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Fallout 4 discussion  @ 2016/03/25 01:37:59


Post by: Inquisitor Lord Bane


Should I start a new game to get the most out of the DLC? I'm level 43, and on the verge of starting Mass Fusion (just wrapping up all the side quests for all 3 factions).


Fallout 4 discussion  @ 2016/03/25 01:41:15


Post by: Nostromodamus


 Inquisitor Lord Bane wrote:
Should I start a new game to get the most out of the DLC? I'm level 43, and on the verge of starting Mass Fusion (just wrapping up all the side quests for all 3 factions).


No need to start a new game. In fact, it would be better to tackle it with a higher level character like yours.


Fallout 4 discussion  @ 2016/03/25 01:44:49


Post by: Inquisitor Lord Bane


I literally got home from the hospital with a new baby girl 3 hours ago and my wife told me to play Fallout to relax, so restarting would be a major pain. Baby seems to like the soundtrack, so good times


EDIT: Forgot part of my sentence.


Fallout 4 discussion  @ 2016/03/25 16:52:02


Post by: Shadow Captain Edithae


One of the benefits of playing on PC - getting to us the "disable" console command on Marcy Long.


Automatically Appended Next Post:
Just picked up General Zaos Revenge. Never really bothered with it before as the+50% damage against robots was too situational but now we have an entire dlc of robots.


Fallout 4 discussion  @ 2016/03/26 04:03:17


Post by: Wyrmalla


Back in the world of New Vegas...




Just thought I'd leave that here. It'd be cool to see if the same team moves onto Fallout 4 after that mod comes out. A lot of potential there (youknow, besides the tanks...).


Fallout 4 discussion  @ 2016/03/26 20:37:26


Post by: Avatar 720


 Nostromodamus wrote:
I found that if you left Curie as a Mr. handy, you can modify her at the robot workstation.

No such luck with Codsworth though.


That's odd. I watched Many A True Nerd's playthrough of Automatron and he was able to turn Codsworth into just an Assaultron body on a Mr Handy thruster.


Fallout 4 discussion  @ 2016/03/27 02:01:42


Post by: Inquisitor Lord Bane


These people turned Codsworth into a useful companion, and on both consoles and PC. There is hope for him yet


Fallout 4 discussion  @ 2016/03/27 02:46:40


Post by: Shadow Captain Edithae


Besides ADA, how many automatons can I have following me at once? Can I build an entire army of robots? I miss New Vegas when I was running around with FIVE companions (The Shoddycast Storyteller and his robot EDNA, EDE, Rex and one of the humanoid companions - that was fun, steamrolling enemies with my own private army).

And can I build robots and garrison them in settlements like settlers?


Automatically Appended Next Post:
I've just turned Codsworth into a black protectron pack mule with a capacity of 390.

BEST DLC EVER.


Fallout 4 discussion  @ 2016/03/27 11:33:11


Post by: Tyr13


Just one robot at a time. You can assign them like settlers though, so theres that. (Theyre really bad traders though, since they dont have the required lines... well, Jezebel doesnt, anyway. <.< )


Fallout 4 discussion  @ 2016/03/27 11:44:59


Post by: Shadow Captain Edithae


Ohhhhh so I can literally manufacture robot settlers?


Fallout 4 discussion  @ 2016/03/27 12:02:15


Post by: Tyr13


Yep. Ive heard Mr Handys are even a bit more efficient at farming, though I could be wrong... havent tested it myself.


Fallout 4 discussion  @ 2016/03/28 00:24:19


Post by: Shadow Captain Edithae


Codsworth like you've never seen him before!

Spoiler:



Fallout 4 discussion  @ 2016/03/28 00:31:55


Post by: Nostromodamus


Neither me nor my wife can mod Codsworth. We're on PS4, but I can't imagine that is the issue...


Fallout 4 discussion  @ 2016/03/28 00:32:52


Post by: Shadow Captain Edithae


He has to be your current follower I think. I dismissed ADA first. But I play on PC.


Fallout 4 discussion  @ 2016/03/28 00:39:48


Post by: Nostromodamus


 Shadow Captain Edithae wrote:
He has to be your current follower I think. I dismissed ADA first. But I play on PC.


I'll try it, thanks.

Didn't need Curie to be my current follower to mod her, but we'll see what happens.


Fallout 4 discussion  @ 2016/03/28 00:41:52


Post by: EdSnark


I really need to get a new wireless connection for my PS4 (stupid cats chewing wires and stuff) so I can play the DLC. I bought the season pass, I need to use it. I need to mess with Codsworth, is really what I need to do...


Fallout 4 discussion  @ 2016/03/28 00:42:34


Post by: Shadow Captain Edithae


I've since turned Codsworth into a Protectron pack mule with 400 carry capacity. Its awesome


Fallout 4 discussion  @ 2016/03/28 02:30:25


Post by: TheCustomLime


 Wyrmalla wrote:
Back in the world of New Vegas...




Just thought I'd leave that here. It'd be cool to see if the same team moves onto Fallout 4 after that mod comes out. A lot of potential there (youknow, besides the tanks...).


Wow. For a mod project that is certainly impressive.

Also, Ghost people outside of the Sierra Madre? Interesting. I wonder where they'll go with that.


Fallout 4 discussion  @ 2016/03/29 12:33:34


Post by: Conrad Turner


 Ustrello wrote:
Even though the DLC was a bit short I did like it, the robots are an interesting new wrinkle to the game and I do love having my fully upgraded skull faced sentry bot roaming around with me.


Personally, I'm not wasting them on me. I like the sneak style of play and they are just too much of a give-away. Mind you, Ada isn't much better. Not that it has stopped me making 3 of them, mind. That's 3 settlement that have a Sentry for defence, Plus I sent Strong to the drive-in to help out there.

Spoiler:
I also don't think much of the eye-bot station. It's handy in some ways [you can send it out to get specific resources] but not so good in others [It doesn't bring any back, just adds a tag to your map and you can go get them.].


Fallout 4 discussion  @ 2016/03/29 12:46:58


Post by: Nostromodamus


Spoiler:
Yeah I was super excited to hear about the Eyebot station. "No more scrounging for adhesive!" I thought. Alas, they don't bring any back, and I was sad...


Fallout 4 discussion  @ 2016/03/29 14:57:46


Post by: Tyr13


Spoiler:
Big disappointment with the eyebots, yeah... I mean, I could get it if they either a) brought a small amount of resources back, b) continually searched for the material (ie, more than one marker or something or c) found a large stash of material, about a shipments worth. Right now, theres really no point in having multiples... :/


Fallout 4 discussion  @ 2016/03/29 15:18:06


Post by: Conrad Turner


 Nostromodamus wrote:
Spoiler:
Yeah I was super excited to hear about the Eyebot station. "No more scrounging for adhesive!" I thought. Alas, they don't bring any back, and I was sad...


You scrounge for adhesive? My settlers in Sanctuary live on a diet of Tato, Mutfruit, and Corn. I just wish I could store a greater amount of water. I also am less reliant on oil canisters now I know you can make it from cutting fluid. So I have been grabbing all the bones I find in the wasteland as that seems to be the rarest ingredient in cutting fluid.

Also, I name all my bots. My sentries are "Hercules", "Samson", and "Big Daddy" [Yellow paint, drill on one hand, nail gun on the other, oh the Rapture!] and my close combat Assaultron on Robobrain tracks is "Delilah"


Fallout 4 discussion  @ 2016/03/29 15:40:07


Post by: Nostromodamus


Yes, I can't be arsed with the settlement stuff most of the time so I don't have vast farming ops dedicated to adhesive production. I keep thinking I'll get into it one day, but that day hasn't come yet...


Fallout 4 discussion  @ 2016/03/30 01:08:29


Post by: 2BlackJack1


So, here is what I have of one of my current robot projects. I plan on getting him a missile launcher and minigun, and bring him along to the dangerous missions that are in more open areas.

Spoiler:


My other project is a melee assaultron named Charybdis, but he's still very much WIP. Still only using the pinchers (can't think of their actual name). He does do fire and poison damage though, and is rather tanky, so it's not all bad. I'll get a picture of him once he;s a bit more presentable.


Fallout 4 discussion  @ 2016/03/30 18:07:52


Post by: Ustrello


 Conrad Turner wrote:
 Ustrello wrote:
Even though the DLC was a bit short I did like it, the robots are an interesting new wrinkle to the game and I do love having my fully upgraded skull faced sentry bot roaming around with me.


Personally, I'm not wasting them on me. I like the sneak style of play and they are just too much of a give-away. Mind you, Ada isn't much better. Not that it has stopped me making 3 of them, mind. That's 3 settlement that have a Sentry for defence, Plus I sent Strong to the drive-in to help out there.

Spoiler:
I also don't think much of the eye-bot station. It's handy in some ways [you can send it out to get specific resources] but not so good in others [It doesn't bring any back, just adds a tag to your map and you can go get them.].


I am not very sneaky, I usually have a fully pgraded X-01 suit and a gattling laser. So the sentry bot is perfect for me.


Fallout 4 discussion  @ 2016/03/30 18:15:06


Post by: Shadow Captain Edithae


I just need a pack mule.


Fallout 4 discussion  @ 2016/04/01 21:42:52


Post by: Shadow Captain Edithae


Guys, if you use mods remember to opt out of the Fallout 4 update beta. The latest beta patch for the new survival mode disables mods according to MrMattyPlays. I've just wasted half an hour faffing about disabling and renabling mods trying to get my mods to work until I remembered his video on it.

God, every time I try to play this game there's a new problem that I waste ages trying to fix and lose an entire night of gaming. I should probably just stick to Fallout 1 and Baldurs Gate, I've had surprisingly few (meaning 0) problems for games that are almost two decades old.


Fallout 4 discussion  @ 2016/04/01 21:51:52


Post by: Nostromodamus


 Shadow Captain Edithae wrote:

God, every time I try to play this game there's a new problem that I waste ages trying to fix and lose an entire night of gaming.


And every time I see you complain about it, you're running mods. Have you tried the vanilla game? Does that still give you problems?

I've had zero problems whatsoever playing the vanilla game on my PS4. If you haven't tried it yet, perhaps give it a shot.


Fallout 4 discussion  @ 2016/04/01 21:58:09


Post by: Shadow Captain Edithae


Yes, I played the vanilla game and completed it.


Fallout 4 discussion  @ 2016/04/04 12:24:36


Post by: Shadow Captain Edithae


Fallout: Newcastle.

Spoiler:



Fallout 4 discussion  @ 2016/04/04 12:39:40


Post by: Undead_Love-Machine


Ha ha! Loving Geordie Fallout!


Fallout 4 discussion  @ 2016/04/04 22:34:01


Post by: Shadow Captain Edithae


Geordie Shore: Boston edition.


Fallout 4 discussion  @ 2016/04/05 02:11:35


Post by: Verviedi


I was walking from my home at Outpost Zimonja to Diamond City, when out of nowhere, a wild Legendary Festering Bloatfly appeared! I was in full Institute painted T-60 Tesla armor at level 42, (Institute Clean mod for the paint), so I just walked up to it to laser it to death.
The thing one shot me. With a mighty SSSSQUIP it fired one maggot, and my health dropped like a rock, down to zero. X6-88 didn't help, power armor didn't help, and Institute firepower didn't help.
Fear the Bloatfly.


Fallout 4 discussion  @ 2016/04/05 16:49:06


Post by: Frankenberry


 Verviedi wrote:
I was walking from my home at Outpost Zimonja to Diamond City, when out of nowhere, a wild Legendary Festering Bloatfly appeared! I was in full Institute painted T-60 Tesla armor at level 42, (Institute Clean mod for the paint), so I just walked up to it to laser it to death.
The thing one shot me. With a mighty SSSSQUIP it fired one maggot, and my health dropped like a rock, down to zero. X6-88 didn't help, power armor didn't help, and Institute firepower didn't help.
Fear the Bloatfly.


Y'know, it's funny you mention these little douchebags because I had a run in the other day with a whole god damn swarm of them on my way somewhere. It didn't help that the fighting drew on those giant mosquito things either but, in the end, Fat Man launchers really are the great equalizer. Even when fighting giant flies in a post apocalyptic wasteland.


Fallout 4 discussion  @ 2016/04/05 17:20:11


Post by: Verviedi


I hate hate HATE flying enemies. I need to pull out my Tesla Rifle for Stingwings. X6 usually deals with Bloodbugs well, but Stingwings are even worse than Cazadores in NV.



Fallout 4 discussion  @ 2016/04/06 09:28:44


Post by: Wyrmalla


The Legendary Bloatfly was one of the toughest enemies in Fallout: New Vegas....


Fallout 4 discussion  @ 2016/04/06 12:39:57


Post by: Verviedi


Because I promised screenshots a while back, here is my base at Outpost Zimonja. Currently occupied by myself, X6-88, my lovely Assaultron Dominator MEDUSA, and my farmer bot.
Spoiler:


Entrance and Laundry.



Kitchen.


Bathroom.




Laboratory. My third power armor suit is currently at Red Rocket.


Bedroom.


Computer desk.


The view outside.




Fallout 4 discussion  @ 2016/04/06 12:54:03


Post by: BrookM





Fallout 4 discussion  @ 2016/04/07 12:09:10


Post by: Verviedi


A bug if anyone would like to help.
As soon as I press "Start" on the Fallout 4 launcher, the launcher closes, the Steam "loading Fallout 4" message appears again, and then the launcher opens again. I have uninstalled all my mods, and have validated game assets twice.
This problem is new, my game loaded perfectly fine last night at 10, and is only crashing on launch as of now. In the event that this is a graphics card issue, I have an NVIDIA GeForce 550 graphics card, and the game runs fine on Medium graphics.


Fallout 4 discussion  @ 2016/04/07 12:18:19


Post by: Dr H


Have you tried launching it through NexusMM, rather than steam? I know it takes you to the FO4 launcher anyway, but sometimes this can help with odd bugs like this (it did for FO3/NV).

The one bug that's really annoying me at the moment is the settlement resource bug (where anything and everything will drop to 0 once you go somewhere else). Bethesda REALLY need to fix this rather than releasing DLCs of things we already have from the mod community.


Fallout 4 discussion  @ 2016/04/07 13:03:34


Post by: Riquende


Spoiler:


Well crap. I suppose the 100 hours or more I've put into settlements are all going to be wasted as I tear them down to use the new hotness.


Fallout 4 discussion  @ 2016/04/07 14:30:43


Post by: BrookM


Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.


Fallout 4 discussion  @ 2016/04/07 14:38:25


Post by: Nostromodamus


 BrookM wrote:
Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?


Sanctuary Hills, Drive In, Red Rocket, Boston Airport (bit cramped though) are all decent. Remember to build foundations and even less flat spaces can be worked with.


Fallout 4 discussion  @ 2016/04/07 14:56:27


Post by: Riquende


 BrookM wrote:
Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.


Off the top of my head, Starlight Drive-in is the largest, flattest space. It does have a small pool in the middle you can either put foundations over or use for a water purifier.

I actually prefer settlements where you have to work with the terrain though, they end up looking more natural. My Starlight is just a big 2 floor box of a building with some defences in the outer buildings, it looks fairly ugly actually.


Fallout 4 discussion  @ 2016/04/08 00:36:39


Post by: Shadow Captain Edithae


 BrookM wrote:
Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.


The Spring Cleaning Mod allows you to CREATE flat places. It lets you completely delete the houses and their foundations in Sanctuary for instance.

Your loss.


Fallout 4 discussion  @ 2016/04/08 06:51:47


Post by: BrookM


 Shadow Captain Edithae wrote:
 BrookM wrote:
Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.


The Spring Cleaning Mod allows you to CREATE flat places. It lets you completely delete the houses and their foundations in Sanctuary for instance.

Your loss.
Uh-huh, let me just whine a lot about the game not working for me. Oh wait.


Fallout 4 discussion  @ 2016/04/08 08:49:42


Post by: Shadow Captain Edithae


 BrookM wrote:
 Shadow Captain Edithae wrote:
 BrookM wrote:
Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.


The Spring Cleaning Mod allows you to CREATE flat places. It lets you completely delete the houses and their foundations in Sanctuary for instance.

Your loss.
Uh-huh, let me just whine a lot about the game not working for me. Oh wait.


There is a big difference between insalling one mod, and the 50+ mods that I have.


Fallout 4 discussion  @ 2016/04/08 10:09:10


Post by: Conrad Turner


Spring cleaning is about the only mod I would install. To me it's not realistic to have a settlement of over 20 and still have all this leaf litter everywhere.

I wouldn't use it to demolish the remaining houses in Sanctuary Hills though, that is where my settlers sleep, and the foundations for my defence towers.

I like mods that, for me at least, deepen the immersion of the game, I plan my settlements to look as much like they would be given my view of the world that it is set in. That may be why I don't understand why people collect power armour and have to have a station for each of them. I just see it as a waste of resources. you can maintain numerous frames at a single station, the frames stand up on their own, and it's not that much of a hassle to take the parts off one frame, carry them to the station, repair or upgrade them, then return them to the frame.

I may also get one of the true weather mods too, or one that allows you to build weapon racks once they figure out how to show the exact weapon you store and not just a generic base type of whatever weapon it is. I want to see my explosive .50 sniper rifle which is all modded up, not a generic wooden stocked thing. Maybe that'll be in Wasteland Workshop and I won't need to worry about having a mod to do it.


Fallout 4 discussion  @ 2016/04/08 11:28:27


Post by: Verviedi


So my install is completely fethed. I wiped all of my saves and did a clean reinstall, but now the Fallout 4 in my Documents/My Games is not present, so I cannot reinstall all of my mods.


Fallout 4 discussion  @ 2016/04/08 15:05:22


Post by: Dr H


Verviedi wrote:So my install is completely fethed. I wiped all of my saves and did a clean reinstall, but now the Fallout 4 in my Documents/My Games is not present, so I cannot reinstall all of my mods.
How
Have you installed it somewhere else by mistake?
Take a step back, a deep breath, and try again. It'll be worth it in the end.


BrookM wrote:Well, with the new DLC coming next week, are there any good, nice flat places to build stuff?

And no, before it is suggested, I do not run mods, nor will I.
I would like to point out that, contrary to the problems that mods seem to be causing some people, I've had no problems from the 20+ mods I have installed. Mods do not always mean instability.

However, it's your game and your computer, do with it whatever you want and don't let anyone else tell you otherwise.

What I would like to ask though is, what plans do you have that require a flat area to build on? I'm intrigued.
As mentioned, Starlight drive-in is probably the largest flat area. While it does have a pool of water for a water source, there's very little (or no) space for farming.
Boston airport has the same problem with farming, but is much smaller and is tied to the BoS.

If you don't mind using foundations to even out the ground a little and/or building around some existing structures, there are more options for large spaces:
The Castle: Fairly large flat area inside and on top of the walls, but you could also build over the majority of the open space to create a raised flat area of quite a size.

Murkwater construction site: if you foundation over the whole area, there's not much in the way.
Same can be said for Nordhagen Beach.

The slog: if you build over the swimming pool (raised platform, not fill it in) you can have quite a large flat area.

Sunshine tidings Co-Op: The central area is fairly flat, but you'll need to build around the barn.

With a bit more effort (and foundations) you could make use of:
Abernathy farm - large open area in front of the farm.
Egret Tours Marina - build over the water and between the existing buildings.
Spectacle Island - some areas are flatter than others, you don't need to build anywhere near the existing structures, and there is soooo much space in the build area.

And as an alternative to building "wide", you could build "up":
Abernathy farm, Kingsport Lighthouse, Finch Farm and Greygarden all have pretty high build limits (in height). Also Finch farm and Greygarden have the raised road areas that are also flat (except for the central barrier that can get in the way).

All depends on what you are planning.

As for me, I've been building up Finch farm. I've made another walk around video, but it'll take some time to upload so I have some pictures to tide you over:
Walls:
Spoiler:







Inside the walls:
Spoiler:





The view down to the farm:
Spoiler:


And the Presidential suite:
Spoiler:


There is much more to be seen, but I'll save that for the video.


Fallout 4 discussion  @ 2016/04/08 15:12:42


Post by: Nostromodamus


 Dr H wrote:

As mentioned, Starlight drive-in is probably the largest flat area.


Pro tip for anyone who hasn't realised yet, by going into build mode you can remove the toxic barrels in the water supply and make the radiation go away.


Fallout 4 discussion  @ 2016/04/08 15:23:03


Post by: Verviedi


Dr H,
I simply followed the procedure to install Fallout 4 via Steam. I have no idea where the folder is, but I'm going to start searching when I get home.


Fallout 4 discussion  @ 2016/04/08 17:57:10


Post by: Shadow Captain Edithae


 Conrad Turner wrote:
Spring cleaning is about the only mod I would install. To me it's not realistic to have a settlement of over 20 and still have all this leaf litter everywhere.

I wouldn't use it to demolish the remaining houses in Sanctuary Hills though, that is where my settlers sleep, and the foundations for my defence towers.


I use it to remove the ruined houses and their foundations. I built a power armour armoury over the site of the ruined house left of the bridge in Sanctuary (opposite the sign).




Automatically Appended Next Post:
Dr H, thats amazing! It looks so natural. How did you build stairs up to the bridge? The walls are great, how'd you get the pieces to all fit together and stack?


Fallout 4 discussion  @ 2016/04/08 19:11:06


Post by: Dr H


Nostromodamus wrote:Pro tip for anyone who hasn't realised yet, by going into build mode you can remove the toxic barrels in the water supply and make the radiation go away.
Indeed, and you get steel and acid if I remember right. Same can be said for the barrels at Spectacle island.

In fact, spectacle island is worth visiting just to scrap everything, there is a ton of resources available there; I got over 5000 wood there alone or something silly.

Having scrapped everything at every settlement, I've not needed to buy or cheat my way to resources for building my settlements.

Good luck Verviedi

Shadow Captain Edithae wrote:
 Conrad Turner wrote:
Spring cleaning is about the only mod I would install. To me it's not realistic to have a settlement of over 20 and still have all this leaf litter everywhere.

I wouldn't use it to demolish the remaining houses in Sanctuary Hills though, that is where my settlers sleep, and the foundations for my defence towers.


I use it to remove the ruined houses and their foundations. I built a power armour armoury over the site of the ruined house left of the bridge in Sanctuary (opposite the sign).
I quite like the challenge of building around what is there originally. But I would like an official way of getting rid of the leaves etc.

Dr H, thats amazing! It looks so natural. How did you build stairs up to the bridge?
Thanks. The stairs originally were just the ones with the floor attached, snapped together (originally to check that I could build up to the road). I then build the building, floor by floor (from the ground, up), incorporating stairs however I could.

The last set of stairs were just snapped on from the building up. It actually clipped slightly thought the road as the building is not square with the road. I then used "modangle z --" (-- being a number) in console to rotate that stair piece until it was clear of the road. Then snapped on the floor and steps to take me on to the road.
The supports for that last part are from mods and I used "modpos - --" (x/y and number) to move them into place and make it all look solid.
The raider poles will actually clip slightly into some parts and I used them for supports all the way up the building. The last but one pole is plain and is ideal for this, but I sometimes use the last one with the extra spikes for a change.

The walls are great, how'd you get the pieces to all fit together and stack?
Pretty much nothing in the walls is snapped to anything else.
There are several stages.
The original idea came from YouTube:


Good news for console users, the above video is done on a PStation.

Bad news for console users, what I did made heavy use of mods and console commands (does anyone else find it ironic that PC users have "console commands", and console users don't?)

As the video, I added the upper wall pieces first using a ladder (one that clips into the ground) to set them at a height that is shorter than being clipped on top of another wall; you want the upper and lower parts of the wall to overlap. They were also spaced out by about half a wall section apart.
I also added some tall junk fence pieces from a mod, they are generally the tallest parts of the finished wall.

Then I filled the gaps of that part of the wall with half wall pieces (the end pieces for the wooden balcony parts, and some mod pieces), partly with the rug glitch and partly with the "modpos" console command.

*incidentally, you can get a mod that will use the modpos command from you tapping the numpad. However, it needs another program to run in the background and I find it easy enough to just type in the console myself.*

The lower wall was then added, mainly using the rug glitch (with fine tuning from "modpos"), using mainly junk fence parts. But I also threw in some metal walls (I tried to stick to wooden walls at the top and metal at the bottom due to perceived "light" / "heavy" realism). I think I did the metal walls first as sometimes they would clip into the upper wall without issue and the junk fences filled the gaps.
One I'm quite pleased by is the "inside corner" metal wall piece, that when used as an "outside corner" looks pretty nice and solid as it had the blue support beams on the outside of the corner.

Once all those were in place I then added some patches (from a mod) to break up the boundaries of the wall pieces, inside and out, fill gaps, and make it look like a "solid" wall. These mainly snapped to the wall, but occasionally needed a tweak from "modpos" (hence my comment a while ago about it being my new favourite console command). "modangle" and "modpos" were used to position the pieces about the concrete road support, they don't just clip in to it.

A few signs, raider poles, and then turret and guard posts, and the wall was done.


Fallout 4 discussion  @ 2016/04/09 22:53:30


Post by: Dr H


And will this auto-append? No it won't.

Here's the walk-about of my Finch farm settlement:



Fallout 4 discussion  @ 2016/04/09 23:29:11


Post by: Shadow Captain Edithae


Which mods did you use that add new settlement items?


Fallout 4 discussion  @ 2016/04/09 23:54:18


Post by: Dr H


 Shadow Captain Edithae wrote:
Which mods did you use that add new settlement items?
I have... *deep breath*...

Snap 'n' build - nice buildings for settlements with snap points. Some overlap with "homemaker" below, can be solved during installation of either this or Homemaker.

Craftable glass stuff - for windows.

Rags of the old world - many flags, but not used in Finch.

Craftable ramps and rails - for ramps.

Homemaker - Many many items. This is the bulk of the new items.

OCDecorator - Lets you place all the little items that you can pick up and pins them in place like everything else in your settlement. No more finding things knocked over by Dogmeat or other settlers walking past.
You can see the OCDispenser in my video, this is built in the workshop and any item that you place in it (like a container) creates a copy of that item that "works" in the workshop mode. But many items are available under "decoration - clutter" in the workshop anyway.

Atom bomb pinups - because... pinups.

1x1 craftable foundation pieces - like the usual concrete foundation, but 1/4 the size.

Craftable pillars and support braces - to support overhangs.

Craftable tall walls and spacers - to fill the gaps left when not using a floor between walls.

Window, floor and roof boards - odd scraps of wood and metal to cover over holes and to add scatter to the settlement.

Craftable floor patches - more scraps of wood and metal.

OSHA unapproved safety signage - more signs and safety posters.

If you are going to have lots of additions to settlement building, it's a good idea to have "Settlement keywords", all compatible mods are sorted nicely in the menu.


Fallout 4 discussion  @ 2016/04/13 07:43:11


Post by: Conrad Turner


Actually a little disappointed with the workshop so far. nothing immediately visible that says "use this to clean up your settlements". :(

Early highlight is the ability to build Fusion generators at settlements that generate 100 power and take up a slightly smaller footprint than 3 of the large generators. Makes it so much easier to power up the radio in the Castle and place plenty of defences.

Some nice new lights too, and the neon strips you can type out and have custom made signs out of. Haven't had time to look into whether you can make them different sizes yet. also smaller light boxes are available.

Not seen any capture cages yet either, but personally not that bothered about them, but wouldn't mind being able to stuff the deathclaw I just killed in Sanctuary and put it in the entrance. Maybe if I can get enough of them, I can ring my settlements with stuffed deathclaws which might put off the raiders from attacking a settlement which appears to be guarded by a pack of deathclaws.

How is anyone else finding it so far?


Fallout 4 discussion  @ 2016/04/13 08:18:05


Post by: BrookM


I'm really happy with the concrete components myself, paired with the fusion reactor makes for just the tools I wanted to build something a bit more civilized.

But other than that, it's nothing too exciting, however for €4,99 you can't win 'em all I suppose.

Now onto the last piece, which will hopefully live up to the increased price tag.


Fallout 4 discussion  @ 2016/04/13 08:30:53


Post by: Conrad Turner


Oh I'm with you there. I managed to get in on the last few days of the season pass at the original price, but I am still hoping that Far Harbour will be the one to justify that, then anything further to be released s just gravy. Over 400 hours in, and I still haven't completed the game with a single character, so more content next month is just going to ensure that I don't finish it before then.

Not found any concrete components yet, probably as the buildings didn't have that little '+' that means there is new stuff to look at.

Mind spilling the beans as to where they are?


Fallout 4 discussion  @ 2016/04/13 09:41:09


Post by: BrookM


They're in the same category as your wooden and metal building components.

Quite a step up from those as well, my only lament is that the controlled door is set into a wooden wall sadly.


Fallout 4 discussion  @ 2016/04/13 10:16:00


Post by: Conrad Turner


Thanks. I'll take a proper look tonight. Hope there are some half-height walls too. That would save me some headaches with my shopping mall. And if there are some whole width doors, that would be brilliant - I'm fed up of settlers crowding around the door when I'm trying to get in or out of a place!


Fallout 4 discussion  @ 2016/04/13 10:30:57


Post by: Nostromodamus


Remember Far Harbor is just the last announced DLC. They have plans for more, which is why they raised the price of the Season Pass.


Fallout 4 discussion  @ 2016/04/13 10:40:21


Post by: Riquende


 BrookM wrote:
They're in the same category as your wooden and metal building components.

Quite a step up from those as well, my only lament is that the controlled door is set into a wooden wall sadly.


There are powered doors set in concrete as well, further along the menu. Looks like you can have red, blue and white doors on them (my under-construction "red vs blue" arena has got powered entry doors in the right colours for the teams' 'dugouts').


Fallout 4 discussion  @ 2016/04/13 11:14:37


Post by: Wyrmalla


 Nostromodamus wrote:
Remember Far Harbor is just the last announced DLC. They have plans for more, which is why they raised the price of the Season Pass.


And then they pull a Skyrim and cancel the rest of the DLC. Anyone remember the Hammerfell expansion?


Fallout 4 discussion  @ 2016/04/13 12:25:34


Post by: BrookM


 Riquende wrote:
 BrookM wrote:
They're in the same category as your wooden and metal building components.

Quite a step up from those as well, my only lament is that the controlled door is set into a wooden wall sadly.


There are powered doors set in concrete as well, further along the menu. Looks like you can have red, blue and white doors on them (my under-construction "red vs blue" arena has got powered entry doors in the right colours for the teams' 'dugouts').
Ooh, thanks for pointing that out, I'll have a gander tonight and see if it's what I want.


Fallout 4 discussion  @ 2016/04/13 12:45:45


Post by: Co'tor Shas


 Wyrmalla wrote:
 Nostromodamus wrote:
Remember Far Harbor is just the last announced DLC. They have plans for more, which is why they raised the price of the Season Pass.


And then they pull a Skyrim and cancel the rest of the DLC. Anyone remember the Hammerfell expansion?


Did they have a season pass for TES:V? I can't recall.


Fallout 4 discussion  @ 2016/04/15 18:57:12


Post by: Shadow Captain Edithae


Photo dump from my steam library.

(apologies, very large images)

Dogmeat being a poser.
Spoiler:




My Personal quarters in Sanctuary. The ground floor is the house, which serves as a barracks of sorts. Its where I store weapons, armour and clothing for outfitting settlers.
Spoiler:


First floor workshop
Spoiler:



Second floor living quarters
Spoiler:



3rd floor balcony and observation platform
Spoiler:



Rooftop generators and robot workbench.
Spoiler:



The view of the bridge from my roof. Thats Codsworth (now a bog standard Protectron) on the bridge, relocating to Red Rocket (which is going to be my primary robot factory.
Spoiler:



I had way too much fun fething with Codsworth.
Spoiler:


Fallout 4 discussion  @ 2016/04/18 19:13:18


Post by: Shadow Captain Edithae


Playing the original Fallout again and just found Decakrds gun the .223 pistol in The Hub! Woo!


Fallout 4 discussion  @ 2016/04/18 19:41:09


Post by: Conrad Turner


Always preferred the alien blaster myself, but you did need a certain amount of luck to get that one as it was a random encounter.


Fallout 4 discussion  @ 2016/04/19 10:03:32


Post by: Shadow Captain Edithae


Just found a plasma pistol and the Watz Laser Rifle so I'm pumping up my energy weapon skill now. The Laser Rifle does great dmg but until I get my stats up, the .223 does more consistent dmg, a min of 20 I think.

Just returned the Water Chip. I actually had to erase several hours of progress of questing in The Hub (went up several levels guarding caravans alone) by reverting to an earlier save as I found out the hard way that theres a hard coded deadline for reaching Necropolis. Super Mutants attack and destroy them in March no matter what, so if you want to do all the quests and talk to the NPC's, you can't wait too long. You can still complete Necropolis, but it detracts from the experience I think. All the ghouls are dead, but their models are bugged standing up with arms wide in T shapes.

Now exploring The Glow. I've already retrieved the Holodisk for the Brotherhood, but I'm exploring the base to complete the rest of the quests and xp.

I tried taking down Decker in The Hub but Kane is insanely strong and carries an endless supply of stimpaks.

And god knows how I've managed to keep Ian, Tycho and Dogmeat all alive so far.

And the companions are of limited utility. You can't use them as pack mules like in later Fallout games, you have to barter with them. They're basically a walking shop. I gift them the items I can't carry, then have to figure out how to buy them back later, usually with ammo.



Automatically Appended Next Post:
Exploring the final level of The Glow now.

I've given Ian assault rifles, high powered pistols, grenades and maybe even a rocket launcher...and he opts for a fist fight with the robobrains.


Fallout 4 discussion  @ 2016/04/19 19:17:03


Post by: grumpy_newenglander


Any news on the console release for survival mode? Chomping at the bit for that one.


Fallout 4 discussion  @ 2016/04/19 20:53:09


Post by: Wolfblade


grumpy_newenglander wrote:
Any news on the console release for survival mode? Chomping at the bit for that one.


Mid April was their plan iirc.


Fallout 4 discussion  @ 2016/04/20 22:26:51


Post by: Dr H


Nice job on the building, SCE.

And so, My first character has now been everywhere, done everything, found all the bobbleheads and magazines (although I had to "placeatme" one that had disappeared at Lynn Woods due to explosions), raised all the companions to their highest affinity (except Danse as I didn't decide to do this until after killing the BoS).

Special talk:
Spoiler:
Having started with the stats all at 4, and using the Special book on Intelligence, she is now on level 90 and has the following:
Strength = 7(base) and 9 (typical clothing, at night) or 11 (day), I've taken both Night person and Solar powered mainly just to see how they work.
Perception = 6(base) and 11 (night) or 8 (day),
Endurance = 10(base) and 12 (night) or 14 (day),
Charisma = 7(base) and 8 (day or night),
Intelligence = 8(base) and 11 (night), stays 8 during the day,
Agility = 8 all the time.
Luck = 6(base) and 10 (day and night).

There are a few perks and boosts that I wasted along the way due to not knowing better in a new game, and now at 90 I don't think there's any more perks I "want" to take (and have really been struggling since about the mid-70s), as any more will be moving the character away from how she's been playing.

Ultimately, if you keep going long enough, all characters will end up the same (items/ armour aside) with all the perks.


With that, this character is now just a settlement builder. I may drop in and build a new settlement from time to time, but I think it's time to start a new character...

But first:
Back to Sanctuary hills.
I wanted to bring my main settlement up to the standards of Finch farm, with all the mods working together and my new console command superpowers.
However, as it was, all the buildings alone had my computer pushed close enough to it's limit that I didn't want to just add more items. So I took this moment to streamline and improve Sanctuary hills.

This was done mostly by replacing many elements with less to do the same job. I then added more to areas that were unfinished (and therefore not shown in the earlier video), and finished it all off with the little details of floor/roof and wall boards and OCDecorator items.

All together, my version of Sanctuary hills is about 9 times the original build limit.
Enjoy the walk around and keep an eye out for all the small details...
Spoiler:
...and the modelling desk that I wanted and was only possible due to OCDecorator



Lots of mods involved; see the earlier list I posted, plus two more ("immersive vendors" and "where did I put that"), and gratuitous use of console commands (even to get the perfect weather at the perfect time of day for the video).

Speaking of console commands, I found another useful one; "lock 0" will lock any selected door (and probably container) with a novice lock. Want to keep your settlers out of your house? Lock the door.
note: if the door was previously locked with something other than novice then "lock 0" will revert to that level, if you want novice, then use "lock 1".

I think there's also an "unlock" command, but what's a little lockpicking practice...

Speaking of mods, I've also added a few more ready for the next playthrough:
immersive vendors - as mentioned above, replaces the empty vendor stands with ones filled with relevant items. There's also 3 types of the top level shop; one of which has no sign on top so that it can fit in buildings.

Where did I put that - again, you can see it in the above video. Gives you a number of signs to label boxes etc. Like what you get in the DLC, but different (stuck on with duct tape)... and free.

Targeting HUD enhanced - Changes the power armour targeting HUD upgrade to only be active when you have a gun out, AND enemies are in red (as usual), but friends are in green (so you don't shoot at the wrong person), AND dead bodies are in blue (so you can find them after a fight).

Don't call me settler - gives any new settler that appears in your settlements a name from Codsworth's name list. and a few other potentially useful things.

I may have a look at a few more before starting the next game, but that's me for now.


Fallout 4 discussion  @ 2016/05/04 14:04:16


Post by: Nostromodamus





Fallout 4 discussion  @ 2016/05/04 14:13:09


Post by: Co'tor Shas


Are they... re-using point lookout's storyhook? Seriously?


Fallout 4 discussion  @ 2016/05/04 22:03:27


Post by: Cheesecat


 Co'tor Shas wrote:
Are they... re-using point lookout's storyhook? Seriously?


Um, who cares?


Fallout 4 discussion  @ 2016/05/05 03:46:04


Post by: Co'tor Shas


I do?

I think it's lazy. They can do better than this. I think they need to stop using people's family members as plot hooks in general, and do something more creative. It's old are tired at this point. And (from a different side) I think it will give some people the impression that they are just re-using stories, which will not help sales.

Unless they are deliberately drawing the comparison, which is possible a homage or something. Pretty weird part to do a homage to though.


Fallout 4 discussion  @ 2016/05/05 10:49:01


Post by: Nostromodamus


Point Lookout was the best DLC for Fallout 3. Doesn't surprise me that they want to capture some of that. Even got the lever action rifles in there too.

Now if there's a spooky lighthouse, and old mansion and a Ghoul-infested base there, maybe that will be a step too far...


Fallout 4 discussion  @ 2016/05/05 10:57:45


Post by: BrookM


Wait and see I suppose, it's still early days.


Fallout 4 discussion  @ 2016/05/05 19:41:44


Post by: grumpy_newenglander


Survival mode tomorrow too, wicked pumped for that.


Fallout 4 discussion  @ 2016/05/06 19:30:43


Post by: marv335


I must give survival mode a try.
I found an infinite ammo .44 that should come in handy for that.


Fallout 4 discussion  @ 2016/05/06 19:50:40


Post by: Shadow Captain Edithae


 marv335 wrote:
I must give survival mode a try.
I found an infinite ammo .44 that should come in handy for that.


It doesn't actually give you infinite ammunition, you just never have to reload it. I never bother with them because I just burn through my ammo too quickly.


Fallout 4 discussion  @ 2016/05/06 23:10:54


Post by: Formosa


the more I played this game, the less I like it, am I the only one that was massively disappointed with it?


Fallout 4 discussion  @ 2016/05/07 05:18:32


Post by: marv335


 Formosa wrote:
the more I played this game, the less I like it, am I the only one that was massively disappointed with it?

Probably not, but certainly in the minority.
I'm 156 hours in and still playing.
Still finding new things, building settlements, doing the occasional quest.


Fallout 4 discussion  @ 2016/05/07 09:55:54


Post by: Wolfblade


I think if you listened to all the hype, you might be disappointed, or if you were hoping for a FO1/2 game (or, in my experience that's why people have been unhappy with the game)

Edit: not to say this is the best game ever or whatever, I was massively disappointed in the wasteland workshop dlc (aka mods repackaged if you're on pc), and the story missions had a problem like FO:NV's where they all felt too similar imo.


Fallout 4 discussion  @ 2016/05/07 17:52:32


Post by: marv335


Looks like survival mode is a one shot deal.
If you select survival, and quit, you can't select it again.
Interesting...


Fallout 4 discussion  @ 2016/05/07 20:27:23


Post by: Shadow Captain Edithae


 marv335 wrote:
Looks like survival mode is a one shot deal.
If you select survival, and quit, you can't select it again.
Interesting...


Wtf?


Fallout 4 discussion  @ 2016/05/19 09:48:29


Post by: Conrad Turner


Downloading Far Harbour whilst I am at work so I can play it as soon as I get home tonight.

Then a kickstarter package turns up at work, I need to go shopping for picture frames and spend an hour or so watching the first truly new episodes of the original 1960's "Thunderbirds" in 50 years.

So I'm probably not going to get time to play tonight. :(


Fallout 4 discussion  @ 2016/05/19 10:17:30


Post by: Shadow Captain Edithae


If you use Nexus Mods, make sure you check for any mod manager updates and install them. That always trips me up when new dlc or a new patch comes out. I spend hours installing the dlc, then find that my mods are "missing" and spend another hour trying to figure out what's wrong, only to realise the mod manager needs updating. And before I know it, my entire evening has been wasted.


Automatically Appended Next Post:
Anyone know how to start the far harbor dlc? Do I need to get to a certain point in the vanilla main quest first?


Fallout 4 discussion  @ 2016/05/19 11:16:04


Post by: Conrad Turner


Need to have found Nick Valentine, it's basically a new quest for him. Don't know if you need to have maxed his affinity with you though.


Fallout 4 discussion  @ 2016/05/19 16:01:04


Post by: EdSnark


I hope you just need to meet up with him in Diamond City after finding him and then you are free to do the DLC. I just started a new character since I got so disconnected from my previous one. I don't want to wait that long to actually go to Far Harbour. Plus I'm not that big a fan of Valentine...

Speaking of Far Harbor, it seems it also adds new settlement items, at least, I don't remember seeing them even with Wasteland Workshop. Barn structures, for instance. Lots of fishing related decorations too, obviously. If your into settlement building, which I imagine a lot of folks are.


Fallout 4 discussion  @ 2016/05/19 18:43:04


Post by: Shadow Captain Edithae


Anyone know how to start the dlc? Specifically, which main quest do I need to reach?

Edit: never mind, figured it out.

Complete Getting a Clue (save nick from vault 114 and return to his office).
Leave Diamond City.
Listen to the new Valentine Agency radio channel with a message from Ellie.
Return to nicks office and speak to Ellie.


Fallout 4 discussion  @ 2016/05/19 19:40:48


Post by: marv335


I'm quite enjoying it so far, new weapons (lever action rifles and harpoon guns so far), new armour, and new items, plus more options for building.
I'm liking what I'm seeing so far.
Also some of the perks have been expanded, there are more strong back options, and more lone wanderer.
You also don't have to take Nick Valentine with you, I'm doing the quests with Dogmeat at the moment.
Some of the new enemies are hard as nails, 10 shots with a Gauss rifle dealing 800+ damage to take them down.....


Fallout 4 discussion  @ 2016/05/19 21:20:56


Post by: Tyr13


Re: Starting the DLC, I think you can just head into the very north-eastern corner of the map without finding Nick, should start the quest. (basically, head to Coastal cottag. Go to the beach. Follow the beach north beyond the border of the map).

Getting Nick is pretty cool though, since theres some new insights into his past, and hes got unique dialogue.


Fallout 4 discussion  @ 2016/05/20 02:26:36


Post by: War Kitten


Is there any particular level I need to be before starting the DLC? I have a lower-leveled character at the moment, but Far Harbor sounds really fun so far (and it would relieve some of the early game boredom as you search for quests)


Fallout 4 discussion  @ 2016/05/20 06:37:40


Post by: BrookM


It should be accessible to any level, the DLC will scale accordingly.


Fallout 4 discussion  @ 2016/05/20 11:07:53


Post by: Shadow Captain Edithae


 War Kitten wrote:
Is there any particular level I need to be before starting the DLC? I have a lower-leveled character at the moment, but Far Harbor sounds really fun so far (and it would relieve some of the early game boredom as you search for quests)


I was level 99 when I arrived at Far Harbour, playing on Very Hard. I'm not looking forward to the boss battles...

Speaking of which, I just encountered a Mythic Deathclaw on the road near Parson's State Asylum. Took 500+ rounds of .45 with a Tommy Gun to take it down.


Fallout 4 discussion  @ 2016/05/20 18:48:42


Post by: EdSnark


Just got to Far Habor...at level 14...

I think I may be in way over my head, but the place is so awesome, I refuse to leave.


Fallout 4 discussion  @ 2016/05/20 19:16:02


Post by: marv335


Watch out for "The Red Death"
I took Power Armour, Fat man, and a legendary missile launcher along to that fight, and I was glad I had them.....


Fallout 4 discussion  @ 2016/05/20 19:45:38


Post by: Shadow Captain Edithae


Just stumbled across three sleeping radstags in the swamps east of the glowing sea and splattered them all with a single swing of my fisherman's hook (I have the melee perk that hits all targets in an arc). I didn't even know animals can sleep in fallout 4.

God I love that pole hook.


Fallout 4 discussion  @ 2016/05/20 22:03:50


Post by: EdSnark


Anyone with a PS4 and Far Harbor notice the frame rate just plummets whenever you go into the fog? It's kind of ridiculous. Not unplayable, but it's far from smooth...


Fallout 4 discussion  @ 2016/05/21 07:31:38


Post by: Melissia


Thinking of getting this during the summer sale.

From what I hear, the mod community has really taken off?


Fallout 4 discussion  @ 2016/05/21 08:30:23


Post by: Wolfblade


 Melissia wrote:
Thinking of getting this during the summer sale.

From what I hear, the mod community has really taken off?


Despite the G.E.C.K. not being released, there's a lot of mods out there, from rebalances to new items and areas.

Obviously if you're looking for a fallout 1/2 experience it's not there, but I still love it for what it's worth.


Fallout 4 discussion  @ 2016/05/21 14:31:00


Post by: Co'tor Shas


Well, GECK is realeased now. Still basic mods though, no complete overhauls or big quest mods yet.


Fallout 4 discussion  @ 2016/05/21 16:06:47


Post by: curran12


So this happened in my game the other night...




Fallout 4 discussion  @ 2016/05/21 16:32:32


Post by: War Kitten


Well, that's certainly a thing now isn't it? The weirdest thing that's happened to me in Fallout 4 is a Brahmin on one of the roofs in Sanctuary Hills


Fallout 4 discussion  @ 2016/05/21 22:22:04


Post by: Melissia


 Wolfblade wrote:
Despite the G.E.C.K. not being released, there's a lot of mods out there, from rebalances to new items and areas.
Awesome.
 Wolfblade wrote:
Obviously if you're looking for a fallout 1/2 experience
If I wanted to play FO1 or 2 I'd go play those games. I'm not doing either. I'm looking for new content, not lame attempts to make rehashed old stuff.


Fallout 4 discussion  @ 2016/05/21 22:45:01


Post by: Wolfblade


 Melissia wrote:
 Wolfblade wrote:
Despite the G.E.C.K. not being released, there's a lot of mods out there, from rebalances to new items and areas.
Awesome.
 Wolfblade wrote:
Obviously if you're looking for a fallout 1/2 experience
If I wanted to play FO1 or 2 I'd go play those games. I'm not doing either. I'm looking for new content, not lame attempts to make rehashed old stuff.


Yeah the last part was there because I know some people who I recommended it to on steam whined endlessly that it wasn't FO1/2/etc.

And I stand corrected, the G.E.C.K. has been released, so expect even more, better mods.


Fallout 4 discussion  @ 2016/05/22 01:08:30


Post by: Co'tor Shas


What do you mean "like 1/2"? Do you mean isometric, because I thought that boat had sailed since FO3.


Fallout 4 discussion  @ 2016/05/22 01:40:27


Post by: Wolfblade


Yeah, and turn based/not completely an RPG anymore.


Fallout 4 discussion  @ 2016/05/22 02:22:31


Post by: Melissia


How in the world is it not an RPG?


Fallout 4 discussion  @ 2016/05/22 08:56:22


Post by: Wolfblade


 Melissia wrote:
How in the world is it not an RPG?


Some of the complaints are that they dumbed down the RPG elements way too much (i.e. no skills, special stats are much easier to raise, etc)
Personally, I don't think it matters that much, it's still fun.


Fallout 4 discussion  @ 2016/05/22 09:15:05


Post by: Shadow Captain Edithae


Its more of a first person shooter with RPG mechanics these days.

I enjoy it as an action fps, but its not a good RPG. Though I hear things have improved somewhat in Far Harbor,with companions getting more in depth dialogue trees etc.


Automatically Appended Next Post:
Do the new Wasteland Workshop and Far Harbor settlement workshop items and structures have to be unlocked in some way?

I've got minor items like the powered doors (Wasteland workshop), and the bouts, fishing crates and traps etc (Far Harbor) but none of the new structures like the barns.

Apparently there are supposed to be new tabs for concrete and barns but I've not got that, just the old wood and metal tabs.


Automatically Appended Next Post:
I don't have any of the powered cages either for trapping animals and raiders or gunners.


Fallout 4 discussion  @ 2016/05/22 12:45:23


Post by: Tyr13


Maybe a mod conflict? Most stuff doesnt need unlocking, barring some decorative faction items.


Fallout 4 discussion  @ 2016/05/22 14:52:00


Post by: Shadow Captain Edithae


Aye, Settlement Keywords needed patching. Still don't have the far harbor barns though, guess I'll have to wait till its patched again.


Automatically Appended Next Post:
Anyway, I installed Homemaker and I'm having a lot of fun with the shipping crates and wrecked busses and cars. My settlement walls look much more interesting with those mixed in to the junk fences. I can even even built!d walkways across them.


Fallout 4 discussion  @ 2016/05/22 15:02:11


Post by: Disciple of Fate


Enjoying Far Harbor so far. The tone it sets when you just arrive is outstanding. Such atmosphere for now.


Fallout 4 discussion  @ 2016/05/22 15:41:29


Post by: Co'tor Shas


 Melissia wrote:
How in the world is it not an RPG?

Well it certainly is less RPG focused. The forced character and simplified progression systems don't help, but the dialogue system is trash. Dialogue wheels can be done well (ME is a good example), but this was seemingly done just to make it easier for controllers. I'm certainly disappointed in it as an RPG after NV, but this is Bethesda, so it's sort of what I expected.


Fallout 4 discussion  @ 2016/05/22 22:14:30


Post by: Melissia


 Co'tor Shas wrote:
 Melissia wrote:
How in the world is it not an RPG?
The forced character and simplified progression systems
Sometimes simplified progression systems make roleplaying easier, as there's less of a tendency to metagame. In fact, quite a few pen and paper roleplaying games have far simpler systems than any video game does (actually I'd argue almost all of them do, but that's because video game systems allow for much easier introduction of complex mechanics without bogging the game down). But that depends on how the simplification is done, and Id on't know how it's done in FO4.

What do you mean by forced character?


Fallout 4 discussion  @ 2016/05/22 22:47:00


Post by: Co'tor Shas


 Melissia wrote:
 Co'tor Shas wrote:
 Melissia wrote:
How in the world is it not an RPG?
The forced character and simplified progression systems
Sometimes simplified progression systems make roleplaying easier, as there's less of a tendency to metagame. In fact, quite a few pen and paper roleplaying games have far simpler systems than any video game does (actually I'd argue almost all of them do, but that's because video game systems allow for much easier introduction of complex mechanics without bogging the game down). But that depends on how the simplification is done, and Id on't know how it's done in FO4.

I agree, but it was done horribly in 4. They completely removed skills and replaced it with a perk system that's just a skill tree with no branches. You get a perk point every level and can pick one perk to unlock/level up, or increase a SPECIAL stat by one. SPECIAL stats no longer define characters with strength and weaknesses, just what you can't do yet. The perks that have replaced skills have level requirements on their different levels of perk, meaning you can't just focus on one skill (you can't just be a stealth specialist, for example).


What do you mean by forced character?

With the voiced character and complete lack of options, it forces the character of Nate or Nora upon you. You have a very defined character start, either a male army vet or a female lawyer, must be strait (Or theoretically bi, but the removal of the same-sex perks limits that. You can have sex with same-sex companions, but that's less to do with player-charecter sexuality, and more to do with the ), in a relationship, and have a baby. The dialogue is set up in a 4-button mode with short, usually one word descriptions of what you are going to say. This can include stuff like "Sarcastic", which is a meaningless word, that has no indication of what the answer will be (sarcastic yes, sarcastic dismissal, just a sarcastic quip, ect). Instead of you choosing your reaction, it's the voice actor.


SPECIAL/skill/perk checks are basically non-existent. There are Cha checks, but very rarely do they change the outcome of quest, 95% of the time they just get you more money. Those checks are all based on a dice roll, and conversations happen in real time, so they are prone to save-scumming, versus just a minimum requirement (alhough that is partly player created, I'm not a fan of percentage based checks without a minimum requirement, and prefer set requirements, so RNG doesn't feth you over). There were (IIRC) 4 non-Cha checks in the entire game.. The quest lack a lot of variety, most of the being "go here, kill this, collect that" sort of thing with no branching paths. There is heavy reliance on randomly generated "radiant" quests.


Fallout 4 discussion  @ 2016/05/22 23:35:11


Post by: Melissia


That middle part is the one that most disappoints me, the rest are more about systems differences than actual roleplaying...


Fallout 4 discussion  @ 2016/05/22 23:59:52


Post by: Co'tor Shas


Eh, systems allow for role-play to a large degree. They allow you to define the character's skills and focuses. They do not make role-play, but they facilitate it. Now dialogue still trumps all, but systems are still important.


Fallout 4 discussion  @ 2016/05/23 03:09:19


Post by: Melissia


Complaining about systems is really just a minor nitpick when you're trying to claim something isn't "really" a roleplaying game. The actual roleplaying, itself, is the important part.


Fallout 4 discussion  @ 2016/05/23 07:56:58


Post by: Conrad Turner


Call me controversial if you want, but I actually prefer the current system.

The original fallout let me spec a high strength character - someone who ought to be a melee character by rights - with a minimum intelligence, but then get hold of the alien blaster on the first journey and then on put all my skill points into energy weapons so I could make short work of almost anything out there.

Now at least you have to have minimum stats to unlock the relevant perks.

I have played for over 400 hours according to steam, and I have not found it that bad at all. my characters are mostly sneaky snipers, but I have a melee based guy, a heavy weapons woman, most so far have helped the Minutemen but my last two characters have completely ignored them in favour of the BoS and the Railroad. (and yes, my melee character is in with the railroad to get his hands on that wonderful ballistic weave. He's going to need it!)

Yes it would be nice to see what your character is going to say other than just "Sarcastic", but I believe there are mods out there that tell you exactly what each choice is.

P.S.

I don't know why they didn't go with Skyrim's system. You level up by using your skills, so your character evolves with you. Use bows a lot, your bow skill goes up more than your destruction magic. Makes a heck of a lot of sense to me. In fallout, if you use a non-automatic rifle more than energy weapons, then your rifle skill should go up more than your energy weapons skill - irrespective of your intelligence or agility.


Fallout 4 discussion  @ 2016/05/23 09:38:29


Post by: Lotet


 Conrad Turner wrote:
I don't know why they didn't go with Skyrim's system. You level up by using your skills, so your character evolves with you. Use bows a lot, your bow skill goes up more than your destruction magic. Makes a heck of a lot of sense to me. In fallout, if you use a non-automatic rifle more than energy weapons, then your rifle skill should go up more than your energy weapons skill - irrespective of your intelligence or agility.
I find that system leads to abusing to grind skills. Like making hundreds of iron daggers till they patched it so the higher the value the more experience you get, so I made lots of jewellery instead, then enchanted the jewellery to improve my enchanting skill, then sold it to improve my barter skill and to buy more crafting ingredients, then repeated it in another city while I wait for the merchants to restock. Maybe have transmutation to turn iron ore into gold ore.

Being able to simply choose my skills lets me specialise where I want.

Though Fallout 4 prevents you from really specialising since the second rank of perks is gated behind about 10 levels.

But previous games games had the problem of letting you max out a combat skill by level 5 with only a few perks to look forward to. Seems too early to master a facet of combat.


Fallout 4 discussion  @ 2016/05/23 14:07:42


Post by: Co'tor Shas


 Melissia wrote:
Complaining about systems is really just a minor nitpick when you're trying to claim something isn't "really" a roleplaying game. The actual roleplaying, itself, is the important part.

Again, the systems are important for role-playing. Think about NV where you could use your technical expertise to solve problems. If you don't have any way of representing that technical expertise (in this case science or repair skills), the how does the game know when to give you the options? You either give all the options, or none in that case.

I agree that dialogue and options are still the most important (which is my main complaint about 4), but that does not make systems any less important. Look at PnP RPGs. They are able to get away with more, as they have a someone like a dungeon master as final arbiter, but they would not be the same without their systems. And in games, systems are the game themselves. It can be top-down/isometric, first person, third person, or even text adventure, but allowing you to sculpt a character using the systems allows that character to be further reinforced. It's quite possible to have an RPG without any systems, a walking simulator with good enough writing could be an excellent RPG title, but in most other cases systems should facilitate role-play. And I don't think this system does that as well as the old one. Not the old one was perfect (far from it), but it needed improvement, not be gutted.


Fallout 4 discussion  @ 2016/05/23 14:19:46


Post by: Conrad Turner


Yes, I was aware of the possibility to go:-

Iron Ore -> Gold Ore -> two gold rings -> two enchanted gold rings was an easy way to increase magic, blacksmithing, enchanting, and barter all in one go, whilst making you enough money to pay for your ingredients with a profit too. It still makes more sense to me than using ballistic weapons constantly, with the ability to 'magically' increase your energy weapons skill, or your sneak skill from that experience.

I wasn't saying it was perfect, I don't believe any game has got it correct.

There may be a certain logic in going with a 'half-skyrim, half-F4' sort of system. Something like "You can only spend perks in things you have actively been using, or in increasing your base attributes." to stop people blundering in with heavy weapons, but magically increasing their stealth.

I also liked the 'constellation' idea of the perk trees in Skyrim. F4 only gives you a single line and that seems to reduce the choice.

It would have been better if they gave multiple perks per level, but each current perk had more levels with branching. That way, you could quickly make a more rounded character who can do multiple things reasonably, or a specialist that does one or two very well.

And after all, if you get high enough in F4, you are going to be a generalist anyway as none of the perks are mutually exclusive.


Fallout 4 discussion  @ 2016/05/23 15:14:05


Post by: Dr H


Shadow Captain Edithae wrote:Aye, Settlement Keywords needed patching. Still don't have the far harbor barns though, guess I'll have to wait till its patched again.

Anyway, I installed Homemaker and I'm having a lot of fun with the shipping crates and wrecked busses and cars. My settlement walls look much more interesting with those mixed in to the junk fences. I can even even built!d walkways across them.
Yeah, that problem is a mod issue. There are SK patches to fix it (although probably not for far harbor).
However, I've also read that the keyword limit has been raised significantly in the 1.5 update. This seems to make SK unnecessary, Although a new version is apparently being worked on with the creation kit.

After spending 3 days getting the game working again once 1.5 hit, I removed SK along with a few mods and I've not missed it, and actually I prefer having some settlement mods in their own tabs as I can find things easier.

Co'tor Shas wrote:...The dialogue is set up in a 4-button mode with short, usually one word descriptions of what you are going to say. This can include stuff like "Sarcastic", which is a meaningless word, that has no indication of what the answer will be (sarcastic yes, sarcastic dismissal, just a sarcastic quip, ect). Instead of you choosing your reaction, it's the voice actor.
Just to poke my nose in on this conversation. The main problem I have with the dialogue style of FO4 is that the options don't really make any difference to the outcome. Whatever you say you always end up with the same information being presented to you, just with slightly different words.

Take the very first conversation you have with Vault-Tek guy:
Spoiler:
He says you have entry to the vault and you're given the "options" of Yes, No, Question, and Sarcastic.
Say "yes" and he continues to explain.
Say "no, go away" and he continues a sales pitch.
Say "what do you mean?" (or whatever the question is) and he continues to explain.
Say "I can't wait for the end of the world" and he laughs then continues with the sales pitch.

It makes no difference in what you say, he still tells you the same information.

Yes that is the most extreme case, and is fixed for a reason at that point in the game (at the very beginning and just so you can move on to assigning your character).
But very few other conversations, all the way up to the most important story points, basically feel the same.
Whatever you say, however rude or nice you are, you can only upset your follower not the person (or faction) you are conversing with.

This has led to my second playthrough being a yes-man. Pretty much every conversation I just say "yes" as it makes no difference.

It never felt that way in any previous games.

And another thing: I don't think Bethesda knows what sarcasm really is. They should just replace "sarcastic" with "rude". It'd be more accurate.

Conrad Turner wrote:There may be a certain logic in going with a 'half-skyrim, half-F4' sort of system. Something like "You can only spend perks in things you have actively been using, or in increasing your base attributes." to stop people blundering in with heavy weapons, but magically increasing their stealth.
I like that idea.
So instead of what you use increases in power, it just unlocks the perks.

I also liked the 'constellation' idea of the perk trees in Skyrim. F4 only gives you a single line and that seems to reduce the choice..
Yeah, there are certain perks that I'd prefer to pick one level without the previous level. Strong back being the first to come to mind: I'd like to be able to fast travel when over encumbered, but not burn action points just to move (especially in a VATS playthrough).



Fallout 4 discussion  @ 2016/05/24 00:20:33


Post by: gunslingerpro


Loving Far Harbor so much (being from the Northeast, this game really hits some interesting notes for me).

I would definitely recommend taking Nick with you, he opens up some interesting interactions. There are a few new factions introduced, a lot of very New England themed things (Vim/Moxie, general Mainer disdain for outsiders once you get North of Portland, maple tree sap gathering, Fog in general).

Wonder if they'll do Providence or NH next (I should be so lucky).


Fallout 4 discussion  @ 2016/05/24 02:25:16


Post by: EdSnark


Gotta say, the Radium Rifle is probably my new favorite weapon. I wish the barrel upgrades didn't look so silly, but it's generally been a really solid weapon, at least for the level range I'm at. Assault marine armor is pretty awesome too, glad I went through the trouble of getting it.

Oh and the Red Death is ridiculous...just...why.



Fallout 4 discussion  @ 2016/05/24 03:49:23


Post by: gunslingerpro


EdSnark wrote:
Gotta say, the Radium Rifle is probably my new favorite weapon. I wish the barrel upgrades didn't look so silly, but it's generally been a really solid weapon, at least for the level range I'm at. Assault marine armor is pretty awesome too, glad I went through the trouble of getting it.

Oh and the Red Death is ridiculous...just...why.



Big Spoiler
Spoiler:
Classic fishing story. I swear, it was THIS big


Fallout 4 discussion  @ 2016/05/24 12:54:27


Post by: Co'tor Shas


I like the rifle, but the marine armour is far too bulky for my tastes. It just looks ugly.


Fallout 4 discussion  @ 2016/05/24 14:03:30


Post by: Conrad Turner


Any uglier than the heavy robot armour? The only Marine stuff I can find on the wiki is a Marine Wetsuit, which is not that good and can't be modded, so can't be worn under armour.

I just can't believe that there is no workbench in the settlement of Far Harbour. It's annoying that I have to go to the lumber mill any time I want to break anything down. still, that's where I am making my prime settlement and it seems I need to go back to the mainland to get some food, and some components for a generator and some defences.


Automatically Appended Next Post:
OK, found it, but I don't think Marine Armour is as bad as the Heavy Robot Armour from Automatron.

At least the Marine Armour looks like a scaled down Power Armour.. Now I need to get me some of that.


Fallout 4 discussion  @ 2016/05/24 15:06:16


Post by: Co'tor Shas


Here's a pic for anyone interested.
Spoiler:




Automatically Appended Next Post:
Christ, you are right about the robot armor. Yeah, it's not quite that bad.

Spoiler:


Fallout 4 discussion  @ 2016/05/24 16:45:25


Post by: Dr H


I don't know if anyone here is still interested, but I've built up the slog recently and uploaded a walkaround:
Sad note; you will see a gravestone and a giddyup buttercup by Arlen's shack, and no Arlen inside. He died in the very first attack on the slog before I had had a chance to build anything (or find the holotape and parts for him). RIP Mr Glass.

This is built with mods but no dlc.



I'm interested to see what the console users make of mods once they are released, especially those that have no experience with pc modding.


Fallout 4 discussion  @ 2016/05/24 21:53:23


Post by: War Kitten


I actually think the Marine Armor looks pretty cool, I just don't know if it's worth the hassle of diving around in the ocean for it.


Fallout 4 discussion  @ 2016/05/24 22:24:33


Post by: EdSnark


It's not that much of a hassle if you have the diving suit, and it's not super deep down or that far out. The biggest issue is it's weight, I had to drop most of my non-essential equipment to get all the pieces, as Nick is being used to carry all the concrete I felt the need to pick up...

Speaking of settlement/crafting resources, just went to Cranberry Island Bog and cleared the place out. I would recommend unlocking it's secrets and opening the supply shed; you get a whole lot of loose crafting resources (including screws). And it all re-spawns I assume, so worth the time spent imo.


Fallout 4 discussion  @ 2016/05/25 07:15:34


Post by: marv335


I've not been to the bog yet, I'll check it out.
I've got three settlements on far harbour now, and could do with a few more resources.


Fallout 4 discussion  @ 2016/05/26 23:56:21


Post by: gunslingerpro


Anybody else find the Vim Power Armor? It's actually one of my favorite color schemes.

Finished the DLC and completed all achievements. Got a pretty reasonable ending, even if Nick didn't love it. Now to wait for the next DLC...


Fallout 4 discussion  @ 2016/05/30 02:44:04


Post by: EdSnark


So...anyone else run across Shipbreaker? I was WAY too low of a level when the quest popped up and I followed the radio signal only to be slaughtered like a radroach...


Fallout 4 discussion  @ 2016/05/31 10:37:57


Post by: Conrad Turner


Ran across him, kited him round a couple of trees like a decent WoW hunter, killed him without trouble. I think he only managed to hit me twice due to the trees in the way, and that was because I managed to get stuck whilst backing around them. Took to jumping a lot after that and didn't get hit again.

Mind you, I do generally specialise in ranged characters, so that's a good advantage in situations like that

P.S.

No, I haven't seen any VIM power armour, got to look for that.


Fallout 4 discussion  @ 2016/05/31 17:26:48


Post by: Nostromodamus


 gunslingerpro wrote:
Anybody else find the Vim Power Armor? It's actually one of my favorite color schemes.


Which one?

There's more than one set...


Fallout 4 discussion  @ 2016/05/31 18:04:56


Post by: Tyr13


If you find the red one, you actually get the schematics for both. Its on a terminal nearby.


Fallout 4 discussion  @ 2016/06/01 00:26:19


Post by: gunslingerpro


 Tyr13 wrote:
If you find the red one, you actually get the schematics for both. Its on a terminal nearby.


Yeah I found the schematics, didn't realize it was different. Need to look into that now.


Shipbreaker was surprisingly fast, but crit freezing him with a plasma sniper helped.


Fallout 4 discussion  @ 2016/06/01 00:28:18


Post by: Melissia


Is there a... way you can get more smoke grenades? >.>


Fallout 4 discussion  @ 2016/06/01 00:45:03


Post by: Dr H


 Melissia wrote:
Is there a... way you can get more smoke grenades? >.>
Any particular flavour of smoke grenade?
There are merchants that will sell limited numbers of a relevant type of smoke grenade, they will be the ones in the main base of operations for the specific faction (not to give away any spoilers as I believe you've only recently started).


Fallout 4 discussion  @ 2016/06/01 00:54:38


Post by: EdSnark


See my problem with Shipbreaker was that I was roughly 40 levels lower than it, and all I really use right now are a poisonous radium rifle and the Harvester. While the Harvester is pretty damn ridiculous, it's obviously a bad idea to melee Shipbreaker (more so since I don't have a ton of strength or melee related perks yet). So I tried my best to kite and shoot, but I don't do enough damage with ballistic weapons to it and I got stuck on a tree and got wrecked...

I'll come back later when I level up some more. Or I'll just go back with some X-01 armor and a Fat Man. Either way, it WILL die.


Fallout 4 discussion  @ 2016/06/01 01:12:12


Post by: Shadow Captain Edithae


EdSnark wrote:
See my problem with Shipbreaker was that I was roughly 40 levels lower than it, and all I really use right now are a poisonous radium rifle and the Harvester. While the Harvester is pretty damn ridiculous, it's obviously a bad idea to melee Shipbreaker (more so since I don't have a ton of strength or melee related perks yet). So I tried my best to kite and shoot, but I don't do enough damage with ballistic weapons to it and I got stuck on a tree and got wrecked...

I'll come back later when I level up some more. Or I'll just go back with some X-01 armor and a Fat Man. Either way, it WILL die.


You dont need a fat man, just a pile of mini nukes and a mine. Apparently you can drop a mini nuke on the floor and detonate it. Combine a whole pile of them with a couple of mines and you have the ultimate minefield. Haven't tested it myself but I saw it on YouTube. Can't find the video, and I don't know if it was modded but it should be easy to test.


Fallout 4 discussion  @ 2016/06/01 19:50:10


Post by: Melissia


 Dr H wrote:
 Melissia wrote:
Is there a... way you can get more smoke grenades? >.>
Any particular flavour of smoke grenade?
There are merchants that will sell limited numbers of a relevant type of smoke grenade, they will be the ones in the main base of operations for the specific faction (not to give away any spoilers as I believe you've only recently started).

I got past the quest where you first get them, basically.


Fallout 4 discussion  @ 2016/06/01 20:21:03


Post by: Dr H


Melissia, that can either be the BoS or the Minutemen.

If it's the Minutemen:
Spoiler:
The box where you first pick up the smoke grenades will restock and you can pick them up there.
Also, any workshop in a settlement with an assigned artillery piece will stock the grenades.


If it's the BoS:
Spoiler:
Then you need to buy more from Proctor Teagan aboard the Prydwen. But he will only stock a few at a time, and not always regularly


Fallout 4 discussion  @ 2016/06/02 23:10:46


Post by: Dr H


Oh, and I've finishing building at the Taffington boathouse.

I started with just trying to fix the house up, but the space inside the roof was going to be wasted if I completely fixed it with no way to access it from inside the house. So that started as a flat area with a stairway up to it in front of the house, and that stairway evolved into a building and this led to the whole settlement becoming a trading centre.

As with the other settlements I've shown, this uses mods, but nothing from the DLCs.



Where will I build next time... I'm feeling something high-tech.


Fallout 4 discussion  @ 2016/06/07 00:19:43


Post by: Dr H


 Dr H wrote:
...Where will I build next time... I'm feeling something high-tech.
...and I've ended up building a fort at Oberland station... Still, will see how the decoration goes.

I've also downloaded the creation kit. This will take a lot of learning.
Anyone else had a play with it?


Fallout 4 discussion  @ 2016/06/07 02:35:39


Post by: grumpy_newenglander


Anyone else from XB1 crew loving the mods? The vault building and ponytail mods rock my socks.


Fallout 4 discussion  @ 2016/06/07 03:56:50


Post by: Melissia


Haven't had much play with mods. A little bit of it is the huge quantity being a bit intimidating to look through, I admit.


Fallout 4 discussion  @ 2016/06/11 17:46:02


Post by: Dr H


Melissia wrote:Haven't had much play with mods. A little bit of it is the huge quantity being a bit intimidating to look through, I admit.
I think, when it comes to the first experience with modding your game, and not knowing what to start with, you should start by thinking of what you are missing in the vanilla game: Is there a bug/glitch or something that annoys you? There will likely be a mod for that.

For me, the first time I tried modding a game it was to make it prettier. I think it was Quarl's texture pack for Oblivion.
Then, I started adding more pretty mods, better water, better skies, lighting for the houses at night...etc. This was about as far as I took modding for Oblivion.
I didn't really do any modding for FO3 or NV, And then Skyrim came out and was linked to the Steam workshop...
I started with the pretty mods...

From there, you may stumble upon other mods that may do things you didn't even know you wanted.
e.g. SkyUI - improved the interface for PC use when I didn't realise how awkward the vanilla one was.


And then there's the mods that add stuff to the game: More weapons, armour, places and quests. For when you've seen and done everything the base game has to offer.
e.g. Skyrim Unbound - start the game in a random location with random loot. The really gave the game a fresh re-start for me.

Eventually, you will find the silly mods. For when you want something more lighthearted.
I don't really go in for these as they kind of break immersiveness, but it is amusing to see videos of people running from a flame-spewing Thomas the tank engine.

For Fallout 4, the majority of the mods I've added are for settlement building.
My PC is running at it's limit to give me between 40 and 60 fps, so adding pretty mods is not really going to help matters, although I do have one that supposedly improves textures but uses less VRam.
I've given the list of Mods I have running before in this thread, so I won't type them again... actually, they are a ctrl-c away:
Oh, and an update as I have added a few more since then.
Spoiler:
 Dr H wrote:

Vivid fallout landscapes - makes the ground nicer and uses less graphics resources.

Improved maps with visible roads - does what it says on the tin.

Ponytail hairstyles - because I wanted a longer ponytail.

Armoursmith extended - allows you to use any armour with any clothing (some clipping will occur).

Snap 'n' build - nice buildings for settlements that snap together.

Craftable glass stuff - for windows.

Rags of the old world - many flags, but I only got it for the Union Flag and St George's cross.

Craftable ramps and rails - for ramps.

Homemaker - Adds many many items to build.

OCDecorator - it lets you place all the little items that you can pick up and pins them in place like everything else in your settlement. No more finding things knocked over by Dogmeat or other settlers walking past.

1x1 craftable foundation pieces - like the usual concrete foundation, but 1/4 the size.

Craftable pillars and support braces - to support overhangs.

Craftable tall walls and spacers - to fill the gaps left when not using a floor between walls.

Window, floor and roof boards - odd scraps of wood and metal to cover over holes and to add scatter to the settlement.

Craftable floor patches - more scraps of wood and metal.

OSHA unapproved safety signage - more signs and safety posters.

Unofficial fallout 4 patch - fixes many bugs you may or may not have noticed.

Immersive vendors - makes the shops look like they have something to sell.

Business settlements - adds signs and posters

Where did I put that - adds labels to label things with.

Do it yourshelf - adds shelves and items that snap to those shelves.

Lore friendly posters - more posters.

Don't call me settler - gives new settlers names, and some other benefits

Better Settlers - more variety in your settlers, faces and items

KeyNuker - puts all keys into a keyring so they don't clutter your Misc tab

Better workshop lights - makes them brighter.
.


And in other news, I've finished Oberland station:



Fallout 4 discussion  @ 2016/06/13 21:25:14


Post by: Wolfblade


Last DLC (already) announced. Nuka world + 2 more mods-into-DLC. (vault settlement and sorting contraptions or something)


Fallout 4 discussion  @ 2016/06/14 06:36:39


Post by: BrookM


Looking forward to them!


Fallout 4 discussion  @ 2016/06/14 06:47:52


Post by: Wolfblade


Looks like they're supposed to come out this july.

Totally honest, I was a little disappointed with this, I was hoping for something like Dead Money/The Pitt/etc where you lose your gear and got to work to get it back, along with Far Harbour being really empty. Still enjoyed it, just felt empty and sparse, or like content got cut majorly (like the whole thing between gunners and minutemen/sturges/atom cats never being expanded on)


Fallout 4 discussion  @ 2016/06/14 08:05:02


Post by: Gamgee


Yea New Vegas is still by far the best of the games and it has the best dlc too. The only notable Beth dlc I liked was the one in the swaps for Fallout 3. It was interesting visually and had at least a half decent enough plot I kinda remember the outline of it.


Fallout 4 discussion  @ 2016/06/17 06:28:56


Post by: BrookM








Fallout 4 discussion  @ 2016/06/17 13:32:12


Post by: Melissia


Uh... okay?

If you're trying to show off your mods, maybe mention which ones you're using?


Automatically Appended Next Post:
 Dr H wrote:
Melissia wrote:Haven't had much play with mods. A little bit of it is the huge quantity being a bit intimidating to look through, I admit.
I think, when it comes to the first experience with modding your game, and not knowing what to start with, you should start by thinking of what you are missing in the vanilla game: Is there a bug/glitch or something that annoys you? There will likely be a mod for that.


Mostly, I'd like faction politics fixed. I finished Nuclear Option after having never done a single mission for the institute, and the Railroad claimed I was working for the institute afterwards.

For anyone who's gotten that far in to the game, you can guess why this makes absolutely no sense.


Fallout 4 discussion  @ 2016/06/17 14:10:21


Post by: BrookM


A thousand pardons and many beggings of forgiveness, I don't use mods, those are from upcoming DLC.


Fallout 4 discussion  @ 2016/06/17 15:07:22


Post by: Melissia


Ah, thanks. Looks rather neat.


Fallout 4 discussion  @ 2016/06/17 22:02:07


Post by: Overlord Thraka


I need a better computer...


Fallout 4 discussion  @ 2016/06/17 22:55:21


Post by: Wolfblade


 Overlord Thraka wrote:
I need a better computer...


Well, if you want to spend big, the new 1070s/1080s are coming soon, and the 1080s are apparently outperforming titans, and one 1080 is a bit stronger than 2 970s apparently. Obviously not required for FO4, and the 1080 IS ~$700 and the 970 does work amazingly well still.


Fallout 4 discussion  @ 2016/06/19 14:25:14


Post by: Overlord Thraka


I've not got the money to buy a $700 graphics card. I was hoping I could get a upgrade for my 650 for less that $300 but now I'm starting to doubt that. I'm not much of a computer guy.

OT
Using some Mods I actually managed to start getting 60 FPS in areas where there's not really anything going on. Combat is still normally 40-ish but it's still a great overall improvement


Fallout 4 discussion  @ 2016/06/19 14:31:00


Post by: Shadow Captain Edithae


Which mods?


Fallout 4 discussion  @ 2016/06/19 14:33:22


Post by: Melissia


Anyone know of mods that fix the politics? I'd like a game where politics are a bit more rational...


Spoiler:
As opposed to a game where I nuke the institute and then immediately afterwards get accused by the Railroad of working for the institute.


Fallout 4 discussion  @ 2016/06/19 14:34:29


Post by: A Town Called Malus




I'm guessing some which reduce the amount of clutter in environments? Seems like that could reduce the strain on the system.


Fallout 4 discussion  @ 2016/06/19 14:35:32


Post by: Melissia


Or at least, does anyone know the console commands to fix crap like this?


Fallout 4 discussion  @ 2016/06/22 00:13:35


Post by: Dr H


 Melissia wrote:
Anyone know of mods that fix the politics? I'd like a game where politics are a bit more rational...
That sounds like it's either;
A bug (where the game has forgotten what you've done and is stuck giving you a fixed set of npc comments), This can be fixed with console commands,

Just a problem with the base game (as in Bethesda have made it that way): But I have done that quest line and I don't remember that happening (but I rarely visited the Railroad after finishing the Nuclear option, I went on my holiday as I said in-game at the time),

Or there is something more that you need to do to appease the railroad (a quest or quest stage, or it's a bug again).

My internet is really playing up at the moment so I can't check for you, but look up The nuclear option quest in your pipboy and the internet (falloutwiki) and see if it really is finished (I'm sure you have actually done this), but see what the follow up quest is. If there is something you have done and it hasn't been ticked off in game you can use console commands to push a quest on to the next stage (or just complete it fully); this uses the "setstage" command where you need to type the quest ID (which you can find on the internet) and then the stage e.g. setstage questid 200

If it's a Bethesda written in thing, it's unlikely there is a mod as it would require someone recording replacement lines for the npcs to say. Although some modders do do this (at least for their own quest mods).

You could also be wrongly assigned to the institute faction through a glitch. This can also be fixed with a console command. but I don't know that one off the top of my head; probably something like player.setfaction railroad. Again, the internet will give you a list of console commands and there may even be a "getfaction" command where you can check if you have been given the wrong faction before you go changing anything.

Without really knowing exactly what your problem is, no one can really say if it can be fixed.
What particular person / conversation are you having and what is being said? I can then go in to my save and see if the same happens.


Fallout 4 discussion  @ 2016/06/22 13:45:56


Post by: Melissia


Well, my problem is... .basically they said... (more padding so that the spoiler doesn't end up on post previews...)

Spoiler:
"You've been inside the Institute? WE CAN'T TRUST YOU! GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT!"


And I cannot talk to any of the people there, nor take on any quests. They don't attack, they just refuse to talk to me.


Fallout 4 discussion  @ 2016/06/22 15:18:15


Post by: Dr H


 Melissia wrote:
Well, my problem is... .basically they said... (more padding so that the spoiler doesn't end up on post previews...)

Spoiler:
"You've been inside the Institute? WE CAN'T TRUST YOU! GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT!"


And I cannot talk to any of the people there, nor take on any quests. They don't attack, they just refuse to talk to me.
That's a bit odd. Lets run through what happened.

Spoiler:
Who did you enter the institute with, building the teleporter/interceptor thing? Des' can get a bit upset if you choose anyone other than the RR.
You then had to do a few quests for father etc.
There's the thing with Patriot and setting up the resistance synths.

I think this is the last time I remember ever being questioned about visiting the institute and my loyalty to the RR. But I did everything with them and always backed out of any of the other factions quests that would make me an enemy of them.

Then you have to make big choices, if you had been working with all the factions they each come to a point that they want you to kill off the others.
Saying yes to any of those immediately makes you an enemy of the target faction. (You've not done this as the RR would attack you on sight)
Also, even if you don't accept these quests, they will likely attack one another and you have to choose to help one of the factions.

"Mass Fusion" happens here and you are now an enemy of the BoS.
Assuming you have chosen the RR all along; the RRHQ gets attacked by the BoS, you have to kill the attackers.
You then have to kill off the BoS. (Red glare?)

The Institute makes you their glorious leader and also will try and give you a quest at this stage to kill the RR.

Then you have the attack on the institute, and The Nuclear Option.
Do all that, teleport to the roof of Mass fusion, push the button, bang, everyone in the RR is your friend and want to build statues of you.
Something here is where it's gone wrong... obviously.

Is that what you did at the end of The Nuclear Option, push the button and then talk to Des' on the roof?
I'm thinking that maybe you blew up the institute and then fast travelled away before talking to Des'? That may have broken it.

After that, when you travel to RRHQ, there may be some tying up of loose ends (regarding Patriot, and/or Shaun) and then a selection of radiant quests for the RR.

Have you tried talking to Des' specifically? She may be required to push the quest log forward. Edit: Or Maybe even Deacon?
Is there any point where you may have helped the institute a little too much, (I know you said you did nothing for them, but you are forced to do quests for them) did you agree to something you shouldn't have?


Fallout 4 discussion  @ 2016/06/22 17:12:26


Post by: Melissia


Do de doo, filler to avoid quotes having spoilers in theeeeem!
Spoiler:
 Dr H wrote:
Who did you enter the institute with, building the teleporter/interceptor thing?

The Minutemen.
You then had to do a few quests for father etc.
Nope. Was banished immediately.
Then you have to make big choices, if you had been working with all the factions they each come to a point that they want you to kill off the others.
The only faction I've done anything offensive to were the Institute.
"Mass Fusion" happens here and you are now an enemy of the BoS.
Assuming you have chosen the RR all along; the RRHQ gets attacked by the BoS, you have to kill the attackers.
You then have to kill off the BoS. (Red glare?)
Haven't done these.
Have you tried talking to Des' specifically?
She exiles me from the RR.
Is there any point where you may have helped the institute a little too much, (I know you said you did nothing for them, but you are forced to do quests for them) did you agree to something you shouldn't have?

I did not a single quest fro the Institute.


Fallout 4 discussion  @ 2016/06/22 17:22:39


Post by: Wolfblade


 Melissia wrote:
Do de doo, filler to avoid quotes having spoilers in theeeeem!
Spoiler:
 Dr H wrote:
Who did you enter the institute with, building the teleporter/interceptor thing?

The Minutemen.
You then had to do a few quests for father etc.
Nope. Was banished immediately.
Then you have to make big choices, if you had been working with all the factions they each come to a point that they want you to kill off the others.
The only faction I've done anything offensive to were the Institute.
"Mass Fusion" happens here and you are now an enemy of the BoS.
Assuming you have chosen the RR all along; the RRHQ gets attacked by the BoS, you have to kill the attackers.
You then have to kill off the BoS. (Red glare?)
Haven't done these.
Have you tried talking to Des' specifically?
She exiles me from the RR.
Is there any point where you may have helped the institute a little too much, (I know you said you did nothing for them, but you are forced to do quests for them) did you agree to something you shouldn't have?

I did not a single quest fro the Institute.


Spoiler:
Did you tell Father you weren't going to help him at all, and he then kick you out? That might be why the RR is kicking you out


Fallout 4 discussion  @ 2016/06/22 17:40:02


Post by: Dr H


 Melissia wrote:
Do de doo, filler to avoid quotes having spoilers in theeeeem!
Spoiler:
 Dr H wrote:
Who did you enter the institute with, building the teleporter/interceptor thing?

The Minutemen...

Spoiler:
Ah well, there's the problem (I think), you may well have upset the RR by working with the minutemen.

edit: and then getting expelled by the institute and therefore not allowing the rescue of the synth "slaves"

I can't fully confirm that, as I've not played it through with anyone other than the RR, but Des' does seem to be quite firm on that matter.

So, it might not be broken. Bethesda appear to have written the plot in such a way that most of the options at the end of the story leave you with only one faction as a friend.
Even though you have helped the RR by destroying the institute, they are not going to see you as a friend. One of the many issues that can be had with the storyline and Bethesda's writing in general.

I think there is one way to play it and get a happy ending for every faction(?), but I don't know how that one it supposed to be played.


Maybe someone else can confirm that has played the Minutemen ending?


Fallout 4 discussion  @ 2016/06/22 18:58:33


Post by: Melissia


Many people have gotten an ending where
Spoiler:
the only faction you piss off is the Institute. BoS hail you as a savior, though Maxon is a pissy little gak, the RR loves you as long as you don't talk to PAM (who is bugged), and you're the commander of the Minutemen.

The weird thing is, looking at their guides on how to do it, I don't see where I did anything wrong per se.


Fallout 4 discussion  @ 2016/06/22 21:35:42


Post by: Dr H


Hmm, I can't help with that. I've only done the pure RR ending. But I can say that doing it the way I did for that playthrough, it's not an option.

I tried to do as many quests as possible for all factions before choosing a side, and at no point did I have an option to please more than one. Although I didn't upset the Minutemen (I didn't involve them at any stage).

I'm still undecided on which way my 2nd playthrough will go... will have to see... if I can ever draw myself away from tinkering in the creation kit.


Fallout 4 discussion  @ 2016/06/22 22:57:15


Post by: 2BlackJack1


Having done the Minutemen ending, I can say the same results with the RR. It's just either a bug in the game, or an odd decision choice by Bethesda. Though Des never struck me as the best people person, so it doesn't surprise me that she'd act a bit salty that she wasn't a part of the big plan, or something like that. I do see why it can be annoying though.


Fallout 4 discussion  @ 2016/06/22 23:34:26


Post by: Melissia


I'm guessing bug. Because there's actual lines of dialogue, voice acted lines, for an ending where

Spoiler:
the RR, Minutemen, and BoS are all three your friend at the end of the game, and none of them are warring with each other.


The problem is the buggy faction-relationship system makes it a bit difficult to figure out when you are supposed to do each faction's quests to avoid pissing the others off.

Spoiler:
I do know though that you need to avoid doing No Mercy for the BoS, you need to avoid doing RR quests after Randolph Safehouse 6, and you cannot do any Institution quests beyond Institutionalized. You have to do your quests in a specific order and have to have the Minutemen be the ones to pull the trigger.


I've seen it done, heard people talk about doing it, seen Lets Plays where they did it... but feth is it annoying to find out that you did it wrong and not know where you messed up.


Fallout 4 discussion  @ 2016/06/23 17:52:34


Post by: Dark Apostle 666


I considered trying for an "everyone is happy" ending, but then remembered how much fun it is to shoot down vertibirds with a gauss rifle


Fallout 4 discussion  @ 2016/07/03 22:15:57


Post by: Shadow Captain Edithae


Playing through the Railroad quest line for the first time despite this being like my 5th play through (I have a condition, OK?! Re-roll-itis ).

Passed through Bunker Hill and noticed Deacon changed outfits three times in the space of five minutes. I think he's trying to feth with my head.

Turned a corner, ran into an Alpha Death claw. Ran away and leftDeacon to die whilst I set up an entire minefield including a nuka mine.

I regret nothing.


Automatically Appended Next Post:
My current character, Level 38.

Spoiler:



Fallout 4 discussion  @ 2016/07/04 17:00:48


Post by: Dr H


Running away while dropping mines is a perfectly valid method of att... well maybe not "attack" ... Survival.

I think my current (2nd) character is at about level 38, but I've not done any actual gameplay since I downloaded the creation kit. been "playing" with that a lot: building a settlement + dungeon plugin, but it's still a long way from done.


Fallout 4 discussion  @ 2016/07/05 19:28:10


Post by: Shadow Captain Edithae


Has there been some sort of update for Fallout 4 or Nexus Mods lately?

The game was running fine for me yesterday. And then today I've come home from work, tried to play it and it keeps crashing to desktop a minute after startup. No error message, nothing whatsoever to help me diagnose the problem. It just instantly exits out of the game a minute or two after clicking Play on the launcher. Makes no difference if I skip the intro movie, or sit through it. If I skip the itnro and rush to load my save file the instant it reaches the main menu, it still CTD's.

My Drivers are up to date.
Nexus Mod Manager is up to date.
All my individual Mods are up to date.
I haven't installed a new mod in weeks.
Fallout 4 is up to date.
I've disabled God Rays in the settings.
I verified the Game Cache.
I already had the Fallout 4 "Beta" enabled through Steam. (I turned it off, and now the option no longer shows up to enable Beta).
I disabled the In-Game Steam Overlay.

I've lost half my evening already trying to fix it.


Fallout 4 discussion  @ 2016/07/05 19:39:23


Post by: Dr H


It's probably 1.6 for the game. I know that it was due soon and my steam is showing "update queued".

I'm not looking forward to when that actually downloads and I have to wait for most of the mods to be updated to work again.

and knowing my luck it'll probably break the creation kit as well.


Fallout 4 discussion  @ 2016/07/05 19:49:49


Post by: Shadow Captain Edithae


Actually, I had "Beta 1.6" enabled already when I started it up this evening. I disabled it to see if that would get the game to run, but it still CTD's, and now the option to re-enable Beta is missing.

It really sucks the enjoyment out of the game, trying to keep on top of all these updates and bugs. Every time a big problem like this comes along I end up wasting an entire evening trying to fix it and then lose all desire to play the game for days or weeks at a time before I can bring myself to try again.


The most infuriating thing is that I can't even describe the problem, I don't know where to begin. Theres no error message with a code that I can look up and cite to get advice from Bethesda support. Theres literally no way to pin point the cause of these CTD's, because I have zero feedback to work with.

Its just running fine, until suddenly a min or two after I boot it up Poof! Back to desktop, as though I'd Alt-F4'd out of an internet browser.


Automatically Appended Next Post:
Feth this, I'm going to go play SOMA instead. I've had it for months.


Fallout 4 discussion  @ 2016/07/05 20:11:07


Post by: Dr H


Maybe you need to download the full 1.6 update. Might be that your game is confused about whether it should be 1.5.4, 1.6beta, or 1.6...

Mine is now downloading...

At least this will likely be the last big update... maybe.


Fallout 4 discussion  @ 2016/07/05 20:21:37


Post by: Shadow Captain Edithae


The update isn't showing up.


Fallout 4 discussion  @ 2016/07/05 20:44:29


Post by: Dr H


Curious.

I am pleasantly surprised. I have updated with no problems (other than an error on the first attempt at updating, probably because I had the CK open at the time, it verified and then re-updated itself and works fine).

SCE, if you manage to get into the main menu, check your version number in the "settings" tab, Mine says 1.6.3.
Is there another way to check the version number? I don't know, try that.

And failing anything else, try the IT method (turn it off and on again); restart steam and see if it tries to update.

I'm assuming that my first update fail was due to the CK being open, but maybe there is a bug with the update and you may need to re-update somehow. I didn't have the beta, so mine is a "clean" update from 1.5 to 1.6, maybe the update from 1.6beta to 1.6 is bust?


Fallout 4 discussion  @ 2016/07/05 20:57:04


Post by: Shadow Captain Edithae


Do you use Nexus Mod Manager?

Everytime Fallout updates, I can't play the game until the NMM team catches up and updates NMM. The thing is, as far as I can tell Fallout has not updated recently. There are no recent updates in the tab at the bottom of my Library, and the only current update is Counterstrike GO.


Fallout 4 discussion  @ 2016/07/05 20:59:51


Post by: Wolfblade


 Shadow Captain Edithae wrote:
Do you use Nexus Mod Manager?

Everytime Fallout updates, I can't play the game until the NMM team catches up and updates NMM. The thing is, as far as I can tell Fallout has not updated recently. There are no recent updates in the tab at the bottom of my Library, and the only current update is Counterstrike GO.


FO4 did just update to 1.6.3 in preparation for DLC/more console mods I think, but patch notes haven't dropped yet. I stand corrected http://store.steampowered.com/news/?appids=377160


Fallout 4 discussion  @ 2016/07/05 21:58:29


Post by: Dr H


I do, and I'm launching it through NMM. I have 0.61.23 of NMM.


Fallout 4 discussion  @ 2016/07/05 22:01:12


Post by: Shadow Captain Edithae


 Dr H wrote:
I do, and I'm launching it through NMM. I have 0.61.23 of NMM.


FFS. So do I, and yet I can't run the game. Launching through NMM makes no difference.

At this rate I might as well go back to New Vegas.


Fallout 4 discussion  @ 2016/07/05 22:09:39


Post by: Wolfblade


 Shadow Captain Edithae wrote:
 Dr H wrote:
I do, and I'm launching it through NMM. I have 0.61.23 of NMM.


FFS. So do I, and yet I can't run the game. Launching through NMM makes no difference.

At this rate I might as well go back to New Vegas.


Sounds like there's either a mod conflict, or the update changed something. Have you tried disabling the mods, starting it up, and seeing if it runs? And then reenabling mods one by one (or two) and seeing if that makes any difference?


Fallout 4 discussion  @ 2016/07/05 22:16:28


Post by: Shadow Captain Edithae


 Wolfblade wrote:
 Shadow Captain Edithae wrote:
 Dr H wrote:
I do, and I'm launching it through NMM. I have 0.61.23 of NMM.


FFS. So do I, and yet I can't run the game. Launching through NMM makes no difference.

At this rate I might as well go back to New Vegas.


Sounds like there's either a mod conflict, or the update changed something. Have you tried disabling the mods, starting it up, and seeing if it runs? And then reenabling mods one by one (or two) and seeing if that makes any difference?


Not yet. I'd rather watch a movie instead tbh, I've wasted too much of my evening already. I've tried disabling mods in the past and it takes fething ages. I'll have to revist it at the weekend.

Gonna go watch Silent Hill 2 and paint some Fallout miniatures.


Fallout 4 discussion  @ 2016/07/06 07:45:52


Post by: Crazyterran


Finally started playing again, picked up from where I left off. Doing some of the side quests before I hit the mass fusion building with the brotherhood.

Been running around with ADA for a while, probably going to go back to Piper. Or maybe I'll try Cait? Or Codsworth...

Nick weirds me out a bit too much, though he's a pretty funny guy.


Fallout 4 discussion  @ 2016/07/06 14:35:20


Post by: Inquisitor Lord Bane


Finally playing around with console mods. I've been missing out man. Cleaner Settlements alone would have been worth getting it on the PC.


Fallout 4 discussion  @ 2016/07/26 20:10:50


Post by: Shadow Captain Edithae


Oh for feths sake. As usual, the DLC update has broken my game and I have to wait for a Nexus update or for the game to spontaneously fix itself. I don't think I've ever been able to play a DLC on release day, I always have to waste that day trying to fix the game, give up, wait a few days for some NMM update or whatever then find out the games mysteriously fixed itself.

Finally got the game running. Downloaded LOOT to diagnose the problem, it told me Fallout 4 Script Extender was out of date. Updating it solved the issue, at least temporarily. I played half of the quests, but noticed the new vault Tec structures werent being displayed, in fact none of the dlc was. I figured it was an issue with the settlement keywords, so I downloaded the latest vault Tec patch.

Now my game is crashing on start up again. FML.


Fallout 4 discussion  @ 2016/07/28 19:46:47


Post by: Shadow Captain Edithae


And now my Fallout launcher is stuck in a loop.

Steam: Play Fallout > Fallout Launcher: Play > Fallout Launcher: Play > Fallout Launcher...


Fallout 4 discussion  @ 2016/07/28 21:18:45


Post by: Dr H


I feel your pain SCE. hope it fixes itself soon.

I'm still learning and creating in the creation kit.


Fallout 4 discussion  @ 2016/07/28 21:54:11


Post by: Shadow Captain Edithae


I still haven't completed Far Harbour, or the main quest (in my current peaceful ending playthrough).

I've narrowed the culprit down to Homemaker. Apparently its no longer compatible with the current version of Fallout 4, or the updated version of Settlement Keywords (Expanded). The latter is why none of the Vault workshop items showed up when I was in Vault 88 (bar the special items like Overseers desk). The former is why my game keeps on CTDing <10 seconds after launching, or getting stuck in a neverending Launcher loop. I don't want to remove Homemaker, because half of my settlements disappear (I use buses for walkways and walls, chainlink fences at Red Rocket, the shack doorway for interior room doorways etc).

Is it possible to temporarily disable a Mod like Homemaker, then re-enable it at a later date once its been updated and have all the items re-appear? Can I disable it, ignore my surface Settlements (with missing structures and vanilla items now floating in the air) and go focus on questing or building with the Vanilla workshop items in Vault 88 and then return to my settlements once Homemaker is fixed?

Or will that corrupt my Save? (When I load without Homemaker, I get a message saying "mods are missing and therefore some items will be unavailable".


Fallout 4 discussion  @ 2016/07/28 22:12:00


Post by: Dr H


Oh really. That's interesting.

I don't have any of the DLCs, and mine is fine with Homemaker.
I also don't have settlement keywords since a while ago; as it's not needed to raise the keyword limit, and I actually like having each mod (although it's not all) in it's own section.

I believe that if you load a save without Homemaker, any items from that will disappear (obviously), but if you save the game and then enable it again the items will still be missing.
This is because the save you will then be using will have no "memory" of the items from Homemaker; as they weren't there when it saved.

However, loading a save from when you did have the mod enabled, after disabling and then re-enabling the mod, will still be fine. Doesn't help with your game progress though, but you can go back and continue a work of art.


Fallout 4 discussion  @ 2016/07/28 22:59:59


Post by: Shadow Captain Edithae


I used Settlement Keywords because I found that my mods added so much to the workshop that my menus began disappearing. Besides Homemaker, and the huge amount of stuff that it adds, I've also got General of the Army, which adds craftable Faction NPC's (BOS, Minutemen, Railroad etc) that you can command to follow you.

Quite a fun DLC actually. Besides crafting new NPCs, I can also use it to "Recruit" NPC's I encounter. I can use the Minuteman Flare gun to summon a patrol of ~4 NPC's and have my own little strike team following me around. The only probably is they have a tendency to show up stark naked, so I have to equp them with clothes and armour every time. In the case of the females...literally. (Caliente's Beautiful Bodies - I didn't mean to make all females nude, but trying to disable it and give them their underwear feths up the skin textures so I'm stuck with naked women ).


Fallout 4 discussion  @ 2016/07/28 23:18:09


Post by: Dr H


Yeah, that was the reason I started using SK. But Bethesda fixed that problem in 1.5 (? maybe 1.4) by raising the keyword limit by a ridiculous amount. Unless you've managed to hit the new limit? I'm not close and I have a lot of settlement mods (I've posted lists of my mods before).

I've not added any new mods in a long time either, although I do have a couple that I've not installed yet, as I've not been playing the game. Only creation kit stuff.

It's actually amusing when you come across items in the creation kit and think "oh so that's where/how they got that for x mod".

And I've even found some things that I haven't seen in a mod and would have liked for settlement building.


Fallout 4 discussion  @ 2016/07/28 23:37:49


Post by: Shadow Captain Edithae


Yes but you don't have DLC, do you? I'm pretty sure its a conflict between my mods and changes to the game made with each DLC release. These problems recur like clockwork everytime a DLC comes out, and I have to wait for days (or weeks, if I give up) until its fixed.

Do you have LOOT? LOOT tells me that Homemaker.esm is "incompatible with Fallout 4 patch 1.5.157 or greater".


Fallout 4 discussion  @ 2016/07/29 00:51:09


Post by: Dr H


No doubt it's a conflict between mod(s) and DLC.

No, I dont' have LOOT. Only NMM.

I did have to go through a clear out / update of all my mods when 1.4 and 1.5 dropped, But had no problems when 1.6 did.

And I kept homemaker throughout.

While the updates to FO4 carry things for upcoming DLCs, it's clearly something in the actual DLCs that homemaker (or another mod) is incompatible with.

But it is compatible with the vanilla game.

However, knowing the problem doesn't solve it, sadly.


Fallout 4 discussion  @ 2016/07/29 17:49:28


Post by: Shadow Captain Edithae


Homemaker has a new post Vault Tec version out, hopefully that will fix the issues.


Automatically Appended Next Post:
Yay, updating homemaker worked. Finally got f4 running a little before midnight. Well, there's only one course of action now: a big fething bowl of popcorn and an all'nighter building vault 88.


Automatically Appended Next Post:
Aaaaand I burnt the popcorn.


Fallout 4 discussion  @ 2016/07/30 12:36:23


Post by: Shadow Captain Edithae


FFS, I give up. Finally got it working last night, and was able to play through the Vault questline, woke up today and now its CTDing during the opening cinematic seconds after startup (can't even get to the main menu).

Looks like I'm going to have to strip out Homemaker permanently, which is a massive ball-ache because I use it a lot for building structures. Can you believe that there is NO interior shack doorway in vanilla, only the bulky outer cap doorways? I use the Homemaker shack doorway and noclip to build internal rooms.


Fallout 4 discussion  @ 2016/07/30 13:19:21


Post by: Dr H


Strange that it worked for a bit and now doesn't.

Yeah, a lack of interior doorways is a pain for large builds.
There's no interior shack doorways in the game at all, Bethesda only use the shack items for small ... shacks ... that don't require interior doors. So there are none that can be utilised for the settlement system.

However, Snap n build does have a selection of interior doorways that will even snap in to floor edges.

I used those quite heavily in my Oberland station build:



Fallout 4 discussion  @ 2016/07/30 13:41:52


Post by: Shadow Captain Edithae


I used snap an build a while ago but it had plenty of its own problems, conflicted with othermods and had weird visual glitches when certain parts would be rendered a bright fluorescent green or purple without textures.

Still might be worth a second look. The Homemaker author is having personal issues and it sounds like the mod won't be getting further support unless a third party takes over and continues his work.


Automatically Appended Next Post:
Does anyone know if there's a mod out yet that adds ballistic weave to the new Vault 88 jumpsuits? I want to upgrade my Legend of vault 88 (the one that gives 15% DMG reduction against ghouls) to have ballistic fibres and I want to give armoured jumpsuits to my vault dwellers too.


Fallout 4 discussion  @ 2016/07/30 14:11:40


Post by: Dr H


considering snap n build was one of the first mods on bethesda.net, I would reckon it's being kept up to date.

As for ballistic weave, maybe keep an eye on armorsmith extended. That allowed BW on many more vanilla clothes, and allowed you to wear anything under armour, and various other things. but it would obviously need an update for the latest clothing.
I can't help beyond that.


Fallout 4 discussion  @ 2016/07/30 14:21:27


Post by: Shadow Captain Edithae


I have armoursmith, but it hasn't been updated for the vault 88 jumpsuits yet it seems.


Automatically Appended Next Post:
Also, I know you don't use dlc but I really recommend the vault Ted workshop, its a builders paradise. I think I'm probably going to transfer my main, personal settlement from red rocket to vault 88, specially after deleting home aker fethed up my structures. The defensive walls (e.g. chain link fences and busses with walkways and turrets on top) and interior room partitions are all missing


Fallout 4 discussion  @ 2016/07/30 14:42:14


Post by: Dr H


Yeah, I have been partially tempted by the DLC, but I'm still put off by the thought of buying things that could (should) have been in the game in the first place. Money's too tight to spluge anyway.
Maybe one day when it comes down in price (and this will sidestep mod conflict issues).

While I'm quite into the settlement building (it's model making without glue), I've been spoilt by the creation kit:
While I can install all the mods, and fight with the in-game building mode, make use of many console commands to help... I can use the CK to build with anything from anywhere in the game, place it exactly where I want, not worry about resources, size limits, or even trees/bushes/terrain that get in the way. I can even build anywhere and even create my own dungeon with enemies traps, anything.

Going back to building in-game just feels like a step down.

There is a lot of learning about how to use the CK though, and getting used to a completely different set of controls. Not to mention trying to find a specific item in a long list of everything and not knowing what it's been called; never mind a needle in a haystack, this is finding a specific piece of hay in a haystack.

It's not perfect, but nothing is.


Fallout 4 discussion  @ 2016/07/30 23:42:03


Post by: gunslingerpro


Having gotten a bit into the Vault DLC, I'm damned impressed how much space has actually been added. The unbuilt space in Vault 88 is gigantic and I keep removing limestone walls and finding more.

I feel like I'm playing minecraft with the amount of uranium and limestone 'mining' I've been doing

Also, some of those Deathskull Scorps are mean.


Fallout 4 discussion  @ 2016/07/31 04:17:42


Post by: Shadow Captain Edithae


They're fething fast, kill you in seconds with poison (seemed like the poison stacks), can teleport up to you (burrowing) if you retreat out of melee range and take a huge amount of punishment.

Took me 4 attempts, many quick saves and lots of jet to get past them.


Automatically Appended Next Post:
Also, it's really difficult to get my head round how to build a vault. Its not like building on the surface, where you build lots of individual structures. A vault is one long massive interconnected continuous structure with all the pieces snapping together.

You also have to use the right connector pieces to link different categories of pieced together. A atrium piece will not snap to a Common Room or Nursery room piece, you have to use doorway pieces to link them.

I eventually gave up on the main room, I just plotted out the boundaries of the build able area with floors and a wall so I can visualise how large my vault will be. Then I went off and connected the main room with the north, north east and east sectors using utility tunnels.

I'm gonna need to see a few vault building tutorials.


Automatically Appended Next Post:
I want to do something similar to vault 81 and 114 - a large open plan atrium with a window in the overseers office on the too floor overlooking the atrium, lots of tunnels branching off from the atrium and upper floors with railings over looking it too.

And some elevators would be nice.

Do elevators have NPC navmeshing? Can they use the elevators?


Fallout 4 discussion  @ 2016/07/31 13:05:58


Post by: Tyr13


Nope, NPCs cant use elevators. Plus, I dont think elevators are compatible with the vault tiles... are they?


Fallout 4 discussion  @ 2016/07/31 13:09:05


Post by: Shadow Captain Edithae


Probably not.


Automatically Appended Next Post:
I've been using armoursmith extended for months, and only just now realised that it has an equipable jet pack accessory...


Fallout 4 discussion  @ 2016/08/01 19:15:13


Post by: Shadow Captain Edithae


The game was running fine for me yesterday evening, and now its crashing on startup again. Can't even get to the Main Menu. I haven't done anything since yesterday, I've made no fething changes whatsoever. No new mods, no updates, nothing.


Automatically Appended Next Post:
I've narrowed it down to General of the Army. Which was working fine yesterday, and hasn't been changed since then.


Automatically Appended Next Post:
Also, on a lightlighter note... I don't know how the feth I did it but somehow I'm getting 60fps which is a huge step up from my usually 20-30.


Fallout 4 discussion  @ 2016/08/04 14:12:01


Post by: trexmeyer


I'm considering giving Fallout 4 a second go around now that mods are available for XBox One, but I'm still a little leery of doing so given my past experiences with F3 and F: NV. F3 was fun, but none of the stories in it (aside from a few side quests) really stood out to me. F: NV was much better all around in my opinion, but still didn't have the best stories (even though I felt they were markedly improved over F3).

F4 just doesn't seem to have a compelling MQ or DLCs (The DLCs have gotten awful reviews, well by awful I mean less than 8/10 on most sites) and even F4 has a sub 9/10 average...it looks like a lot of the game's focus isn't on stories or characterization, but on settlement building, weapon building, and "how absurd can we make combat get." Hmm...maybe I should just go back to playing Hearthstone...

Can someone make a short case for the game? I know that is asking a lot...so feel free to ignore this post.


Fallout 4 discussion  @ 2016/08/04 14:16:42


Post by: BrookM


If you install mods there will be a lot of whining because whenever the game updates it stops working properly for a while?


Fallout 4 discussion  @ 2016/08/04 15:11:52


Post by: Wolfblade


Do you love the FO universe? Buy it.
Like open world RPG shooters (even if it is focused on the shooter more than the RPG aspect)? Buy it.

The game feels pretty empty though. FONV and FO3 felt way more packed, and especially with the DLCs.
The dlcs are overall meh. Far harbour was incredibly empty, like shockingly so, even compared to FO4 standards. Workshop dlc is bad overall.. What they added are things that mods pretty much do (mostly, never explored the stuff added by contraptions). There are two (two!) DLCs that are "story" DLCs like the previous FOs had. The rest are tiny little expansion packs that are WAY overpriced at anything over $0.99, and maybe even still then.

Automatron so far is my favorite simply because you get to build robots however you want.

Tl;DR, buy it when it gets a 33% to 50% sale and you'll get your money's worth. Otherwise, you may be disappointed.


Fallout 4 discussion  @ 2016/08/04 16:08:15


Post by: Dr H


Good news, Update 1.7 is due soon for the pc. That's sure to help, SCE.
Sarcasm aside, did you have the beta for 1.7? Maybe that was where your recent problems came from.
If not, be prepared for more crashing soon.
And then there's the final DLC after that.

trexmeyer - If you are in it for the storytelling or rpg-ing, and you were disappointed by FO3 and NV, then FO4 is not an improvement.

If you enjoy the running about, exploring, finding new things, collecting things, then FO4 will do that for you. With the added bonus that the junk you collect is actually useful in crafting weapons, armour and settlements.

If you like building things (we are on a modelling-related forum after all), then FO4 gives you plenty to do.
Added to that is quite a bit of settlement micro-management, If you like that, then good; if not, then it does get annoying.

If you are intending to do a lot of modding, I would recommend getting it on PC as there will be more available mods and it'll be easier to manage. However, this is dependant on having a PC that'll run it.

Also, if you get the itch to make your own mods, you will NEED the PC version of the game for the creation kit to work.

The greater focus on making FO4 a shooter over an rpg, does mean you can play the game with or without VATS.
If you liked VATS, then fine.
If you preferred to be less reliant on VATS, then good.

However, if you don't use VATS, then you can ignore half of the available perks. Take that for good or ill.

Speaking of perks. If you liked the more "interesting" perks from NV, for example, than FO4 will disappoint; Most of the perks are just "boost x skill by y%".

After all that, if you are not overly excited by the prospect, it's probably worth waiting until it's on offer. At least by then most of the kinks will be ironed out and you'll get a smoother introduction to modding, etc.


Fallout 4 discussion  @ 2016/08/04 17:00:40


Post by: Shadow Captain Edithae


Like feth it will.

The hell with it. This week I'm playing The Sims 3. Fallout 4 is a problem for future me. I don't envy that guy.


Fallout 4 discussion  @ 2016/08/04 20:55:05


Post by: Dr H




Boom. 1.7.9 in and no problems.

Good luck everybody.


Fallout 4 discussion  @ 2016/08/04 22:41:10


Post by: Shadow Captain Edithae


God I forgot how therapeutic building in the Sims is compared to building in Fallout 4...


Fallout 4 discussion  @ 2016/08/04 22:45:51


Post by: Dr H


Git Ur SimCity love outta this Fallout criticism thread.

trexmeyer wrote:Can someone make a short case for the game? I know that is asking a lot...so feel free to ignore this post.

It's as if YouTube heard you. One of these just popped up in my "recommended" videos.
Pros and Cons





Fallout 4 discussion  @ 2016/08/05 01:33:46


Post by: Shadow Captain Edithae


So...apparently with this new patch Jun and Marcy Long are no longer essential after completing Sanctuary...make of that what you will.



Fallout 4 discussion  @ 2016/08/05 11:30:24


Post by: Dr H


 Shadow Captain Edithae wrote:
So...apparently with this new patch Jun and Marcy Long are no longer essential after completing Sanctuary...make of that what you will.

Being that I "accidentally" killed Trashcan Carla during the battle of bunker hill, after she had let her brahmin into one of my houses... I may have plans for them next time I'm in Sanctuary hills.


Fallout 4 discussion  @ 2016/08/05 16:31:51


Post by: Shadow Captain Edithae


 Dr H wrote:
 Shadow Captain Edithae wrote:
So...apparently with this new patch Jun and Marcy Long are no longer essential after completing Sanctuary...make of that what you will.

Being that I "accidentally" killed Trashcan Carla during the battle of bunker hill, after she had let her brahmin into one of my houses... I may have plans for them next time I'm in Sanctuary hills.


Finally all those Contraptions traps will come in handy...

Spoiler:



Automatically Appended Next Post:
Good news! LOOT says none of my mods are broken.
Bad news! The Fallout 4 Script Extender is now borked.


Fallout 4 discussion  @ 2016/08/05 20:31:23


Post by: Paradigm


 trexmeyer wrote:

Can someone make a short case for the game? I know that is asking a lot...so feel free to ignore this post.


To offer something of an outside perspective, taking the game in and of itself rather than comparing it to 3 and NV as I've not played them (yet).... I bloody love it! I bought it cheap (£15 on ebay) a couple of weeks ago mainly to get some idea of what the remastered Skyrim might look like on the Xbone and to get a sense of what mods could add to the game (as I've done pretty much everything there is to do in unmodded Skyrim by now), and within a few hours of starting I was completely hooked. The gunplay is very solid, the depth and variety in the weapon/armour modding I really love, the settlement building is something I was very pleasantly surprised by (didn't think I'd like it, but I really ended up putting a bunch of time into it and it's a big part of my games now) and on a technical level it's excellent, standard Bethesda bugs aside. Graphics and performance and good, voice acting and characters are a great step up from Skyrim (and the addition of a fully voiced protagonist is a great addition).

As someone playing on console, the mods have kind of blown me away as well. From the simple stuff like allowing multiple companions at once (I always like having a 'crew' in games like this) to some great original clothes/armour/weapons and fully voiced quest mods, even stuff like an overhaul/expansion of the in-game weather really take the game above and beyond in my opinion, and means there's always something new to come back to if you want it.

So, not comparing it to the predecessors, I'd say it's one of the best games around at the moment, there's a ton to do in a sandbox that's mechanically and graphically very solid, endless addition in the form of mods and enough variance in questlines and overall directions that several different playthroughs and playstyles are certainly worthwhile. I can't think of many current-gen games I've played as much, and I've not even had it a month yet!

As far as the DLCs go, I've not bothered with Far Harbour yet as I do think that's a bit expensive, but as for the others:
- Automatron is a bit underwhelming as far as quest content goes, but the robot-building stuff is a fun addition, and there's enough options there that it'll take you a while to exhaust the possibilities. There are plenty of mods to expand this as well, which are worth getting.
- The Workshop ones don't add a huge amount, the game is still definitely enjoyable without them, but £3.99 is a cup of tea and a cake really, so I was happy to pay for them. I've not bought Contraptions yet, but Wasteland and Vault-Tec were worth it.

So all in all, I'd definitely recommend it, it's currently taking up most of my gaming time and doesn't show any signs of getting old any time soon! Hope that's of some use.


Fallout 4 discussion  @ 2016/08/05 20:56:46


Post by: greatbigtree


I didn't like Fallout 4.

My biggest beef was that Fallout New Vegas is my favourite video game of all time, edging out the Bioshock series and Batman / Arkham series. I loved both series, though Arkham Knight was a let down.

I couldn't invest myself in FO4, for some reason. The characters were flat. Being unable to "build" a starting character with skills or a playable base felt poor.

As for settlements, that's what quests are for. You help this town by getting rid of raiders, or finding a GECK, or whatever you need to help them with. You DON'T help them by telling some to go farm, now go gather water, now loot this junk pile I just built and somehow has gak in it that I didn't put there...

The major story involves finding your son. I found him, and for a laugh, blew his brains out with my trusty shotgun. I planned to save-skum after seeing what happened. I cared so little about the outcome that after I got out of that area... I didn't. I just kept playing, not giving one feth about having just murdered my offspring. I was playing a "good guy" character.

I hated the pick-up-every-fething-piece-of-garbage mechanic, so that I could craft weapons and armour that were a point or two better than what they were. I just felt like a terrible, terrible waste of time.

If you have a 360... FO NV is soooo much fun!


Fallout 4 discussion  @ 2016/08/07 09:24:03


Post by: CthuluIsSpy


Why a 360? FV is also on PC.


Fallout 4 discussion  @ 2016/08/07 09:54:37


Post by: BrookM


If it's a dig against Obsidian's inability to release stable PC games at launch, it has been patched and fixed by now.


Fallout 4 discussion  @ 2016/08/09 18:30:51


Post by: master of ordinance


I can second that FNV is stable on the PC... Mostly...
Just dont bother making saves inside the Hidden Valley Brotherhood Bunker - they will crash when you try to load them.


Fallout 4 discussion  @ 2016/08/10 08:26:56


Post by: CthuluIsSpy


Yeah, NV is pretty stable. Mine rarely crashes.
Never had an issue with the Bunker though. That's a new one.


Fallout 4 discussion  @ 2016/08/15 19:47:47


Post by: BrookM





Fallout 4 discussion  @ 2016/08/15 19:58:57


Post by: A Town Called Malus


An electrified paddle-ball? I love it


Fallout 4 discussion  @ 2016/08/20 12:54:23


Post by: master of ordinance



Okay, I have to get Fallout 4 now.


Fallout 4 discussion  @ 2016/08/20 18:28:43


Post by: BrookM


Decided to give Far Harbour a try and.. melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether melon-fether!

Spoiler:


It's ORDNANCE, not ordinance, ignorant fisherman witch.


Fallout 4 discussion  @ 2016/08/20 21:45:25


Post by: Avatar 720


Hey, maybe he genuinely thought you were interested in purchasing some laws.


Fallout 4 discussion  @ 2016/08/21 08:42:39


Post by: BrookM


But.. but.. these inbreds are too stupid for such a thing!


Fallout 4 discussion  @ 2016/08/23 16:55:06


Post by: streamdragon


I should really finish this game. I'm just about to meet up with Kellogg again, even though I'm close to level 50 from doing side quests and stuff.


Fallout 4 discussion  @ 2016/08/23 17:32:43


Post by: BrookM


I hope Nuka World is more satisfying to work through than Far Harbour, which ended rather.. annoyingly for me.


Fallout 4 discussion  @ 2016/08/29 11:18:26


Post by: xKillGorex


Bought this cheap a few weeks ago and have to say I really struggle to get in to this game for some reason. Now it's not as if it's the game type as have played fallout 3 along with new Vegas and the dlc plus elder scrolls since morowind.
Something just seems off to me, has anyone else felt this way.


Fallout 4 discussion  @ 2016/08/29 11:27:27


Post by: Wolfblade


I chalked it up to the voiced PC, and the world feeling fairly empty, along with not really liking any of the factions, other than the brotherhood.


Fallout 4 discussion  @ 2016/08/29 14:10:25


Post by: xKillGorex


Yeah it felt pretty empty to me in the first few hours of playing. Seems like all those boarded up Ruins are there just to fill up space. Have enjoyed building a settlement mind, wonder if that will be a feature in the next elder scrolls game after the card one.


Fallout 4 discussion  @ 2016/08/29 20:15:33


Post by: nels1031


I've been playing on Survival Mode the past few days.

Been loving the challenge. I went in blind, not reading any playthroughs or tips and such and its pretty challenging, but starting to get easier as I build more settlements, which give me places to sleep and re-up my rations/medicine. With Survival, its like around every corner is something that will kill me in 2-3 hits and it gets pretty intense. Just focusing on Endurance and damage reduction as skills at the moment.

Hoping to be level 30, the recommended level for the final DLC, by the time it drops. Also need to explore the other DLC that I never touched after I took a hiatus playing.


Fallout 4 discussion  @ 2016/08/30 19:35:58


Post by: BrookM


Played Nuka World for a bit and well, it's piss easy when you've specialised your build into a stealthy breaking and entering type.

Also, met a character from Fallout 3, who is having the time of her life right now!

Spoiler:


You know what that means.. we got us a new scavenger hunt!


Fallout 4 discussion  @ 2016/08/30 19:48:15


Post by: jasper76


 xKillGorex wrote:
Bought this cheap a few weeks ago and have to say I really struggle to get in to this game for some reason. Now it's not as if it's the game type as have played fallout 3 along with new Vegas and the dlc plus elder scrolls since morowind.
Something just seems off to me, has anyone else felt this way.


I feel this way, and I chalk it up precisely to the fact that I did spend so much time with Oblivion, Skyrim, Fallout 3, and Fallout New Vegas.

I'm just burnt out on Bethesda games...they all start to feel like the same game after a while, and even though Fallout 4 seems a bit more polished, it feels stale because it's not different enough than the previous Fallout games.


Fallout 4 discussion  @ 2016/08/30 20:20:19


Post by: A Town Called Malus


 BrookM wrote:
Played Nuka World for a bit and well, it's piss easy when you've specialised your build into a stealthy breaking and entering type.

Also, met a character from Fallout 3, who is having the time of her life right now!

Spoiler:


You know what that means.. we got us a new scavenger hunt!


Any conversation options to offer to do the horizontal bop or plough her bean field?


Fallout 4 discussion  @ 2016/08/30 20:22:43


Post by: Wolfblade


So, is it me, or is Nuka World even emptier than Far Habour? It was fun, and attacking my own settlements is cool (and feth Preston, glad he got all huffy and I told him more or less feth off), but there's not a ton of difference between settlers owning a settlement, and raiders, except that raiders don't have supply lines I think.


Fallout 4 discussion  @ 2016/08/30 20:37:13


Post by: BrookM


 A Town Called Malus wrote:
Any conversation options to offer to do the horizontal bop or plough her bean field?
Just a lot of sarcasm in my case.


Automatically Appended Next Post:
feth gak piss witch.

I'm supposed to talk to someone, but he's right next to a fighting cage with two dogs in it, having a go at one another. I thought I'd wait out the fight, as it's hard to have a conversation with dramatic music playing and a growling bark every other second, but no, they don't die or shut up. Whoever thought this looked cool didn't think it all the way through, fething idiot.


Fallout 4 discussion  @ 2016/08/31 13:54:25


Post by: Wyrmalla


I just started Nuka World, and oddly enough found an AK right away (maybe that's intentional). Bugger. I already had an AK mod, but I uninstalled that for this, and bam goes all my ammo. :(

Those Gunners at the train entrance were terrible. I don't wear power armour, but wear a jetpack. I flew onto a roof, but had to jump all over the place because the amount of grenades they were spamming (another would drop before the first went off). Must be an engine limitation with line of sight caused by jetpacks (the NPCs seem to not cope with those things well at all).

Nice to see that you need to uninstall/ reinstall your UI mods to have to get the DLC to work. A bit odd, but UI mods change world reference values leading to crashes. Never seen that before in a Bethesda game.

Fallout 4 seems to be fairly stable for me, though it oddly seems to crash during gunfights after a while playing. I'm not sure if its the lighting or the casings causing it. The system I'm running can cope with the game on Ultra settings at 60, so it is a bit strange. :(



Fallout 4 discussion  @ 2016/08/31 14:07:07


Post by: BrookM


Well gak, I was forced to buy the overpriced full-auto sniper variant and mod it into something useful back home. >:|

I'm not liking this DLC, it more or less forces you become either a Raider and get the full experience, or kill the leaders, wipe out everybody else in the park, just to save the slaves, but at the same time losing out on a gakload of quests.

Also, the Hubologists are back, they're on my "to kill" list for sure.


Fallout 4 discussion  @ 2016/08/31 14:21:00


Post by: Wyrmalla


Playing that first segment on the train Ito Nuka World couldn't help but feel it needed work. It doesn't take that much to have the player hold an overhead rail instead of just standing there like a tool (though the game could do with more player animations during dialogue in general - the NPCs have them...).

Its a pity that day 0 mods had to come out to include the AK and robot parts into the main game, rather than only being available in the DLC zone (or in the case of the parts, not at all). Hmn, though saying that, and only having just started playing the game, is there a mod which adds more robot parts to the Automatron DLC?

I didn't know the DLC included Raiders in it till that first area actually. I hate the goody good player character dialogue options the game forces you to use constantly (you always sound so chipper), even with spamming the sarcastic option. Hopefully this DLC lets me play the ass I always wanted my character to be (I started out with a prim and proper Vaulter, but now they're decked out in Tats and shrapnel. If only there were mods to paint your guns and armour, not just the Power Armour paintjobs).


Fallout 4 discussion  @ 2016/08/31 14:27:18


Post by: BrookM


Well, this DLC does allow you to paint the Chinese Assault Rifle in four different colours.

As for the raider gangs.. We've got clowns who remind me of the Joker gang from Batman Beyond, murderers who are really unoriginal and boring, plus the dandies whose metal armour looks like tuxedos and whatnot. They're okay I guess..?

At least I can look forward to my character wearing the pin-up space suit soon.


Fallout 4 discussion  @ 2016/08/31 14:31:25


Post by: Paradigm


This one allows you to recolour pretty much any armour/clothing, as well as swap Legendaries, wear any armour over most clothes, Ballistic Weave everything and give Nick a new hat:
https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/774681

Can't find it on Nexus though, so being a console peasant I don't know if the Bethesda.net version is any good to you.


Speaking of mods, does anyone playing on Xbone have any hidden gems to recommend? I'm pretty happy with the selection I've got a the moment, but I'm always looking for new stuff, particularly weapon/armour/clothes mods (there does seem to be a dearth of good clothing mods on console actually).


Fallout 4 discussion  @ 2016/08/31 15:41:48


Post by: Wolfblade


 BrookM wrote:
Well gak, I was forced to buy the overpriced full-auto sniper variant and mod it into something useful back home. >:|

I'm not liking this DLC, it more or less forces you become either a Raider and get the full experience, or kill the leaders, wipe out everybody else in the park, just to save the slaves, but at the same time losing out on a gakload of quests.

Also, the Hubologists are back, they're on my "to kill" list for sure.


without spoilers, if you haven't done the quests for them, do them. I laughed at the end.

with spoilers

Spoiler:

They get on a "space ship", which is simply an amusement park ride, which then spins around and causes their heads to explode.


Fallout 4 discussion  @ 2016/08/31 16:31:01


Post by: BrookM


Yeah cupcake, next time.. get the fething tags right..


Fallout 4 discussion  @ 2016/08/31 16:32:40


Post by: Wolfblade


Whoops real sorry, added an s, realised my mistake... and my internet drops -.-


Fallout 4 discussion  @ 2016/08/31 16:40:03


Post by: BrookM


Well, only way to get even now is the next time I spoil something minor to you.


Fallout 4 discussion  @ 2016/08/31 16:55:08


Post by: Wolfblade


Seems fair. The only rational response then is to never use the internet then.


Fallout 4 discussion  @ 2016/08/31 16:57:46


Post by: BrookM


Hehehe, no worries.


Fallout 4 discussion  @ 2016/08/31 17:07:59


Post by: War Kitten


So is Nuka World worth downloading then? I got the season pass, but if it's awful I won't bother downloading it


Fallout 4 discussion  @ 2016/08/31 17:09:08


Post by: Shadow Captain Edithae


Thinking about disabling my mods so I can start a Survival play through, and to enable achievements again (seriously, I've missed out on loads. Thanks Bethesda, FFS).

Does the F4 script extender count as a mod for the purposes of tainting your save file with the Mod tag? I did F4SE manually rather than through nexus, so disabling it will be a bitch to do without getting f4 up.


Automatically Appended Next Post:
On second thoughts, I'll lose the fantastic Old World Radio and True Storms...


Fallout 4 discussion  @ 2016/08/31 17:37:54


Post by: BrookM


 War Kitten wrote:
So is Nuka World worth downloading then? I got the season pass, but if it's awful I won't bother downloading it
It will be downloaded automatically if you've got the season pass enabled.


Fallout 4 discussion  @ 2016/08/31 17:39:36


Post by: Wolfblade


 War Kitten wrote:
So is Nuka World worth downloading then? I got the season pass, but if it's awful I won't bother downloading it


It's ok, it's smaller (and emptier/shorter) than Far Harbour, but it was fun for a bit.


Fallout 4 discussion  @ 2016/08/31 18:02:18


Post by: Wyrmalla


 Shadow Captain Edithae wrote:
Thinking about disabling my mods so I can start a Survival play through, and to enable achievements again (seriously, I've missed out on loads. Thanks Bethesda, FFS).

Does the F4 script extender count as a mod for the purposes of tainting your save file with the Mod tag? I did F4SE manually rather than through nexus, so disabling it will be a bitch to do without getting f4 up.


Automatically Appended Next Post:
On second thoughts, I'll lose the fantastic Old World Radio and True Storms...


There's a mod on the Nexus which enables achievements with mods.


Fallout 4 discussion  @ 2016/08/31 18:03:21


Post by: Shadow Captain Edithae


Its smaller, and yet still emptier than Far Harbour??

ERROR DOES NOT COMPUTE


Fallout 4 discussion  @ 2016/08/31 18:09:36


Post by: Wolfblade


 Shadow Captain Edithae wrote:
Its smaller, and yet still emptier than Far Harbour??

ERROR DOES NOT COMPUTE

I think there's MAYBE ~15-20 fast travel markers, and they're spread over maybe 6 chunks of land or so. I'd have to boot it back up and make sure I've found everything, but the map isn't that big, and the quest chains are pretty short (mostly "go here, clear this area, give it to a clan", which has no effect as far as I can tell offhand)


Fallout 4 discussion  @ 2016/08/31 18:58:20


Post by: BrookM


I spent some time in the space zone and I do so hope that I can get the power armour found in the S.T.A.R. Control exhibit.


Fallout 4 discussion  @ 2016/08/31 19:39:55


Post by: Wolfblade


You can, you just need to find every single space core I think (or a total of 35)


Fallout 4 discussion  @ 2016/08/31 21:24:49


Post by: xKillGorex


 jasper76 wrote:
 xKillGorex wrote:
Bought this cheap a few weeks ago and have to say I really struggle to get in to this game for some reason. Now it's not as if it's the game type as have played fallout 3 along with new Vegas and the dlc plus elder scrolls since morowind.
Something just seems off to me, has anyone else felt this way.


I feel this way, and I chalk it up precisely to the fact that I did spend so much time with Oblivion, Skyrim, Fallout 3, and Fallout New Vegas.

I'm just burnt out on Bethesda games...they all start to feel like the same game after a while, and even though Fallout 4 seems a bit more polished, it feels stale because it's not different enough than the previous Fallout games.


You've just hit the nail on the head there, that's exactly it now you mention it.


Fallout 4 discussion  @ 2016/08/31 22:02:31


Post by: Shadow Captain Edithae


Anyone else see the
Spoiler:
ghost
in the Grandchester Haunted House? (Southwest corner of the map outside the park).



Fallout 4 discussion  @ 2016/09/01 00:36:06


Post by: Wyrmalla


From what I've played of Nuka World, thanks Bethesda, the writing's still iffy, but at least I can be a complete git to people now.

I cleared the space zone, bar the actual objective as apparently the park needs power (but there's no objective on how to turn it on). Is this game meant to be played with damage increasing mods? I'd hate to play that in survival, but the amount of robots which were bullet soaks was a bit silly, as were all the turrets. Though I'm the type of person who wants less enemy mods instead of the ever popular crap ton more enemy spawn mods...

Hitting the Western zone I immediately went "Squee!" at the Graboids from Tremors ...I mean Bloodworms.


Fallout 4 discussion  @ 2016/09/01 05:07:20


Post by: BrookM


To restore the power you need to talk to a slave on the market called Chip IIRC.


Automatically Appended Next Post:
Also, this happened just now..

Just a big image in the tags to prevent mobile users from whining, nothing that spoils anything gamewise.

Spoiler:


Fallout 4 discussion  @ 2016/09/01 08:14:55


Post by: Wyrmalla


Holy gak. 0.0


Fallout 4 discussion  @ 2016/09/01 14:26:54


Post by: BrookM


My reaction as well!

It's located by the junkyard of Nuka World and I thought it would be broken as well, though I have the compulsion to give each one I come across a go, odds be damned.

So, feth this game, I won it.


Fallout 4 discussion  @ 2016/09/01 14:35:20


Post by: Wolfblade


I think that one might always payout, I'm not sure, but I had one around there work too.


Fallout 4 discussion  @ 2016/09/01 14:46:48


Post by: Dr H


Those things are based on your character's luck; the higher it is the more likely it'll dish up the pie. But there's always a chance...


Fallout 4 discussion  @ 2016/09/01 15:42:25


Post by: Wyrmalla


Um... Not to rain on your parade BrookM, but 200 year old pie doesn't do nice things to your digestive system...



Fallout 4 discussion  @ 2016/09/01 15:51:24


Post by: Conrad Turner


Holy <Bleep>. That must have been bad to tear through his spacesuit!

I bet he wishes that he hadn't saved the perfectly preserved one for last!


Fallout 4 discussion  @ 2016/09/01 17:37:32


Post by: BrookM


Heh, I ate it straight away!

I'm going through the western park now while hunting down the remaining STAR modules and I've decided, instead of hacking the robots and skipping their quests, to play along. My character put on her best faux west voice and chewed through the scenery. Bonus points to the voice actress for fumbling through the first few lines trying to find her groove.


Fallout 4 discussion  @ 2016/09/01 18:59:51


Post by: Shadow Captain Edithae


Could people please stick huge images in spoiler tags? It makes reading this site a pain for people with mobile devices as you have to zoom in and out and scroll sideways to read text.


Anyways...is it now possible to kill Preston Garvey and the other Minutemen, permanently destroying the faction? That might make for an awesome roleplaying arc. You join the Minutemen and lead them to unite the settlements of the Commonwealth against the Institute and possible the Brotherhood of Steel...until the Sole Survivor goes mad with power and creates a private army of raiders to enforce a reign of terror on the Commonwealth.


Fallout 4 discussion  @ 2016/09/01 19:06:10


Post by: A Town Called Malus


 Shadow Captain Edithae wrote:
Could people please stick huge images in spoiler tags? It makes reading this site a pain for people with mobile devices as you have to zoom in and out and scroll sideways to read text.


Anyways...is it now possible to kill Preston Garvey and the other Minutemen, permanently destroying the faction? That might make for an awesome roleplaying arc. You join the Minutemen and lead them to unite the settlements of the Commonwealth against the Institute and possible the Brotherhood of Steel...until the Sole Survivor goes mad with power and creates a private army of raiders to enforce a reign of terror on the Commonwealth.


That implies they didn't already go mad with power and enforce a reign of terror on the commonwealth using the Minutemen's artillery


Fallout 4 discussion  @ 2016/09/01 19:19:54


Post by: Shadow Captain Edithae


 A Town Called Malus wrote:
 Shadow Captain Edithae wrote:
Could people please stick huge images in spoiler tags? It makes reading this site a pain for people with mobile devices as you have to zoom in and out and scroll sideways to read text.


Anyways...is it now possible to kill Preston Garvey and the other Minutemen, permanently destroying the faction? That might make for an awesome roleplaying arc. You join the Minutemen and lead them to unite the settlements of the Commonwealth against the Institute and possible the Brotherhood of Steel...until the Sole Survivor goes mad with power and creates a private army of raiders to enforce a reign of terror on the Commonwealth.


That implies they didn't already go mad with power and enforce a reign of terror on the commonwealth using the Minutemen's artillery


True, but I'm talking about more of a "Night of the Long Knives" sorta thing.


Automatically Appended Next Post:
Vault Tec is up to its usual experimental shenanigans in Nuka World.


Automatically Appended Next Post:
I want to establish my own raider gang and call it The Saviours. I'll have a barbed wire baseball bat named Lucille, Kellogg's Outfit and a sarcastic attitude to match Negan. I'll establish outposts near my existing settlements to ahem, maintain security.

Red Rocket is perfect. Unfortunately, the 14 Settlers and Sturges who are already living there will just have to go.


Fallout 4 discussion  @ 2016/09/09 22:24:41


Post by: DarkTraveler777


So I just spent last evening killing every last raider in Nuka World and freeing the Traders. Did I screw up? I still haven't explored the entire park (only the space zone and the bottling plant) and I don't have the power restored. Should I have left the raiders around until the park was fully explored and powered?

I didn't really have any plans on becoming a raider, or keeping the raiders around after the park was operational, but I got ahead of myself and went Rambo on them early and now I wonder if I lost out on some interesting side quests. Up to last night all of the raider side quests involved killing people in the Commonwealth or capturing slaves which I found repetitive and anathema to my character. If that is all the raider side quests are then I don't regret my decision, but if there was something more...

Should I load a previous save or keep on the path I started?



Fallout 4 discussion  @ 2016/09/10 00:10:24


Post by: commander dante


I
AM
NOT
HAPPY
BETHESDA
SONY
DONT PROMISE SOMETHING WITHOUT CHECKING FIRST
http://www.polygon.com/2016/9/9/12861416/fallout-4-ps4-mod-support-skyrim-ps4-mod-support


Fallout 4 discussion  @ 2016/09/10 00:19:18


Post by: Avatar 720


I'm not convinced that Bethesda didn't check first. I'm of the opinion that Sony simply underestimated what they agreed to--aided by the fact that PS4 mods actually had a month they were meant to release on, which suggests some level of talk about it between the two--and wanted a way out.

If there hadn't been a planned release point then I'd be more willing to lay some blame at Bethesda's feet, but I'm not convinced that Sony hadn't already agreed to something, and I believe they've just decided that they actually don't want to do it.


Fallout 4 discussion  @ 2016/09/10 09:00:25


Post by: Shadow Captain Edithae


Yeah, this is all Sony. My guess is that they wanted to charge for mods and get a cut of the profits.


Fallout 4 discussion  @ 2016/09/10 17:33:01


Post by: Tyr13


Theres also the incompatible sound issue. Sony uses a proprietary system, which would have had to be integrated into the GECK to make any mods with sound files. Though a mod subscription service couldve also been something they mightve tried...

Either way, really disappointing.


Fallout 4 discussion  @ 2016/09/10 22:09:42


Post by: Shadow Captain Edithae


On the bright side, you PlayStation user's will never know the nightmare that I experienced with achievements.


Fallout 4 discussion  @ 2016/09/11 12:47:58


Post by: Shadow Captain Edithae


Killed Kellogg with a mini nuke. Then tried to shoot the prydwen with a mini nuke too.


Fallout 4 discussion  @ 2016/09/12 03:28:50


Post by: gunslingerpro


 Shadow Captain Edithae wrote:
Killed Kellogg with a mini nuke. Then tried to shoot the prydwen with a mini nuke too.


Seems to be a common way to remove Kellogg, as all my friends did that too


Fallout 4 discussion  @ 2016/09/18 19:43:56


Post by: Ensis Ferrae


 gunslingerpro wrote:
 Shadow Captain Edithae wrote:
Killed Kellogg with a mini nuke. Then tried to shoot the prydwen with a mini nuke too.


Seems to be a common way to remove Kellogg, as all my friends did that too


I tend to not do the Kellogg mission in power armor... but VATS and a pumped up Combat Shotgun from execution range definitely do wonders


Fallout 4 discussion  @ 2016/09/18 20:41:52


Post by: A Town Called Malus


 Ensis Ferrae wrote:
 gunslingerpro wrote:
 Shadow Captain Edithae wrote:
Killed Kellogg with a mini nuke. Then tried to shoot the prydwen with a mini nuke too.


Seems to be a common way to remove Kellogg, as all my friends did that too


I tend to not do the Kellogg mission in power armor... but VATS and a pumped up Combat Shotgun from execution range definitely do wonders


I introduced him to Lola, my Furious Minigun (consecutive hits on a target increase damage).


Fallout 4 discussion  @ 2016/09/18 20:43:33


Post by: BrookM


I think I used my silenced pistol on him. I can't even remember, but I was squishy and stealthy at that stage.


Fallout 4 discussion  @ 2016/09/19 11:45:08


Post by: Wyrmalla


I too instinctively went for the mini-nuke after my first shots did zip.

The two synths died immediately. The nuke missed him entirely. I hit myself though. For zero damage (oddly I've died to enemy mini-nukes, but never my own at point blank range, weird).

Instead I just pulled out an AK and laid into him. Admittedly that thing does 200 damage per shot (I'm using an increased damage mod, though that modded AK is broken being that it thinks its a sniper rifle, but's automatic - with a 10 round capacity).

Anyhow...

I left the main game and Nuka World to play Far Harbour. That DLC's probably the best thing in the game I've played so far.

I kind of wish the Island was the size of the base game. Maybe I aught to wait till that zombie biker comes out eventually, but I have The Walking Dead vibes about the place (an extra foliage + weather mods are great for the place. Pity I can't get the Resurrection mod won't run for the regular wasteland though for some reason).

Oh, and just to check, the start of the DLC; is that supposed to occur at night? I played that in the pitch black bar the lights of The Hull, plus the odd Angler's lamp during a *really* heavy thunder storm. Pure awesome, with flashes to the old Call of Cthulhu game. ...That'd be great if it happened every night the player was in town.

The settlement raids in that DLC are so much better than the base game too. I may have been overly paranoid with my first settlement though. *enemies spawn* > immediately carpeted by a dozen missile turrets.

The turrets did nothing. ¬¬


Fallout 4 discussion  @ 2016/09/19 12:08:25


Post by: Inquisitor Lord Bane


Guess I'm old fashioned, I never went for the mini-nuke with Kellog. I used a sniper rifle and grenades, and died a fair few times for my troubles.

On another note, is Nuka World worth the full price of admission? The wife is pressuring me to buy it, but I'm unsure, and I'm kind of a cheapskate, especially with these reviews, and the fact that I didn't pick up Far Harbor.


Fallout 4 discussion  @ 2016/09/19 12:20:03


Post by: Paradigm


Pretty sure the first time I took on Kellog, I let Nick and Piper do most of the shooting while I hid behind a desk and shotgunned the odd Synth! Fortune favours the Essential Character, after all.

Second time, I think I did it with a very heavily modded Incendiary 10mm pistol and Combat Knife combo... I stuck with those two weapons waaay longer than I probably should have!