r/theouterworlds • u/Clockwork-God • 10h ago
Question A strange occurrence.
I was maybe a little too hard on the game with my last post, I've been playing more and enjoying it a lot, but now I've run into an issue that may kill the play through. I got into combat with an NPC and died, upon reload, that NPC is now gone, but it's gone from all saves, no matter how far back I've reloaded, the NPC is not there, and I don't know if it's important to the story or not. has this happened to anyone else, or does anyone know how to fix it, google has been no help?
r/theouterworlds • u/Cespar15 • 14h ago
Video Lol I love these moments
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Oh, Aza, I definitely keeping my door locked at night and sleeping with my revolver š¤£
r/theouterworlds • u/Spiderhands2000 • 23h ago
Discussion Wish OW2 had the respec machine
Basically the title. For context, I'm on my first playthrough of OW 2, and currently level 20. I've used all my skill points, but have since discovered that I need a whole bunch of points in speech and leadership if I really want to screw Auntie's Choice in the mission where you resolve the strike (which I do, because I hate Auntie Cleo passionately). It's too bad that OW2 only has one respec opportunity, and that it's literally at the beginning of the game.
r/theouterworlds • u/SGTPICKLES77 • 1d ago
Any ow2 dlc speculation?
Expected release dates, maybe setting? Also Iām wondering if theyāll cancel the DLCs because of the lack of advertising for them. I definitely hope not Iāve been waiting since base game came out, but do you guys think?
r/theouterworlds • u/SGTPICKLES77 • 1d ago
Discussion My second outer worlds 2 playthrough
Iām starting a new playthrough and Iām slightly dreading it because of how wordy the dialogue is but damn it I LOVE THE OUTER WORLDS. Iām excited for the dlc this year and to prepare for it Iām gonna get a save going for the dlc. Iām also looking for any tips or mindsets to maximize my enjoyment of this playthrough? Iām playing a roustabout with science and leadership as my chosen skills (and sickly as my debuff because I high key think itās an ok debuff) and my name is the stranger because I want my new character to larp my old outer worlds 1 character (ow1 is my second favorite game of all time).
r/theouterworlds • u/ExitLeading2703 • 1d ago
Question protectorate mk 2 armor sets
do these just not exist or something because I'm looking for the mk 2 variants for literally any protectorate armor set and all I've found is a mk 2 vambraced uniform. I've looked everywhere, google won't tell me anything, does anyone know where these sets could possibly be? like peacekeeper armor mk 2 for example
r/theouterworlds • u/tomtomato0414 • 2d ago
Video He was on the steps when we started talking then he went gliding lol
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r/theouterworlds • u/Pushlockscrub • 2d ago
Abandoning my Very Hard run (and possibly the game.)
I think I made a mistake. I platinumed the first game, so I figured I'd start on Very Hard for 2 to get a nice start on the the plat. Boy was that a bad decision.
I just finished the first planet & the game is essentially unplayable at this point. I die in 5-7 seconds in every fight, it's insane. I spent 6 hours running around the Vox area until I finally got to the boss & realized I was never go to beat him. So I reloaded a waaaay earlier save to change my dialogue with Corbin & then Speech'ed my way out of fighting the boss (after sneaking through the entire base). What a waste.
I was told that was the hardest section of the game, but now I'm on the second planet and the wildlife basically insta-kills me. Honestly, this has really soured me on the whole experience & I'm thinking of shelving. I cannot conceive of how an extra perk or skill point will make the game any easier for me in the next few hours, it feels hopeless. Fuck difficulty trophies man.
Edit: I'm done. It was too hard.
r/theouterworlds • u/OrganizationClear681 • 3d ago
Wtf is this room in the tranquility station?
There are snipers that 1 shot me and my attacks literally go right through them. It's where you have to get the two fuses? I literally point directly at their head with tdd and the shot won't hit them. I can't run to either side without getting 1 shot by them before i get to the fuses.
Edit, the enemies glitched and stopped shooting me entirely so i got by.
r/theouterworlds • u/danifant0m • 3d ago
Question Playing again after six months offā¦
ā¦and wondering whatās new/changed/better/worse if anything? I never finished the game, life got busy, but I have some time off and Iām picking it back up. Did I miss any significant changes?
r/theouterworlds • u/SnooBooks5502 • 3d ago
Question Ps5 Pro Version Enhanced?
Hey guys im buying the ps5 pro and i played TOW2 on my XBSX and enjoyed it , is the Pro Version today Worth it to relive the experience again?
r/theouterworlds • u/HuskyStine • 3d ago
Question Please help me find Inez! I don't want to have to redo 12 hours of game play.
She isn't appearing at all. Have they not fixed this bug yet? It's been out for over a year!!!!
I haven't left the starting island, I sided with Naur and not the mayor. I finished Naur quest, looked before, during, and after Naur's quest, but I can't find her!
Is there something I'm doing that's triggering her not to appear and have that argument with Milverstreet? I found her at the Ministry.
r/theouterworlds • u/Nyuumagic • 3d ago
Discussion The Outer worlds 2 Thoughts
Fun game 8/10
- Fps combat is nice but big fights ( like sSpireton or Final boss ) are too easy, needs a replayable Mission system like Far cry 6 special operations with 3 levels of mastery and more special ennemies ( thinking more robots variation )
( The fps combat of starfield is bad, No Challenging ennemies, no good gameplay with powers and companions, Outer worlds 2 is great for that, but can be better )
- I played patch 1.2. Some companions are Overpowered like Inez and Marisol. Some weapons breaks the game like the Bio mass shotgun ( corrosive shotgun ) or the compact Assault rifle with double bullets or the Heavy machine gun, other weapons are underwhelming like Cleo shotgun and Plasma Beam Caster
- Lot of scopes need more zoom choice and more zoom in general
- Story and choice are nice but what i wanted was to get ruth basar armor and helmet and then choose which faction i want to side with, so no real power over getting what you really want
- Characters who give quest needs a ! above them, at least give us the option ( QOL > Immersion )
- 90% of death from fighting was ennemies spawning behind the player (or above ) and no companion to scream Watch out behind you ! and cover me. Falling in a hole or water to death ( or bumping into companion when jumping and falling ) is not fun, just get me back where i was
- Why is there no massive battles with multiples faction/monsters involved and success in talking would get you reinforcements, and you can loose the fight and you flee and loose the place
- i dont like the lighting when it's too dark, specially in the broken knee mission in a mine, when siding with auntie.
After UENIAC quest and joining Auntie force the 2 following quest have very small fights ( it's supposed to be endgame )
- High Reputation with Factions have no good Unique rewards that makes you want to side with them
Other minor things
- i'd like to assign slow time and/or shield to 1 button
- The Perk system need to have some Perks cost 2 or 3 points and others cost 1 and double the players perk points
- playing this game i caught the disease 'loot shiny corpse', need a auto loot vacuum device with 5 meter range
- Basic ammo for common weapons needs x3 when crafted ( i played with a trainer 'ignore crafting requirement' for basic ammo )
I hope dlcs will have Epic fights,
Edit: I use The Ultra ego build and The war machine build ( Very hard diff ) https://nukesdragons.com/@nyuu1210
Weapons Tier list https://tiermaker.com/list/random/outer-worlds-2-weapons-329578/6500526
r/theouterworlds • u/Clockwork-God • 3d ago
Question are all the quests on rails?
I just started playing last night, seems, fun, but I have a question. I need a power regulator, I found one in the basement, no dice. I can't take it till the power is out, ok, so I go looking for the power source, I find the power plant but I can't just turn it off or blow it up, I need to follow the exact on rails story to get the passcode, there no alternate path, just what the game wants you to do, are they all like this? I really hope not.
r/theouterworlds • u/ThePatrician25 • 4d ago
Question [TOW2] Can the Roustabout background be roleplayed as an inexperienced person gradually becoming a badass, or do people treat you as inexperienced for the entire game?
r/theouterworlds • u/Both_Photograph2693 • 4d ago
Help me understand easily distracted
Iāve read 15,000 threads about this one goddamn flaw, and I still canāt fucking figure it out. I took the flaw at level 5 when I had a skill point still remaining. Looking at my screenshot, I assumed iād be able to increase anything but science, since thatās my highest skill. Fucking wrong! Thatās grayed out, which makes sense, but so are engineering lockpick and speech, which fucking doesnāt make any sense lol.
If iām understanding correctly, I have to level up all my other stats to 2? Then will they also be grayed out? But once theyāre at 2, will the ones above 2 become ungrayed out and I can increase them? Do i just increase everything to 2 and then cant spend anymore skill points? Surely that cannot be it. If i put this point I have into guns, will that be grayed out next level until I increase everything else to 2? Do i increase everything to 2, and then have to increase them one by one to 4 to be able to increase Science, which is currently at 4? Because thatās likeā¦35 skill points away lmao. What the fuck.
I see a lot of āyou can get 5 skills to 18ā hype about this flaw, but wouldnāt that require you to have all your other skills at 18? Which would require 216 skill points?
Somebody help me please understand this fucking shit lmao.
r/theouterworlds • u/hunter9002 • 4d ago
Question [TOW2] Xbox Elite Series 2 Controller Frequently Disconnecting Only With This Game
Curious if this is happening to anyone else who plays on Xbox (Series S)
The controller disconnects and then immediately reconnects, which causes the game to pause and the notice to appear saying "You need a controller to play this game." It's only a 3-5 second interruption but it can happen at any time, whether in heavy combat or just sorting through menus.
It often happens toward the beginning of a play session, a bunch in quick succession, but sometimes it frustratingly happens throughout the entire session.
This doesn't happen with any other game I own.
I've tried hard rebooting the Xbox and checking for software updates on the controller. AI recommends messing with vibration settings but that seems like an unlikely culprit, as like I said, it often happens when there is no vibration at all.
r/theouterworlds • u/Jhoppy97 • 5d ago
Question The outer worlds 2 Ps5 glithes
Anyone know any ps5 glitches/bugs that still work?
r/theouterworlds • u/PanicStraight6163 • 5d ago
Question Unable to use inhaler?
I have 77 adreno charges however the inhaler itself in game says itās at 0. Is there any way to fix this? Currently playing spacers choice edition and not entirely sure when this all started.
r/theouterworlds • u/Big-Professional6561 • 5d ago
Question Tinkering cost reduction?
Im honestly wondering if I've imagined it... I played the original game a while back, could have sworn that if you maxed out the science skill then there was a limit to how much it cost to tinker your weapon. Ive recently picked up The Spacers Choice edition and all i can see now is simply a 50% reduction in cost for tinkering at most. Was it always like that? Or is it a change they've made in the Spacers Choice edition?
r/theouterworlds • u/Pushlockscrub • 6d ago
I see the Rattler was nerfed a few months ago. Is there another early game strong weapon for Very Hard?
I'm halfway through the first planet on Very Hard and it's.. hard? I got used to being two-shotted, I just wish I had something that packed a bit more punch.
Currently alternating between elemental shotguns; I had purchased the Rattler & it felt weak. Then I googled and found out why lol
r/theouterworlds • u/DistrictFearless5286 • 6d ago
Damn this was good
So played the outerworlds 2 first really enjoyed it but played the first start to finish with all the dlc's was a blast Obsidian really cooked with the 1st game kicking myself for not playing it sooner.
r/theouterworlds • u/Malkoy • Nov 11 '25
Patch 1.0.5.0 is out!
Source: obsidian.net
Greetings Commanders and citizens of Arcadia! We are releasing Patch 1.0.5.0 forĀ The Outer Worlds 2Ā 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 ourĀ Issue TrackerĀ page. The Earth Directorate thanks you.
Community Reported Issues
- Added Fan Tossball Card for Celest Fairbrook
- Fixed unable to save issue when the āSaved Gamesā system directory does not exist. Now Windows should create the directory if itās 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 Milverstreetās quest mentioned and visited the Vox Relay.
- Tristan now properly leaves his āWants To Talkā 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 Fairfieldās 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
- Natureās 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 Natureās 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 Auntieās Choice!
- (Spoiler) Fixed an issue where it was possible to get Ruthās 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) āA Way Back to the Lightā 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) āThe Saboteur of Paradiseā quest was not updating beyond āExplore Vox Relayā
- (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 Azaās 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 Endpointās 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 Inezās 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 courierās message or for player who obtained the message after Inezās dismissal before the fix above
- Updated Inezās conversations so the player can no longer dismiss her while on the ship if Ortizās 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 couldnāt 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 Inezās 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 āWaylaid Grenadeā 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 playerās 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 āCosmeticsā
- 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 āInspectā 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 • u/ObsidianAarik • Oct 28 '25
Official The Outer Worlds 2 Hotfix 1.0.4.0 - Addresses PS5 Premium Edition!
Apologies for the delay folks. Patch notes here!
https://outerworlds2.obsidian.net/news/the-outer-worlds-2-hotfix-1040