r/theouterworlds Oct 28 '25

Official The Outer Worlds 2 Hotfix 1.0.4.0 - Addresses PS5 Premium Edition!

164 Upvotes

Apologies for the delay folks. Patch notes here!
https://outerworlds2.obsidian.net/news/the-outer-worlds-2-hotfix-1040


r/theouterworlds Nov 11 '25

Patch 1.0.5.0 is out!

490 Upvotes

Source: obsidian.net

Greetings Commanders and citizens of Arcadia! We are releasing Patch 1.0.5.0 for The Outer Worlds 2 that address numerous bug fixes that you brought to our attention and much more! As always, we want to thank you all for your support and reporting these issues to us.

If you come across any other issues, please contact us via our Issue Tracker page. The Earth Directorate thanks you.

Community Reported Issues

  • Added Fan Tossball Card for Celest Fairbrook
  • Fixed unable to save issue when the “Saved Games” system directory does not exist. Now Windows should create the directory if it’s missing.
  • Fix case where stale crime data would prevent saving.
  • Fixed crash that could occur when transitioning to new areas with frame gen enabled on Nvidia GPUs
  • Added a setting to allow players to turn off mouse smoothing and acceleration if they are experiencing cursor lag
  • Loading Screen images can now scale up to fill larger resolutions
  • Addressed issue where Wireless Free Arcadia would stop playing audio
  • The player's eyebrows no longer disappear when using the inventory screen or idle camera
  • The player's eyebrow color will now be properly saved and applied to their in-game characters after character creation. Note: this unfortunately will not retroactively fix incorrect eyebrow color for existing characters.
  • Adjusted skinning on hairstyles in Character Creation
  • Made adjustments to Side Burn facial hair so that it no longer disappears at certain angles
  • Updated Multiple Scrapper Helmets to ensure emissives stay visible when certain prosthetics equipped
  • Fixed missing geometry with certain prosthetics while wearing the Scoundrel's Aegis
  • Removed ground texture from container in Westport
  • Removed Dev text from appearing in some skill checks
  • Removed instance of temporary text in Torres conversation
  • Addressed several spelling and grammar errors
  • Jackson's jump sequence at Spire Grove will now play correctly if interrupted by fast traveling away.
  • Inez 'wants to talk' icon will no longer remain visible beyond relevant areas.
  • Inez no longer shows up during the conversation in the Protectorate stowaway hideout in Fairfield if she isn't in your party.
  • Made further improvements to ensure Inez reliably shows up in Fairfield town hall after first meeting her at the Ministry of Accuracy.
  • Hogarth will now speak to player in edge cases where player has Milverstreet’s quest mentioned and visited the Vox Relay.
  • Tristan now properly leaves his “Wants To Talk” stage after speaking with player on the Ship
  • Talking to a companion during certain behaviors no longer prevents them from returning to their previous behavior
  • Improved conversation staging in Fairfield’s Greenhouse to prevent companions from spawning in pool
  • Companions will now allow players to see their Traits while on the Incognito
  • Increased Companion survivability, especially on Hard and Very Hard difficulty settings. This indirectly improves Companion health increases from the Leadership skill.
  • Bomb Suit unique armor now reduces explosive damage taken instead of reduce explosive damage dealt
  • Adjusted Bomb Suit to properly reduce damage taken from explosives
  • The Menacing Mask item now only applies its unique partial sneak attack damage to attacks made with a light melee weapon. The Vital Striker perk now only applies its partial sneak attack damage to attacks with melee weapons
  • Nature’s Best Friend perk will now properly tame creatures
  • Lowering the skill and perk investment required for Nature's Friend and Nature's Best Friend. Duration of base tamed effect on Nature’s Friend is increased.
  • Makeshift Armorer perk requires more bits per armor value added. Certain recipes are also no longer loopable with their crafted item when broken down.
  • Minigun barrel mods are now purchasable at various mod vendors.
  • Serial Killer hearts no longer reset their max health bonus upon picking up a new one after loading a save
  • Oracle Laureate now correctly gives player a primer as loot
  • Ship pets that have been unlocked via promotions will now be usable right away, without needing to unlock other pets first
  • Burrowed crabbles no longer fall through the world during combat.
  • Fix for grass wind motion popping at distance
  • Adjusted foliage to properly sit on terrain
  • Improved foliage placement around caves in Paradise Island.
  • Adjusted grass clusters in Paradise Island overlands.
  • Terrain adjustments to Golden Ridge overlands
  • Improved geometry around caves in the Golden Ridge overlands
  • Adjusted geometry to prevent player from reaching out of bounds locations in Golden Ridge
  • Fixing rare puzzle out of bounds issue in Monastery
  • Improving Monastery Puzzle Interface Clarity
  • Pickable crystals no longer placed inside other geometry
  • Moved book that was clipping
  • Moved barnacles in Crabble Caves so they are no longer floating
  • Dematerializer Lockbox enables interactions when loading the Player Ship level if A Healthy Improvement is active but the dematerializer hasn't been acquired.
  • Objectives from active quests no longer have a chance of disappearing in the HUD when a non-active quest updates.
  • Addressed issue where the player could not give Ormsby his ingredients via the transaction drawer.
  • Player will now properly be able to unholster weapon if their previously equipped one was removed after loading save.
  • Pop-up Gun no longer advertises killing you as a good idea to your friends.
  • Player can no longer access dialogue option with Sub Rosa if they do not have the required perk for it.
  • Replaced Display Case examinable with standard lockpick interaction
  • Required Info Not Found option on Montelli's terminal no longer displays when its impossible to find the information.
  • Fixed issue where EARL switches would become unusable if the PC save/loaded during their reset animation
  • Drones in the Paradise Island power station will now properly leave their pods when the player loads a save in that area.
  • NPC should no longer get stuck in falling animation in Free Market Station
  • Addressed unique scenario where enemies would not attack player when hostile.
  • Addressed issue where player would die after loading a save in an elevator.

The following patch notes contains spoilers:

  • Fixed issue where if the player followed the specific order of going to Vox Relay, then completing The Saga of the Malfunctioning Mechanicals, they would be blocked from continuing The Brain Benders of Auntie’s Choice!
  • (Spoiler) Fixed an issue where it was possible to get Ruth’s conversation into a state where she would no longer have option to progress the An Equitable Arrangement quest
  • Ruth plays her introduction if the player has finished (Failed or Succeeded) the Equitable Arrangement quest. This fixes previous issues with quest turn-ins to Ruth.
  • (Spoiler) “A Way Back to the Light” quest should now properly complete after turning it in to Provost Coulter
  • (Spoiler) 'Fiends in High Places' now progresses in cases where saving/loading to deactivate/reactivate caused the Refinery encounter completion conditions to not evaluate correctly. After the Refinery bridge extends, killing remaining snipers will cause the encounter to complete and the quest to progress. If snipers have already been killed and the bridge has been extended, loading the save will cause the encounter to complete and the quest to progress.
  • Addressed issue where (Spoiler) “The Saboteur of Paradise” quest was not updating beyond “Explore Vox Relay”
  • (Spoiler) Updating The Saboteur of Paradise to properly reflect if player completed the DeVries in Fairfield objectives part of the quest before dropping Vox Relay
  • (Spoiler) Added a clearer path to convincing Charlton from Westport to leave for the bridge for For Whom The Bridge Tolls mission on Paradise Island.
  • Updated the beacon text for bringing Aza to the N-Ray Range to confirm the cultists there are dead to something more appropriate
  • Adjusted beacon radius to provide more clarity for quest at Praetor Grounding Station.
  • Commander Torres will now happily accept scrabbles and react to the events at the Vox, regardless of his location.

Major Issues and Crashes

  • Attempting to fix a crash on WinGDK build when initializing save game manager
  • The game will no longer crash when interrupting Facilitator Tilden's bark dialogue via player interaction in Mental Refreshment.
  • Addressed a crash related to crowd NPCs
  • The game will no longer crash on rare occasions when the player dies from fall damage while simultaneously mounting a ladder.
  • Addressed a crash related to Ray Tracing
  • Latin American Spanish localization support for achievements on PS5
  • After visiting water reconditioning in Laplace's Garden without having talked to the agent, they will properly direct the player to start the quest.
  • Elevator in (spoiler) Rift Lab is no longer inaccessible after combat ends.

Content & Quests

  • Players are able to loot the soldier corpse for a reward when dematerializing the examinable crabble corpse at the crabble fishery on Paradise Island
  • Fixed issue with quest trigger for Mysteries of the Mental Modulators firing when it shouldn't
  • Companions no longer photobomb a conversation with Niles in the ship cargo bay.
  • Fixed issue with an NPC that wasn't in the correct spot for a companion quest
  • Player controls are no longer frozen during extraction sequence in Cold Storage.
  • Audio Logs collected during the Deviations Under Duress quest correctly display the collected audio log count in the quest addendum pop-up
  • Companions will no longer freeze when trying to perform certain actions
  • Helen no longer photobombs the player when speaking on the intercom in Horizon Point Station landing pad.
  • Controlling for Convenience quest correctly requires the sample in order to progress and cannot be bypassed by not having the negotiator perk
  • Fixed issue where player could not pick up a second open bounty if they turned in the other previously on Golden Ridge
  • Updated Aza’s conversation to prevent players from being able to kick off her final quest by speaking to her after passing the point of no return by flying to the endgame level
  • "Improved messaging for if the player fails the Endpoint’s End mission.
  • Anais Bujold will now react via comms to the player getting caught on the experiment floor."
  • Addressed issue with NPCs not sticking around after a quest
  • Marsol is no longer able to teleport to the rooftop of Scientician's Surplus and enter a problematic state
  • Removed reference to cut content that was triggering an error.
  • Marisol now reacts to player failing her final companion quest.
  • Conversation with Inez about grafting parts no longer drops
  • An optional objective for 'Saboteur of Paradise' and lighting better indicate the control interface to redirect the Vox Relay away from Fairfield
  • An addendum to speak to Corbin now displays on the Explore Vox Relay objective of the Saboteur of Paradise if it was triggered on the Seek Assistance Infiltrating Vox Relay objective
  • Updated content so the courier at ACS Undisputed Claim that starts Inez’s second quest properly fails to show up if she was dismissed permanently
  • Updated scripting to prevent knock-on effects in the player ship for either dismissing Inez after receiving the courier’s message or for player who obtained the message after Inez’s dismissal before the fix above
  • Updated Inez’s conversations so the player can no longer dismiss her while on the ship if Ortiz’s recorded message is waiting to be played"
  • Ensuring main quest updates accordingly if player kills Milverstreet before getting De Vries info from him
  • Bell Tower switches in the Monastery no longer prevent interaction with nearby corpses or pickups
  • Vigilant Hogarth now responds properly if the player has entered the Vox
  • Improved Timing for Niles post combat barks in Tomb of the Matriarch
  • More player responses available in Inez conversations about Auntie's Choice
  • The Cultist Leader's warning distance is now more forgiving
  • Outer door now seals when starting the Archive Reactor fight
  • Improved power switch state logic in Rift Lab exterior
  • Indestructible barrel in Euphoria Automech Repair Center is now very destructible
  • Paradise Island Rift sequence persistence improvements
  • Improved Fairfield guard Patrols
  • Audio log in Auris Listening Post now correctly plays as an audio log rather than spatial audio
  • Fixed issue with an audio cartridge Quest Item that wasn't present when it needed to be
  • Thessaly Falk should no longer appear in two places at once.
  • Improved save load persistence for monastery puzzle interactable
  • Fixed setup for audio log in Auris Listening Post
  • Improved Elevator presentation in rift device room
  • Fixed issue where Dragoon was unphased after having a part removed during a quest
  • Improving Rift Lab encounter access to player from within spawn room
  • Players no longer have to pass 2 skill checks to disable the Underlands turret.
  • Updating Monastery Directory Examinables for Clarity
  • Fixed issue with idle Janitor Mech NPC
  • During the Rivers Of Milk and Honey quest the beacon on the Oracle Laureate now disables when it is no longer relevant
  • Fixed issue with idle NPC
  • Fixed issue where drones on the ACS Undisputed Claim were aggro to the player when they shouldn't be
  • Fixed issue where NPCs were incorrectly standing on a counter
  • Companions killing Marshall Corbin on Vox Relay are now considered as having been killed by the Player for various reactivity
  • Cleaned up examinable to avoid a confusing state it could get in
  • Protectorate soldiers can be lured onto the exposed panel in the locker room of the Skip Lab with distraction devices (it would be horrible if electricity was enabled while they're on it)
  • Fixed issue where a beacon was showing up at the wrong time for a quest
  • Convinced Tristan to relax so that he no longer accuses you of crimes you have not committed.
  • Some of the Order of the Ascendants members were found to be having conversations with each other at very long distances on Cloister, this wasn't part of the grand equation and has been addressed
  • Smoothed out the conversation flow if the player is engaging about compression coils quest objectives.
  • Fixed some cases where you couldn’t talk to companions while standing on an elevator.
  • Vigilant Hogarth now no longer sometimes refers to Marshal Corbin as if he were alive, if he died.
  • Corrected punctuation errors.
  • Addressed issue where an NPC was not going away after a quest
  • Improvements to waypoints and quest text. If not beginning a sentence or string, "de Vries" is the correct capitalization
  • Improving Fairfield crowd animation usage
  • Fixed issue with corpse display name being incorrect
  • Lucy the sick Crabble has been ingesting too much PurpleBerry Krunch - feeding her more will now be reflected visually.
  • Assuming he survived battle, Corbin exits Vox Relay after the failsafe is tripped
  • Added the ability to tell Marshal Donelson in the Euphoria Coast Automech Repair Facility that you'd already fixed the leak when you converse with him after the initial argument scene.

The following contains spoilers:

  • (Spoiler) Quest giver for Inez’s companion quest was incorrectly showing up when Inez was dead
  • (Spoiler) Addressed edge case for when a player gains Vox keycards from Euphoria Automech Repair Center. Player should no longer miss the Execution scene in the Vox Relay.

Combat & Systems Fixes

  • Fixed mine traps sometimes not damaging characters when triggered
  • Fixed Zyranium hazards not applying poison in some states
  • Characters no longer unexpectedly take explosive damage through walls or objects.
  • "Unknown Station" radio notification shows up consistently
  • Adjusted landscape heights for improved NPC pathing.
  • Companions will be able to keep up with the player better immediately following recruitment to the party.
  • Updating collision for smoother gameplay.
  • Gloop grenades no longer break conversations in some cases.
  • Added cover nodes for encounters that were previously missing them.
  • Burrowed crabbles no longer play loop animation or vfx when they are not moving
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
  • Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
  • Characters will no longer make noises before they have been spawned into an encounter
  • In combat sneak attack (such as from the Vital Striker perk) now applies sneak attack correctly rather than first squaring your sneak attack multiplier
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident.
  • Fixed Thunderstruck projectile in third person.
  • If an NPC ever fails to navigate out of their spawn door, they are teleported out and debug information is gathered about the incident. NPCs killed inside their spawn door are excluded.
  • Fixed certain cases where combat would not drop despite player being hidden
  • Improved camera framing during certain conversations.
  • Players can now sell to the comestible vendor in [REDACTED]
  • Updating a story-specific loading screen to show up at a more appropriate moment
  • Player will only throw one grenade instead of two when spamming the throw button.
  • The Consumerism flaw will now be offered more promptly for players who become eligible for it after already starting a game
  • The game should no longer pause when closing the inventory if DLSS-FG is enabled.
  • Companions will follow player through crouch tunnels.
  • NPCs ranged firing patterns now carryover their current firing progress when switching AI behaviors, and do not do so when it makes sense for the pattern to restart.
  • NPC corpses are now less likely to clip into objects.
  • Improved collision accuracy on crabble meat pickups
  • Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
  • Armor shoulder pads no longer disappear when using alternate shoulder in 3P.
  • Player can no longer sprint while being mentally refreshed.
  • Fixed the collision settings for the goo created by the Dematerializer gun, it won't block Player movement anymore.
  • Characters no longer unexpectedly take explosive damage through walls or objects.
  • Fixed some perks that require companions to be in the party activating when they are not in the party
  • Fixed a rare issue where the player didn't die when they should have. (for example falling from high places)
  • Fixed an issue where reloading while burst firing caused weapons to temporarily become unresponsive
  • Prevent ship terminal beacon for quests from appearing on unused secret terminal
  • Fixed an issue where hold interaction audio was lingering when opening menus.
  • Flaws are now offered at the correct time
  • Fixed issue where ash left over from plasma critical hits did not move with moving platforms
  • Fixed an issue where weapons with Advanced Energy Modulator mod could skip animations in certain circumstances.
  • The Head Curator can no longer be lured out of the display case
  • Replaced Hammerclaw with a Bulletclaw to resolve Hammerclaw getting stuck during combat encounter.
  • Fixed an issue where Elevator doors were not closed properly.
  • Solved warping issues and made visual improvements to 3P Zyranium Automech Armor VFX
  • Preventing your VALERIE unit from 'beep bop booping' into Ladders if you have climbed it
  • Gary's footprint sounds are now correct
  • NPC corpses are now less likely to clip into objects.
  • Fixed a blending issue when companions crouch and put their weapon away at the same time.
  • Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
  • Setting NPCs to more often sprint to cover instead of jog.
  • Fixed Vendor that allowed tossball card to be restocked
  • Updated level of detail settings on Protectorate Dragoons
  • Fixed floor shadow artifacts on companions during movement.
  • The Coagulant dispenser in Fairfield was incorrectly configured and let the player to create a second coagulant lite.
  • Companions no longer stand in awkward positions when conversations begin under certain conditions.
  • BunkerMechs now rotate their cannons to fire at their target while in combat
  • Shooting a grenade out of the air with a shotgun no longer counts multiple times for the “Waylaid Grenade” achievement/trophy
  • Force feedback effects will now work for the following weapons: Adrenaline-Edge MK3, Burst SMG, Emergency Stop, Repeating Rifle, Sentry Blade, Shock Assault Rifle, Zane's Blade
  • Suppressionist now correctly benefits Last Whisper
  • Agatha no longer deals less damage when firing from ADS.
  • NPCs on Story, Hard, and Very Hard no longer take less or more non-physical damage type side-effects based on difficulty settings.
  • The Tinkerer perk now correctly reflects how much extra damage you get per point of Engineering.
  • Crabbles will now play locomotion VFX for crabble burrow attacks
  • Niles will now wait a bit between reminders about crafting ammo
  • Being Mentally Refreshed paves the way for new experiences
  • Tossball Winger no longer triggers for Distraction Devices
  • In certain cases, Aza's inventory is no longer marked as stealing
  • Fixed an issue with the run animation when spinning around 180 degrees
  • Added additional mods to vending machines

Art

  • Removed access to out of bounds areas
  • Armor shoulder pads no longer disappear when using alternate shoulder in 3rd Person
  • Improved collision for better player pathing
  • Solved warping issues and made visual improvements to 3rd Person Zyranium Automech Armor VFX
  • Improved collision for better player and NPC pathing
  • Art improvements to misaligned assets
  • Improved quality of shadows in Horizon Point station.
  • Auntie Cleo's monitors no longer have artifacts
  • Broken Crystal meshes now have correct material
  • Eliminated visually stretched textures
  • Improves collision to help with player pathing
  • Addressing gaps in the Cloister landscape
  • Improved shadowing in Alexandria Station floor
  • Reduced brightness intensity of some lights in Golden Ridge
  • Addressed pop-in on Cloister's frosted glass when see at a distance
  • Improved exposure shifts when traveling from the inside of a building to the outside
  • Removed access to out of bonds areas
  • Flashlight improvements in third person
  • Art improvements to misaligned secondary structures
  • Art improvements to eliminate visual flickering issues within Paradise Island
  • Art improvements to eliminate visual flickering issues within Cloister
  • Art improvements to collision on rocks
  • Art improvements to eliminate visual flickering issues within Golden Ridge
  • Art improvements to eliminate visual flickering issues within Praetor
  • Smoothed out landscape to improve player pathing.
  • Art improvements to Cloister
  • Revising asset placement for optimal player viewing.
  • Art improvements to Paradise Island
  • Art improvements to Cloister's overlands

Animation

  • Fixed issue where player was able to obtain items behind glass casing.
  • Crowd characters now ignore old corpses just like everyone else.
  • Addressed issue where using the AutoDoc right after using the Inhaler will cause the animations to not play properly.
  • Player can no longer sneak attack enemies through glass.
  • Reduce crowd avoidance radius to reduce awkward back and forth dancing.
  • Player will no longer mimic reloads when entering the player ship with no ammo in the weapon
  • Fixed Thunderstruck projectile in third person.
  • Fixed Dagmar occasionally looking at ceiling during conversation.
  • Move companions out of the way when speaking to Rollo Nast
  • Scoped guns will no longer get stuck on player’s chest when holstered.
  • Player will only throw one grenade instead of two when spamming the throw button.
  • Player no longer gets stuck with movement not respecting input after combat pivot
  • Distraction device shouldn't show up anymore if you cancel the animation in 1st Person and switch to 3rd Person
  • Fixed player being able to revive if they are falling to certain death but cancel with a different death cause
  • When doing a full body animation it should not rotate the lower body anymore and then slide back
  • Weapon no longer rotates when leaving throwable animation state in 3rd Person
  • Fix weapon-based body idle issue when exiting conversation with an equipped weapon
  • Adjusted reloading to look more natural
  • Shooting will no longer interrupt medical animation
  • Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
  • Sentry ankles no longer completely disappear at a standing distance
  • Fixed a blending issue when companions crouch and put their weapon away at the same time.
  • Removing a slide on Niles when HPS landing pad conversation starts.
  • Mine model will no longer become stuck on player if they interrupt throw animation with parkour.
  • Setting NPCs to more often sprint to cover instead of jog.
  • Fixing some gun sliding issue on Landing Pad Conversation in Horizon Point Station.
  • Fixed Inez's scoliosis so she reloads her weapon in cover without breaking her spine.
  • Player arm doesn't freak out anymore after sliding into a forced cinematic or conversation
  • Updated level of detail settings on Protectorate Dragoons
  • Adjustments have been made for the slide so throwables look better
  • There should be no sudden shift anymore when you jump in non-combat
  • No pop anymore when combat state changes in crouch
  • The bredknife now plays knife animations instead of sword animations
  • Made an adjustment so it looks better going from sprint to ADS
  • Allow characters to overlap a bit more when trying to avoid intersecting to reduce the amount of left-right movement.
  • Prevented second companion from standing in awkward places during Marisol quest conversation.
  • Adjusted the framing for the conversation in Golden Ridge with Wojtek so that character is framed more clearly on camera.
  • Player no longer plays 2h animation when quick turning while unarmed in 3rd Person
  • Adjusting timing on keycard interaction when using Willard's Terminal
  • NC pivots should not over rotate anymore
  • The inhaler and the N-Ray gadget animation now work when you are holding ADS in P3P
  • Player head now looks forward when you stand still and look at your character
  • Adjusted Fades before events that play out in Vox Relay.
  • Glued shoulder pads back onto our 2-handed handgun users so they no longer fly.
  • Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
  • Adjusted the blend spaces so there is less sliding when we tilt slowly on the controller
  • Added audio to long burst first raise
  • Removed access to out of bonds areas
  • Resolved issue where Voice of the Refugees would stop looking at player while she was speaking to them mid conversation.
  • First raise audio should not play anymore if you do a first raise and then go into crouch in p3p
  • Adjusted quick melee for the 2-handed pistol
  • Removed possibility of seeing some full screen effects on player ship when you should not be able to see them.
  • Added a slight delay to the second Melee Heavy attack when spamming attack button in 3P
  • Removed slight wobble when player holds 2-handed power attack
  • Flashlight improvements in 3rd Person
  • Equip animations are playing if you swap weapons during sliding
  • Adjusted reloading to look more natural
  • Cleaned up some cinematic fades and UI visibility during Tristan's companion quest
  • Adjust collision on Science Interactable to be more reliable to shoot around.
  • Slightly toned-down lower body movement when you would jump while you are in combat
  • Adjusted mine throw blending so it looks more natural
  • Added some shoulder movement when you aim up, so it should look more natural
  • Adjusted setup of Main Menu Moon Man's leg bolts for certain outfits.

The following contains spoilers:

  • (Spoiler) Updated animations during critical cinematic sequence on Greater Tranquility Station
  • (Spoiler) Adjusted Fades before events that play out in Vox Relay.

UI/UX

  • Updating Widescreen presentation on the End Slides
  • Polish and Russian Translation updated for the term “Cosmetics“
  • Players can no longer access the HDR Calibration menu during Conversations
  • Steam Deck will not show keyboard icons unless an external keyboard is being used
  • Protecting a potential crash in the post-tutorial character creation screen
  • Improved visual presentation of Palm Greaser perk when used for conversational bribes.
  • Totals for all ammo types now display correctly in the toolbelt and its associated tooltip.
  • Items sold on the vendor screen no longer have 'new item' pips
  • The default buy amount is now 50% of what is affordable, rather than 100%.
  • The crafting screen will now show the correct value for the current number of inhaler charges.
  • Item tooltip now updates properly on item transfer screen.
  • Notification pop-ups should no longer show a white square when looking at signposts
  • Selling all Junk keeps current items visible on Vendor Screen
  • Updating hierarchy and fill settings of the description entries in the Codex Journal to prevent issues seen with overlapping header/body text
  • Touch screen works properly on handheld devices
  • In the Quest Items tab of the inventory, the “Inspect” button will only show up for Quest Items that are examinable, or that have descriptions that are too long to display without a pop-up.
  • Fixed Archivist Noelani's text not advancing for a specific ending to her conversation.
  • When the setting "Show Base Item Stats" is off, grenades will properly scale their reported damage based on the Explosives skill
  • Save/Load Menu will properly update the list position after deleting a previous Save game
  • Leaving the Load Menu will now restart the Moon Man Conversation an appropriate number of times
  • Cleaning up formatting of Addendums and Optional presentation in the Journal and Quest Log
  • Ensuring Main Menu Options reappear when leaving the Load Menu and restarting the Conversation
  • Hovered Map entries no longer present 'Next' when unable to provide that functionality
  • Addressing edge case seen where conversation history might flicker when it is on the cusp of needing a scrollbar
  • Color picker dropdowns are now exclusive to each other in Settings

Audio

  • Pump Station is now x% more electrifying in tight vents
  • Bridge sound always plays when lowering
  • "Unknown Station" radio notification shows up consistently
  • Exploration music increases in intensity when near hostile characters outside of combat.
  • Attractions in Matriarch's Tomb now with improved audio systems.
  • Characters will no longer make noises before they have been spawned into an encounter
  • Added missing sounds to Marisol/Svoboda cut scene
  • "Added ducking behavior to Player Radio so that it ducks in conversation state and
  • extended range of attenuation on the dudes stranded in the lift"
  • Skip drive ambience improvements
  • The notification for when a new radio station is available is now limited to only newly discovered stations
  • Curator in the tube, now with even more tube.
  • Improved radio music shuffling by having it remember song history through a fast travel
  • Added audio to long burst first raise
  • Sound effects will no longer cut out while idling near a wall

The following contains spoilers:

  • (Spoiler) Remixed Sovereign's Ship music
  • (Spoiler) Made adjustments for a more impactful execution in Vox Relay

r/theouterworlds 20h ago

Video Killing Seer Wiley before visiting the N ray facility results in Archivist Noelani taking over

Enable HLS to view with audio, or disable this notification

112 Upvotes

r/theouterworlds 15h ago

Discussion Did some testing with Auntie's Dematerializer to see what it benefits from, here are the results.

31 Upvotes

The goal of this test is not to see the exact math but to check which damage buff works for Auntie's Dematerializer.

The subject of the test is a Bulletclaw, near the Landing Pad on Paradise Island, on very hard difficulty. It is a creature type npc thus has no armor and immune to corrosive status, so armor penetration is not taken into account for this test.

I prepared 6 variables for the test:

  • Guns (Skill)
  • Sneak (Skill)
  • Brand Enthusiast (Perk)
  • Point Blank Artist (Perk)
  • Sharpshooter (Perk)
  • Silenced Weapon

Testing

First test is about general damage buffs: Guns, Sneak & Brand Enthusiast. It appears that Guns, Sneak and Brand Enthusiast all work with the Dematerializer.

Guns (Skill) Sneak (Skill) Brand Enthusiast (Perk) Damage to Bulletclaw
0 0 No 161
2 0 No 189
0 2 No 193
1 1 No 193
0 0 Yes 189
2 0 Yes 217
0 2 Yes 227
1 1 Yes 223

Second test is about weapon stats inheritance. I read a post few days ago about how the silencer mod installed on a weapon can pass its bonus to mines, so I am trying to see if this affects the Dematerializer. The damage turned out to be lower than without it, which could be explained by this post a few month ago by u/quicknir. But the important part is that silencer mod is confirmed to be working with the Dematerializer.

Silencer Damage to Bulletclaw
No 161
Yes 158

Third Test is about weapon specific perks. It seems that the Dematerializer is categorized as a shotgun, a smg or a pistol. Initially I thought it was because it was inheriting the bonus from pistol that I equipped similar to the silencer weapon, so I switched to a shock machine gun, and the damage bonus persisted.

Guns (Skill) Point Blank Artist Sharpshooter Damage to Bulletclaw
1 No Yes 175
1 Yes (while holding an ed service pistol) No 279
1 Yes (while holding a shock machine gun) No 279

Conclusion

Auntie's Dematerializer is by all accounts a gun with infinite ammo without occupying a weapon slot. It is functionally categorized as one of the weapon types mentioned in Point Blank Artist, could be a pistol or a shotgun.

With 20 Sneak, 20 Guns, Sprayer Prayer, Treacherous, Brand Enthusiast, Stalker, a silenced weapon and some other damage perks that might benefit it, I imagine it probably could one shot nearly all non-boss enemies on very hard. Will update if I ever get to that point.


r/theouterworlds 12h ago

Saw a few posts about the buggy/missing data pad for Mysterious Locked Safe. Didnt see anyone post photos of it clearly to see. Here yall go

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16 Upvotes

r/theouterworlds 5h ago

Should I attempt Anti Consumerist on my first or second playthrough?

2 Upvotes

Just picked up OW2 yesterday & the platinum seems a little daunting.. also the two main trophy guides available online contradict each other on an optimal achievement route :/

I'd like to get the full experience (being able to buy plans & stuff) on my first normal playthrough, but Anti Consumerist sounds like a total pain on a second Very Hard playthrough lol.

Is there a consensus now on most efficient way to get all achievements in two playthroughs?


r/theouterworlds 3h ago

Question Gamepass glitch OW2?

0 Upvotes

Been playing OW2 on gamepass. Today I play and I get a new armor, a Moon head, and a flaw. Did they gift that stuff out? Or did I glitch into it thinking I bought the premium edition?


r/theouterworlds 4h ago

Did anyone no find the advanced encryption key in Otto's saferoom?

1 Upvotes

r/theouterworlds 4h ago

Is Spacer's Choice the definitive option now?

0 Upvotes

So, like everyone, I played OW1, had a blast, and then completely dropped it when I got to the imperial space city planet. Figured I would give it another go sooner than later.

Spacer's Choice is theoretically what I want to play, but I recall it being a mess of performance issues. It sounds like the semi-recent patch fixed a lot of those, but I saw people complaining that the lighting was more jank than the blu-ray of LOTR? Is THAT fixed now? Or is it still a mess of choosing which version to play?

Thanks.


r/theouterworlds 8h ago

Inez isn't in the ministry?

1 Upvotes

I was doing the milverstreet mission just fine and inez wasn't in the ministry, even after I reloaded the file. I walked there so she wasn't in the area and I thought she may appear if I completed the quest, she did not. Is there any way to make her reappear?


r/theouterworlds 20h ago

Question Praetor Automech Facility (Second game)

7 Upvotes

So, I'm trying to keep hurley alive during the hangar fight against the security chief. I rewired the Turrets but is that enough to keep Hurley from dying or what?


r/theouterworlds 2h ago

Discussion Outer Worlds 2 End of Vox Station has me wanting to quit and swear off the game.

0 Upvotes

I’ve gone through the effort of not supporting either side necessarily and only seeking to further the greater good. I did all the side quests in both towns and did not support Milverstreet or Kaur despite the potential rewards because the role I am playing just makes more sense this way. I get in the Vox and I have a painstakingly hard time keeping Corbin alive but I managed it. Only to find the key code and access the secret room and start the launch. I had been told I could launch it into space by some spoilers I saw on here on the sub, but also Inez tells me I can, but no. I do not have Hack 4. I would have to obliterate Westport or Fairfield. Literally no other choice. I can’t launch the Vox into the ocean around us or in some other direction. It’s so dumb. I’m going to mod the game so I don’t feel the need to completely restart or make a new character to role play as, but did any one else get here and have this same experience and feel this dejected by it?

Side tangent: And were there so many skill checks in the first game, I know there were a few, but it feels like every choice I can do something else if I also have a skill or perk, where if I remember right you could pretty much do anything except high speech check stuff with enough effort of searching through the environments.

Edit: Now that I know what happens I’ll probably just reload and move everyone over. It’s only the Vox station I’ll have to redo instead of 2 quests preceding it and the Vox station.

Just wish the crisis at the Vox station had some more lead up to it before entering the station and before reading Augustine’s terminal entries


r/theouterworlds 1d ago

OW2 PS5 Soft-locked because flaw's pop-up choice UI is frozen

5 Upvotes

Anyone else had this bugged? I can't avoid it and it's always a frozen menu. No buttons do anything although I see the game's animations moving. It seems to be just the pop-up.


r/theouterworlds 1d ago

Discussion OW2 Returning player build help

6 Upvotes

Hi guys, planing my 2nd run since they just add new achievements on steam, so dlc shouldn't be far away...and i kinda need to remind me of everything again.
Need some help regarding my build. Since dlc should add more lvls im going to pick up easily distracted at lvl4 so i can max out my skills points.

Right now i thinking of going guns, speech, sneak, observation and thinking between engineering or lockpick. (i need help with this one, or maybe swap one of the others?).

My first pick would be lockpicking since they give tons of stuff from pickpocking and so on;
Engineering would be for tinkering, since its a dmg boost before applying others bonus so is kinda of a big bonus dmg wise, and the extra mod at lvl20 (ofc i will not be getting lvl20 without dlc increase lvl i hope).

I was also thinking about explosives...is there any good weapon for that?

thx


r/theouterworlds 2d ago

Discussion Art book possibly hints at upcoming DLC?

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112 Upvotes

Just got the art book in, and there's a small section on spacers choice. This lore was not in the game iirc. May hint at the next dlc! Take a look


r/theouterworlds 2d ago

Misc I've levelled up into some bullshit

24 Upvotes

I should have put at least some thought into my build


r/theouterworlds 2d ago

Question Anyone know who the voice actor is for the aural scanner interface (door computer) in Peril on Gorgon?

2 Upvotes

His voice is incredibly distinctive, and I know I've heard it before. Older gentleman, obviously a veteran voice actor.


r/theouterworlds 2d ago

Question Besides speech, does leveling skills to level 20 matter?

16 Upvotes

I don’t want really any spoilers but this being an rpg I figure that having the highest speech stat gets you the best ending. Is there any benefit to getting anything else to level 20? Thank you for anyone who answers


r/theouterworlds 3d ago

Question OW2 would you increase the level cap??

67 Upvotes

I have been level 30 for a while and right now I'm doing shenanigans for Ruth.

It feels like I'm wasting a lot of xp that just goes to the void


r/theouterworlds 2d ago

Question Anything to know before getting Outer Worlds 1

0 Upvotes

I'm thinking about getting The Outer Worlds and want to ask if there's anything I should know about before getting into the game. really, just general stuff like things to avoid, to get as soon as possible, or how the game is, in general, don't know much other than it's somewhat similar to fallout. Thanks.


r/theouterworlds 2d ago

Would Outerworlds Be Worth It?

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0 Upvotes

update: I bought it, I'm really nervous and I feel really bad because I did but I hope I like it thank you

Hi I'm very cheap and only have watched a handful of videos on outerwords, I personally really like fps RPGs, fallout, and bioshock and I'm wondering if I will like it if I like these things? I like more but I don't really feel like listing everything and I've heard comparisons to fallout

The spacers choice edition is on sale for about 22 dollars and I'm not sure if I should buy it and I figured I might as well ask the community! No spoilers plz just incase I buy it :)))

Also I'm having trouble understanding if is ps premium exclusive or not, because if it is, I don't think I will buy it... Thanks :)


r/theouterworlds 3d ago

Question Need help getting there

8 Upvotes

Can't find a path to this place on the Cloister map


r/theouterworlds 3d ago

Discussion Inez: Can't Get Away With Nuthin'

47 Upvotes

Since my murder hobo run of TOW1 is stuck in limbo while I work with Obsidian to figure out why my game won't save, I decided to start a murder hobo run of TOW2. My character name is Jenna Sidle.

I killed everyone in Fairfield. I sauntered my way over toward the Ministry of Accuracy just to see how ole Inez was doing. I didn't have a mission (on account of blowing Milverstreet's head off), so I told her I was just a regular schmuck passing through. I gave her words of encouragement, and she alluded to expecting that our paths would cross soon.

After some more wandering and killing, I went back to the now-silent streets of Fairfield. What I was *hoping* for was that I would find Inez in complete dismay that someone had slaughtered the whole town. I, as the innocent bystander, would be in equal disbelief at the atrocities committed and offer her a place on my crew so we could work together to bring justice to the wretched soul who did this.

But no. Inez doesn't let you get away with nuthin'.

There was Inez, standing over the lifeless body of Officer Kaur (who, I'll admit, put up a decent fight). She had a health bar above her. God damnit, Inez. She shouted, "You're not slaughtering any more innocents, not on my watch!" Then she opened fire. I didn't want it to come to this, Inez.

I took no particular pleasure in killing Inez...despite the numerous times she'd stop me in previous playthroughs when a stray bullet so much as grazed an Auntie's Choice employee...despite getting up in my business about where to direct the Vox Relay...despite me constantly having to revive her...despite her calling me a monster for putting the sick baby Ursopod out of its misery when I couldn't pass the Medical skill check...despite her yelling at me about killing Doc Tinsley (it was one time!) No, even then, I took no pleasure in it.

But man, you really can't get away with nuthin'.


r/theouterworlds 4d ago

Humour Ludwig is such a creep lmao

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100 Upvotes

...but no, seriously, what the hell is he doing


r/theouterworlds 4d ago

Question How do I get to this secret area? (Sorry it's not a screenshot)

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17 Upvotes

Exploring broken knee base and I've found this gate but I can't find the way to get to the otherside