[b]Fallout 4 1.3 Update - February 1, 2016[/b] [u]New Features[/u] [list] [*]New ambient occlusion setting, HBAO+ (PC) [*]New weapon debris effects (PC NVIDIA cards) [*]Added status menu for settlers in your settlements [*]Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis [*]Improved "ESDF" keys remapping support while in Workshop mode (PC) [/list] [u]Gameplay Fixes[/u] [list] [*]General memory and stability improvements [*]Improved performance when looking through a scope [*]Fixed issue where player could warp to a different location when aiming [*]Companions can no longer get stuck with radiation poisoning [*]Fixed an issue where Vault 81 residents would not dismember correctly [*]Big Leagues perk now displays calculated damage correctly [*]Fixed issue with third person camera not displaying properly after exiting certain crafting stations [*]Fixed an issue where subtitles would occasionally not update properly [*]Effects will properly be removed on companions when items are unequipped [*]MacReady’s Killshot perk now calculates headshot percentages properly [*]Fixed an issue with NPCs getting stuck in Power Armor [*]Fixed a rare issue with companions getting stuck in down state [*]Second rank of Aquaboy now calculates properly [*]Fixed an issue with resistance not always lowering the damage correctly when added by mods [*]Enabled number of characters available when renaming an item (XB1) [*]Fixed issue with player becoming dismembered while still alive [*]Robotics expert is now usable in combat [*]Stimpaks can now be used on Curie after the transformation [*]Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked [/list] [u]Quest Fixes[/u] [list] [*]Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle [*]Fixed an issue where invulnerable characters would get stuck in combat [*]Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest [*]Fixed an issue where Synths could attack the Castle while the player was friends with the Institute [*]Fixed an issue where killing a caravan would leave a quest open [*]Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed [*]Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover" [*]Fixed an issue where the player could get stuck exiting the cryopod [*]Fixed an issue where the player could no longer get Preston as a companion [*]In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad [*]Fixed an issue with Minutemen quests repeating improperly [*]Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel [*]After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest [*]Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze [*]During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114 [*]In "Confidence Man," Bull and Gouger can now be killed [*]During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up [*]In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly [*]Fixed an issue with "Tactical Thinking" where leaving dialogue early with [*]Captain Kells to reprogram P.A.M. could cause quest to not completely properly [/list] [u]Workshop Fixes[/u] [list] [*]Fixed a bug that would cause settler counts to appear incorrectly [*]Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population [*]Improvements to snapping pieces together while in Workshop mode [*]Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed [*]Player can now build workbenches in their Diamond City house [*]Building wires no longer uses up copper [*]Fixed issue with certain settlement attacks not generating properly [*]Fixed an issue with settlement happiness calculations [*]Settlers assigned to weapons stand will now stand next to it [*]Diamond City house now shows provided power [*]Repairing items will now correctly consume resources [*]Fixed an issue where companion would ignore commands at workshop locations [*]Fixed an issue with crops appearing destroyed after saving and reloading [/list] Thank you for your continued support. If you have feedback to share, contact our support staff here: http://help.bethesda.net/app/fallout_feedback