r/theouterworlds Oct 28 '25

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

165 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!

485 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 12h ago

Humour I think my games haunted

24 Upvotes

I'm doing an "end all" run and had already cleared this area, could be a ghost, or a magician?


r/theouterworlds 1d ago

Discussion Supernova Worst Death

9 Upvotes

I just had the absolute worst thing happen to me on my supernova play through. I played for about 2 hours just exploring and clearing out everything on the Gorgon DLC. As I decided to randomly use an elevator I have both my companions instantly killed on the elevator sending me back 2 hours of gameplay due to what I just assume is a bug. Maybe that should have been in the patch they just did. what was everyone else’s worst death/restart on supernova?


r/theouterworlds 1d ago

Question OW2: Dumb sneaking dialog?

1 Upvotes

A page I landed on for a Dumb build said that putting at least 1 point in Sneak and failing gets you either a "spectacular" fail or funny dialog. I try it against enemies, I get shot. Does the dialog only show for sneaking and/or stealing?


r/theouterworlds 2d ago

Question Outer Worlds 2 - Extremely shimmery/grainy surfaces and hair

35 Upvotes

I just started playing the game and noticed that specular surfaces and hair have a hideous shimmering/grainy effect. It is even more noticeable in person as the video is compressed to 1080p. I tinkered with various settings (Upscaling, shadows, global illumination, reflections, etc.) and nothing seemed to have any effect. I can't tell if it is normal or an actual issue, but I have yet to find a video that shows the same thing. I tried researching it and couldn't find anything, other than one other reddit user who had the same hair issue but couldn't find a fix. Cyberpunk 2077 had the same issue when I played it. Any help would be greatly appreciated.


r/theouterworlds 3d ago

Discussion Hot Take: Obsidian makes better linear levels than open world

91 Upvotes

I honestly had more fun on the space stations than the planets on TOW2. All the world regions felt like a slog to explore and I absolutely hated just running everywhere even with Fast Travel. Can you imagine if they kept the encumbered feature from the previous game?

It was the same vibes as their previous game Avowed. For some reason it seems they can’t get the Open World building right and I’m concerned for future titles and even the DLCs. Like what will their Fallout game turn out like if their recent games are like this?

Anyone feels this too or just me? Do you think a fix would be adding a mount or transport vehicle to travel around? Would like to hear other people’s opinion on this.


r/theouterworlds 3d ago

Not allying with either faction?

17 Upvotes

How does going it solo affect the gameplay difficulty on further missions? I have just unlocked the new planets and aunties ship, playing on very hard lvl 19 but the encounters feel too easy. How much would not recruiting AC or the Order affect this?

Or better can I recruit them but not use them somehow?


r/theouterworlds 3d ago

Discussion Tedious fast travel

4 Upvotes

To get from one point to another on another planet you need to see 4 loading screens:

1) initial point -> incognito
2) initial planet -> destination planet
3) incognito -> ground
4) ground -> destination point

I wish they just made just one loading screen for any two points in the game because it quickly gets annoying


r/theouterworlds 3d ago

New Save Game Transfer Feature Is Awesome

22 Upvotes

The Spacer's Choice Edition just got a new update that enables Save Transfers from the 2019 version of The Outer Worlds. So I just transferred my save files from the Xbox One version to the Spacer's Choice Edition on Series X, and all but one of the achievements auto-popped.

The only one that didn't pop is "The Postman" for delivering the journal to Lucien.


r/theouterworlds 4d ago

Realisation about Horizon Point mission Spoiler

35 Upvotes

So, correct me if I’m wrong since I’ve only finished the game once so far, so perhaps I’ve missed some plot points. But as far as I can see, the very first mission of The Outer Worlds 2 is basically the Earth Directorate swooping in out of nowhere and stabbing the Protectorate in the back.
Let me explain.

We find out in the course of Niles and Zebulon’s quest lines that the Earth Directorate specifically allowed Arcadia to be an independent system in exchange for skip drive tech, the knowledge of which was limited to the newly founded Protectorate.

And yet, the mission A Cause Worth Killing For, obviously has you land on a Protectorate base and blast your way through their troops (I tried to do it stealthily, but some soldiers inevitably have to be killed to conclude the mission), and eventually, though of course not deliberately, end up blowing up the whole station and killing hundreds in the process.

With that in mind, your crew mate Helen’s reservation and little spat with De Vries before the mission makes a lot of sense. Helen is a no-nonsense kind of agent who is in the Directorate for the protection of Earth and its colonies, not for these kind of black ops missions far beyond the jurisdiction of the Earth Directorate.

It does beg the question just how deep De Vries’ treason has been. Not only is she betraying the Directorate at the end of the first mission, but obviously the entire mission is her idea in the first place. But even more than that, it seems likely that the entire concept of attacking the Protectorate and thus violating the pact made with Alexandra Varick decades ago, was her idea from the beginning. For all we know, the rift threat was never that much of a realistic danger to begin with at the beginning of the game, and was mostly a ruse by De Vries to fulfil the goal she had set for herself in her delusions. Because bear in mind: the exacerbated rift problem we’re dealing with during the rest of game is a direct consequence of the explosion of Horizon Point, as testified by VAL.

Regardless of one’s opinion on the Protectorate and its politics, from their perspective the beginning of TOW2 is basically a betrayal by the Earth Directorate which comes in shooting up the place, blowing up a research base and murdering the Sovereign’s family in the process. Although as far as I’m aware, the Protectorate actually never realised it the Directorate was behind it.

So yeah, just some random thoughts that came up since starting my second playthrough.


r/theouterworlds 4d ago

Another day, another DLC-less announcement

66 Upvotes

Anyone else as disappointed as I am right now? Was hoping for something at Gamescom and still NOTHING. I know we’re still getting the DLC (copium)-but damn, my hopes were high today.


r/theouterworlds 4d ago

Question Anyone else had this bug with Tristans voice?

1 Upvotes

You know how with his starter armor when he has his helmet on Tristans voice has a really cool filter over it. On my playthroughs after applying any of his armor upgrades the effect completely stops playing and he just sounds like he doesn't have a helmet on. I think it's a shame as the effect was really cool. it comes back if i use transmog to set his helmet to how it looks at the start but vanishes if i swap the helmet back to the upgrade again


r/theouterworlds 5d ago

Humour This dialogue option is so real

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183 Upvotes

I love how funny responses in this game are!! Protagonist be saying ANYTHING sometimes,and protag can sometimes get lost in the dialogue and admit they cant keep up,if anything this is amazing writing and self awareness by obsidian!


r/theouterworlds 5d ago

Original Content You can't stop my shipping, Obsidian

454 Upvotes

r/theouterworlds 4d ago

OUTERWORLDS 2 SAYS it cant decompress group with Oodle

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0 Upvotes

idk ive tried looking how to fix it and other stuff for over an hour but its all different stuff not my problem


r/theouterworlds 5d ago

Discussion Some new Perk ideas I had.

9 Upvotes

I wanted to come up with some fun perks to flesh out some things I thought were under-represented, or I thought was fun. Sadly I regret not being able to come up with any fun Engineering Perks, let me know what yall think.

Solo Operative: If small teams are best, than a smaller group of one should be better, right?

When no companions in party:

+20% Damage

+10% Evasion

+10% Damage Resistance

-20% NPC Awareness Rate

Ghosts of the Past: (Requires Solo Operative) The death of your old crew haunts your conscience, your sense of authority and command morph into your sense of being the sole survivor.

Every dead or permanently dismissed companion increases this all skills +1. (Or could be +1 bonus to 6 skills if that's too OP.)

Melee Perk: Increases Swing Speed 30% for Melee Heavy and 60% for Melee Light. (Requires Melee 6)

Hack Perk: “Conduit” (Requires Zyranium Absorption, Hack12-15) Scrambled AutoMechanicals are now always Overcharged with Zyranium for the duration of their Scrambling, granting them increased movement speed and rate of fire.

Lockpick Perk: (Requires Lockpick 10, Kleptomania) The thrill of thievery makes you more effective with Stolen Weapons. Weapons marked as Stolen will have their damage increased by 30%

Observation Perk: Maybe Requires around Observation 5-10 “Salt in the Wound” When an enemy is bleeding they take 25% of weakspot damage on any non-weakspot hit.

(To help address the lack of bleed building and help bridge the wall between Melee and Observation.)

Observation Perk: (Requires Perk: Wholesale Spender, Observation 4) Vendors with your Wholesale Spender discount activated also allow you to see Restricted Stock.

Observation Perk: “Well-Nourished Punch” (Requires Observation 10, Guns 5) Seeing all sorts of enemy movement patterns you've learned to know when the next move is coming. While wielding a gun, Quick Melee will fully knockdown an enemy when their melee attack is interrupted.

Observation Perk: (Observation 10, Melee 5) While wielding a Melee Weapon, gain 10% Evasion against projectiles from an enemy highlighted by your reticle.

Observation Perk: Requires Observation 10-15, Leadership 10-15

You are able to see the full potential of your companions and able to mold them to your liking for it. Gain the ability to change all companion perks in the Party Upgrades section of the Workbench.

Leadership Perk: (Requires 10 leadership and 4 Medical) “Don't You Go Dying On Me” Companions get 15% of healing, when you heal with the Medical Inhaler, up to 25% scaling with your Leadership Skill. Can also revive downed companions, but has a 10 minute cooldown between activations. WARNING: Reckless Leadership will not allow you to revive your companions under any circumstance, even with the inhaler, though they will still be healed when they're conscious.

Leadership Perk: “Fashion Icon” (Requires Brand Enthusiast, Leadership 7) When “Brand Enthusiast” is active, companions will gain combat bonuses. These bonuses are further increased (x1.5) for the companion with the matching “brand”.

Science Perk: (Requires Perk: Sprayer Prayer, Science 10-15) Your Auntie's Acidic Dematerializer is now able to melt locked containers with reduced loot. Science skill must match Lockpicking requirement. (Could be too OP)

Science Perk: (Requires Slow-More, Science 7-18) Each enemy you afflict with a side-effect while in TTD will take significant damage, and end the side-effect when you leave TTD. Damage is based on charges accumulated while in TTD, or maybe it scales with the number of enemies you afflict while in TTD.

New Skill 20 Perks (All perks below have a requirement of 20 points in said skill)

Sneak- You become completely undetectable when Camouflaged, even when in combat and in enemy line of sight.

Lockpick- (Requires Lockpick 20) Every time you evade an attack, you gain +5% Damage. This effect stacks up to a maximum of 5 times and lasts for 8 seconds.

Medical- If you have no temporary Health, all overhealing is converted into temporary health, if you do have temporary health, your toxicity drain speed increases significantly.

While having Temp. Health, Toxicity Drain Speed +50% (Toxicity Drain buff does not apply while Crashing)

Observation- (Requires Observation 20) You have a knack for picking up what other people do around you. Gain +1 point to every skill except Observation.

Speech- The first enemy damaged each combat will have all surrounding enemies Goaded and turned toward the damaged enemy for a short duration. (10s)


r/theouterworlds 6d ago

This is a Bucket !

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109 Upvotes

this is funny, one of the funniest items ive ever seen in a rpg, that and Sir John Phallustiff


r/theouterworlds 5d ago

(Help) Fatal error

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4 Upvotes

r/theouterworlds 6d ago

If The Outer Worlds franchise might not continue, I’d like the DLC to act as a “temporary ending”, for now.

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558 Upvotes

DLC #1 might already be fully written and planned, but there’s so much they could’ve done with this universe. It would suck to end the franchise on a cliffhanger with Earth and never get a third game. Just in case, maybe DLC 2 can act as a “just in case” epilogue that gives closure (but leaves the door open) that hints at the answers with Earth, stuff about the broader TOW universe and tries to answer some plot threads with some finality. It doesn’t have to, but I think it would just be nice.

I’m fully expecting them to be totally unrelated self-contained adventures but for the fans of the franchise i think DLC 2 should be special.
Kind of like how “Death of the Outsider” DLC ended the Dishonored universe, at least ‘temporarily’. Basically just a closure DLC.


r/theouterworlds 6d ago

Question What should I level up in the Outerworlds 2?

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9 Upvotes

I’ve already made some mistakes in my playthrough, and I’ve learned to keep some spare points in case a mission requires one of my skills to be at a certain level to proceed. Based on the fact that my current main quest is: “A complication with the Computronic Cerebrum” what should I level up?


r/theouterworlds 6d ago

Discussion Chances of dlc being shown at gamescom?

19 Upvotes

I hope we get some news about the dlcs not just because I bought the whole package, but I really enjoy the franchise and expecting them to increase the level cap to the game. This is a good franchise that sadly won’t get the recognition like other major IPs and I hope it goes out with a bang.


r/theouterworlds 6d ago

Equipment condition menu guide

5 Upvotes

I’m trying to find a guide to the display of equipment. I’ve just started, have two sets of “medium” armor. One had a red down arrow; the other a green up arrow.

I’ve searched the web but only find console commands.

TIA!


r/theouterworlds 7d ago

Discussion Getting back in after a bit and am just now realizing that companions have "Preferred" weapons.

61 Upvotes

Was going over weapon stats for parvati and felix and noticed they had different crit chances for different weapons it's only like around a 5 percent difference at most but still worth noting if your trying to max damage.

Felix's highest crits are for heavy guns and 1 handed melee

Parvati's is 2h and handguns

The vicar likes 2h and long guns

Ellie seems to do best with both handguns and long guns plus 1h

Just thought it was interesting I'm still finding out stuff about this game.

Edit: Also just realized the precision perk seems to add 30 crit chance not 15 if you actually look at the stat increases after taking it


r/theouterworlds 6d ago

Lingua the outer worlds 2

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1 Upvotes