1.3.0.444.

Fixes

 * The Loose Cannon trait now affects Dynamite and Long-fuse dynamite.
 * The Professional perk now affects the 10mm pistol and 10mm submachine gun.
 * Vendors sell .44 Special Rounds.
 * Plasma Defenders are now distributed to NPCs with the correct ammunition (energy cells instead of microfusion cells).
 * The Splash Damage perk now has an effect. Previously, the perk's effects entry was empty.
 * Throwing knives will no longer explode when shot.
 * The player can now make .44 Magnum, SWC (Hand Load) with either the Hand Loader perk or the schematic from Jules. Previously the ammunition required both the perk and the schematic.
 * ED-E will be automatically un-frenzied upon exiting combat.
 * Killing Logan will remove the un-droppable Radiation Suit Package from the player's inventory.
 * The Securitron escort who may accompany you during the Hoover Dam battle will be disabled prior to the start of the endgame sequence, to prevent it from interfering with the slideshow.
 * Leaving The King's School of Impersonation will not arbitrarily cause Orris's thugs to appear or re-appear.

Food

 * Nuka-Cola's health effect has been increased from 2(20s) HP to 2(25s) HP, the same as Sunset Sarsaparilla.
 * Coyote tobacco chew and Moonshine now randomly spawn in first aid boxes.

Weapons

 * Prices for all weapon mods (save for those used by varmint rifles and 9mm pistols) have dramatically increased, as much as 10x in some cases.
 * .357 magnum revolver
 * Action point usage up from 20 to 26
 * .44 magnum revolver
 * Action point usage down from 28 to 25.
 * 10mm submachine gun
 * Condition/Health up from 250 to 500
 * Min Spread down from 4 to 2.2
 * action point usage up from 20 to 22.
 * 12.7mm submachine gun
 * Condition/Health up from 250 to 500
 * Clip size up from 15 to 21
 * Min spread down from 4 to 2
 * Fire rate and Shots/sec both up from 8 to 9
 * Action point usage up from 20 to 24.
 * 9mm submachine gun
 * Condition/Health up from 450 to 550
 * Base damage up from 11 to 14
 * Min spread down from 2.2 to 1.5
 * Action point usage 20
 * Crit damage up from 11 to 14.
 * All-American
 * Action point usage down from 20 to 13.
 * Annabelle
 * Base damage up from 20 to 150
 * Min spread down from 0.2 to 0.02
 * Sight FOV down from 55 to 40.
 * Anti-materiel rifle
 * Min spread down from 0.03 to 0.015
 * Action point usage down from 65 to 55
 * Crit damage up from 80 to 110.
 * Assault carbine
 * Condition/Health up from 400 to 750
 * Base damage up from 12 to 13
 * Min spread down from 1.5 to 1.2
 * Crit damage up from 12 to 13
 * Crit mult up from 0.5 to 1.
 * Big Boomer
 * Min spread down from 6 to 3.5
 * Crit mult up from 0 to 1.
 * Bladed gauntlet
 * No longer ignores target armor.
 * Brush gun
 * Min spread up from 0.03 to 0.06
 * Action point usage up from 23 to 33
 * Shots/Sec down from 1.846154 to 1.230769
 * Caravan shotgun
 * Min spread down from 4 to 2.2
 * Action point usage down from 27 to 20.
 * Chainsaw
 * Condition/Health up from 800 to 1600
 * Base damage down from 100 to 80
 * Ignores target DT
 * Crit damage up from 0 to 8
 * Crit mult up from 0 to 1
 * Vats damage mult down from 1.25 to 0.5
 * Vats AP usage down from 70 to 45.
 * Cowboy repeater
 * Min spread up from 0.04 to 0.06
 * Action point usage up from 20 to 27
 * Shots/sec down from 2.153846 to 1.692307
 * custom action mod's increase of fire rate down from 0.5 to 0.2
 * Cram Opener
 * No longer ignores target armor.
 * CZ57 Avenger
 * Condition/Health up from 1000 to 1600
 * Base damage down from 14 to 13
 * Min spread down from 1.1 to 0.55
 * Sight FOV down from 55 to 45
 * Crit damage down from 14 to 13.
 * Dinner Bell
 * Action point usage up from 25 to 28.
 * Dynamite
 * Effect radius increased.
 * Fat man
 * Base damage up from 10 to 400
 * Min Spread down from 2 to 0.5
 * Sight Fov down from 55 to 40.
 * Area of effect explosion has been increased in damage from 325 to 600 damage.
 * Frag Grenade
 * Damage increased.
 * Gatling laser
 * Base damage up from 7 to 10
 * Spread down from 1.3 to 0.5 (which should have no effect now since min spread is 0.6)
 * Critical damage up from 7 to 10.
 * Gobi Campaign scout rifle
 * Base damage up from 40 to 48
 * AP usage down from 33 to 24
 * Shots/sec up from 1.767857 to 2.142857
 * Crit damage up from 40 to 80
 * Crit mult up from 1 to 2
 * Grenade launcher
 * Base damage down from 30 to 2
 * Min spread down from 1 to 0.7
 * AI Max Range down from 2000 to 1536
 * NPCs use ammo now.
 * Grenade machinegun
 * Condition/Health up from 200 to 400
 * Base damage up from 0 to 5.
 * Grenade rifle
 * AI max range down from 2000 to 1536
 * NPCs use ammo.
 * Hunting revolver
 * AP usage down from 32 to 31
 * Shots/sec up from 1.218750 to 1.5
 * Hunting rifle
 * Base damage up from 45 to 52
 * Min spread down from 0.03 to 0.01
 * AP usage down from 60 to 40
 * Shots/sec up from 0.789474 to 0.947369
 * Critical damage up from 45 to 52
 * Crit multiplier up from 1 to 2.
 * Hunting shotgun
 * Condition/Health up from 125 to 200
 * AP usage down from 32 to 28.
 * La Longue Carabine
 * Min spread down from 0.2 to 0.05
 * Spread down from 0.02 to 0
 * AP usage up from 18 to 24
 * Shots/sec down from 2.307692 to 2.153846
 * Lever-action shotgun
 * AP usage down from 30 to 25.
 * Light machine gun
 * Condition/Health up from 400 to 800
 * Min spread down from 3.2 to 1.5
 * Spread down from 6 to 0
 * AP usage down from 30 to 18
 * Crit mult up from 0 to 1.
 * Loyal's detonator
 * is now weightless.
 * Mantis gauntlet
 * Value up from 150 to 750
 * No longer ignores target armor
 * Different attack animation
 * Attacks/sec down from 2.447592 to 2.021738
 * Marksman carbine
 * AP usage down from 20 to 14.
 * Mercy
 * Condition/Health up from 200 to 500
 * Base damage up from 0 to 5.
 * Minigun
 * Condition/Health up from 800 to 1200
 * Min spread down from 2.3 to 1
 * Sight FOV down from 55 to 45
 * damped subframe mod decreased spread down from 1 to 0.35
 * Missile launcher
 * Base damage up from 20 to 125
 * Min Spread down from 0.5 to 0.3
 * Sight FOV down from 55 to 40.
 * Mysterious Magnum
 * AP usage down from 25 to 22.
 * Pew Pew
 * Clip size down from 30 to 10
 * Ammo usage down from 15 to 5.
 * Plasma Caster
 * No longer produces a 60-damage small area explosion on projectile impact
 * Plasma grenade
 * Damage increased.
 * Ratslayer
 * AP usage down from 45 to 33
 * Shots/sec up from 1.085527 to 1.302632
 * Riot shotgun
 * Condition/Health up from 150 to 175
 * Min Spread down from 3.5 to 2.5
 * AP usage down from 30 to 17.
 * Ripper
 * Condition/Health up from 600 to 1200
 * Base damage up from 30 to 50
 * now ignores target armor
 * Skill requirement down from 75 to 50
 * Crit damage up from 0 to 5
 * Crit mult up from 0 to 1
 * Vats damage mult down from 1.2 to 0.5
 * Vats AP usage down from 70 to 45.
 * Sawed-off shotgun
 * Min spread down from 7 to 4
 * Crit multiplier up from 0 to 1.
 * Service rifle
 * Base damage down from 20 to 18
 * different attack animation
 * AP usage down from 22 to 15
 * Shots/sec up from 2.303571 to 4.200004
 * Crit damage down from 20 to 18.
 * Silenced .22 pistol
 * Limb damage mult up from 0.8 to 1
 * Crit damage up from 9 to 18
 * Crit mult up from 1 to 3.
 * Silenced .22 SMG
 * Condition/Health up from 500 to 1000
 * AP usage up from 18 to 19
 * Limb damage mult up from 0.8 to 1
 * Crit damage up from 6 to 20
 * Crit mult up from 1 to 3.
 * Single shotgun
 * Spread down from 2 to 0 (still the minimum spread of 1.4 will be used).
 * Sniper rifle
 * Base damage up from 42 to 45
 * Spread down from 1 to 0 so its possible to have a minimum spread of 0.02
 * Action point usage down from 38 to 27
 * Shots/sec up from 1.607100 to 1.928571
 * Crit damage up from 42 to 45
 * Crit mult up from 1 to 2.
 * Tesla cannon
 * Effect that deals additional 20 damage over 2 seconds
 * Base damage up from 40 to 80
 * Clip size down from 40 to 20
 * Ammo usage down from 40 to 5
 * Min spread up from 0 to 0.1
 * Sight FOV down from 55 to 40
 * Shots/sec down from 1.578947 to 1.342105
 * Reload time(seconds) up from 2.333300 to 3.166700
 * Jam time up from 1.333300 to 1.666700
 * Kill impulse up from 0 to 40
 * Crit damage up from 30 to 40
 * Disintegrates on critical hits
 * Removes 80 area-of-effect damage caused by the Tesla explosion
 * Tesla-Beaton prototype
 * Effect that deals additional 25 damage over 2 seconds
 * Base damage up from 55 to 90
 * Clip size down from 45 to 24
 * Ammo usage down from 45 to 6
 * Min spread up from 0 to 0.08
 * Sight FOV down from 55 to 40
 * Shots/sec down from 1.578947 to 1.342105
 * Kill Impulse up from 0 to 50
 * Crit damage down from 55 to 45
 * Disintegrates on critical hits
 * Removes 80 area-of-effect damage caused by the Tesla explosion
 * That Gun
 * Base damage up from 18 to 30
 * Shots/sec down from 3.75 to 3
 * Crit damage up from 18 to 30.
 * Thermic lance
 * Condition/Health up from 800 to 2000
 * Now ignores target armor
 * Crit damage up from 0 to 10
 * Crit mult up from 0 to 1
 * Vats damage mult down from 1.25 to 0.5
 * Vats AP usage down from 70 to 45.
 * Throwing hatchet
 * Base damage up from 20 to 30
 * Crit damage up from 20 to 30.
 * Throwing knife
 * Animation attack multiplier up from 1 to 1.5
 * Attacks/sec up from 2.142857 to 3.214286
 * Crit damage up from 7 to 15
 * Crit mult up from 1 to 2.
 * Throwing spear
 * Base damage up from 35 to 50
 * Crit damage up from 7 to 50.
 * Thump-Thump
 * Min spread up from 0.5 to 0.8
 * AI Max range down from 2000 to 1536
 * NPCs use ammo now.
 * Trail carbine
 * Base damage up from 45 to 48
 * Min spread up from 0.035 to 0.06
 * AP usage up from 21 to 29
 * Shots/sec down from 1.846154 to 1.538461
 * Crit damage up from 45 to 48.
 * Vance's 9mm submachine gun
 * Condition/Health up from 600 to 750
 * Base damage up from 13 to 17
 * Crit damage up from 13 to 17.
 * Varmint rifle
 * Action point usage up from 22 to 35
 * Shots/sec up from 1.042106 to 1.215790

Companion Weapons

 * Arcade Gannon's Ripper
 * Condition/Health up from 600 to 1200
 * Base damage up from 30 to 50
 * Now ignores target armor
 * Skill requirement down from 75 to 50
 * Crit damage up from 0 to 5
 * Crit mult up from 0 to 1
 * Vats damage mult down from 1.2 to 0.5
 * Vats AP usage down from 70 to 45.
 * Boone's scoped hunting rifle
 * Base damage up from 45 to 52
 * Min spread down from 0.03 to 0.015
 * AP usage down from 60 to 40
 * Crit damage down from 45 to 15
 * Crit mult down from 1 to 0.25
 * Cass's Caravan shotgun
 * Base damage up from 45 to 54
 * Min spread down from 4 to 2.2
 * Crit damage up from 6 to 8
 * Lily's assault carbine
 * Condition/Health up from 400 to 750
 * Base damage up from 12 to 18
 * Min spread down from 1.5 to 1.2
 * Sight Usage(?) down from 1.5 to 1
 * Crit damage up from 12 to 18
 * Crit mult up from 0.5 to 1.

Ammo

 * On Hardcore mode, missiles now weigh 1.5 pounds each, down from 3 pounds.
 * On Hardcore mode, mini nukes now weigh 3 pounds each, down from 5 pounds.
 * 12 gauge Bean Bag rounds now have a base 30% chance of leaving behind a 12 gauge hull when fired. Previously the ammunition would not leave behind any hulls.
 * .38 Special rounds, as well as .223 rounds are now sold as individual bullets, and are not sold as bulk ammunition in a box.
 * .44 Special rounds are now sold by vendors.


 * The ballistic properties of some ammo types have been modified:
 * .308 JSP rounds' Damage modifier has been lowered from 1.5x to 1.3x. It also has a 1.5x Condition penalty.
 * 12 gauge and 20 gauge magnum shells, as well as 12 gauge Coin Shot shells, now have a 1.3x Damage modifier, up from 1.15x. They also provide a -2 DT reduction.
 * 12 gauge and 20 gauge buckshot shells now have a 1.15x damage modifier.
 * .223 rounds no longer provide a -8 reduction to a target's DT.
 * 5mm armor-piercing rounds have a -25 DT effect. Standard and surplus rounds have a -10 DT effect. HP rounds multiply target's DT by 2, instead of 3 with other types of ammo.
 * 25mm grenades, both normal and high explosive, have had their damage increased from 35 to 50.
 * 40mm grenades have had their damage increased from 50 to 100. 40mm incendiary grenades have had their damage increased from 35 to 75.


 * Price values for most ammunition types have been changed as well:
 * 10mm rounds:
 * Normal rounds are worth 2 caps, up from 1.
 * JHP (Hand Load) rounds are worth 3 caps, up from 1.
 * Hollow point rounds are worth 5 caps, up from 2
 * 12.7mm hollow point rounds are worth 7 caps, up from 4.
 * 12 gauge shotgun shells:
 * Normal shells are worth 2 caps, up from 1.
 * Bean bag shells are worth 3 caps, up from 2.
 * 20 gauge shotgun shells:
 * Magnum shells are worth 2 caps, down from 3.
 * Slug shells are worth 1 cap, down from 2.
 * 25mm grenades are worth 8 caps each, up from 2.
 * .308 rounds:
 * Normal rounds are worth 4 caps, up from 3.
 * Armor piercing and hollow point rounds are worth 9 caps, up from 5.
 * JSP (Hand Load) rounds are worth 5 caps, down from 6.
 * .357 magnum rounds:
 * Normal rounds are worth 2 caps, up from 1.
 * Hollow point and JFP (Hand Load) rounds are worth 3 caps, up from 2.
 * .38 Special rounds are worth 1 cap, previously with no value.
 * 40mm grenades:
 * Normal grenades are worth 12 caps, up from 5.
 * Incendiary grenades are worth 18 caps, up from 8.
 * Ammo box, .223 is now worth 20 caps, up from 10.
 * Ammo box, .38 Special is now worth 50 caps, up from 25.

Armor

 * Gannon family Tesla armor has had its weight reduced from 45 pounds to 35 pounds.
 * All cowboy hats and ranger hats now have a DT rating of 1, (up from 0) and can be repaired with, or by, each other, as well as Pre-war hats.
 * Field hand outfits, settler outfits, caravaneer outfits, and prospector outfits have had their weight lowered from 15 pounds to 1.5 pounds.

Vendors and containers

 * Gun Runners will now stock twice as many weapon mods. They also carry 60% less "special" ammo and 250% more "common" ammo.
 * All vendors will stock more "normal" versions of all calibers of ammunition, typically 50% more.
 * Vendors now sell .44 Special rounds.
 * Vendors who sell Guns-based ammunition (bullets) may also sell 25mm or 40mm grenades.
 * Merchants selling low-tier Energy Weapons may stock energy cells in place of a "Tier 1" energy weapon (plasma pistol, laser pistol, and recharger rifle).

NPCs

 * Jackal gang members may carry grenade launchers at level 10 or above.
 * Viper gunslingers may carry grenade launchers at level 8 or above, and may carry 9mm submachine guns or grenade rifles below level 8. They are also far less likely to carry .44 magnum revolvers or 10mm submachine guns.
 * Viper gang leaders may carry 9mm submachine guns below level 6, grenade rifles up to level 14, and have a high chance of carrying grenade launchers at level 14 or above.
 * The AI packages of Primm residents have been altered, reasons unknown.
 * There are less Powder gangers in Primm, down from 5 to 2. There are no changes to the ones inside the Bison Steve Hotel.


 * The inventories of certain NCR Rangers present for President Kimball's speech have had minor alterations done to their inventories, primarily to alter the condition of their armor.

Creatures

 * Some Glowing Ones will no longer respawn.
 * Spore plants have been altered to work differently within VATS.
 * Cazadors will no longer attack targets until they are significantly closer (4,000 game units, lowered from 10,000).

World and Map changes

 * The wall dividing Freeside has been increased in height and has had barbed wire added to the top.
 * The second half of the Hoover Dam, behind the inaccessible door has had several changes such as the metal door to the Legate's Camp has been moved Closer to the Dam also the bridge/road to the Legate's Camp has been removed. (Can only be seen before battle at Hoover Dam.)

Other

 * Numerous quest items have had their weight reduced to zero. This includes the NCR items found as part of the Wheel of Fortune, Mister Cuddles, and the Platinum Chip.
 * Applying a stimpak on a companion after they have been poisoned by a cazador no longer decreases their health.
 * Sometimes when exiting to the Main Menu then returning to the game, the in-game day of the week would reset to Sunday. This no longer occurs.

Form ID changes
For unknown reasons, numerous items have had their Form IDs changed, primarily—but not limited to—"behind the scenes" items like scripts and leveled item lists. These changes have been correctly implemented, in that other items which reference, incorporate, or otherwise refer to these changed items now point to the updated Form ID. Importantly, these updates can cause problems for any mods which altered the updated items prior to the patch, causing them to behave erratically, incorrectly, or even prevent the game from loading at all.

A partial list as follows:

Bugs

 * Installing patch 1.3.0.452 will cause the v1.1 G.E.C.K. editor to stop working. Bethesda has released the new v1.3 G.E.C.K., compatible with the patch, for download on their website.
 * After updating, add-ons such as Dead Money or the Classic Pack may stop working. This is caused by the main master file - FalloutNV.esm - being loaded after the master files for any installed add-ons.
 * Players can fix this issue by altering the load order of the master files, either through the use of tools like the Fallout Mod Manager or by editing ini files directly.
 * Re-installing all add-on content will sometimes fix this issue.
 * After installing the patch, if you try to reload a save file which was used with the previous patch, a message written "this save file requires a downloadable content which is currently not available. Do you wish to continue?". It is recommended that you don't load any save file until an update of this patch becomes available to download or your save file may become corrupted. (Fixed as of April 30th 2011)
 * weapons that received cnd upgrades e.g. light machine gun, grenade machine gun, 12.7 smg can go from 100% cnd to much lower.
 * occasionally when inside a vendor shop or other area, music would still play as if you were outside.
 * this patch sometimes causes the game to crash when the player is going through doors that require a loading screen.

Explanation of weapon statistics

 * "Base damage" is the damage done per melee swing or gun shot when the weapon hits its target.
 * For automatic melee weapons only, this is the damage done per second when the weapon is used outside of V.A.T.S.
 * "Min Spread" means the weapon has a minimum spread of that much degrees, even if the weapon skill is at maximum. So, if a weapon has a Min Spread of 5, bullets can go out of the barrel by at least 5 degrees off.
 * "Kill Impulse" is the physical effect a weapon has on the target after they are killed, as in how far they are knocked back or thrown.
 * "Spread" is not fully understood, but seems to affect only multi-projectile weapons or shots traveling over long distances.
 * "Sight FOV" is the field of view a weapon zooms to when aiming it.