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woodenchicken posted:Shame that the castle is the best for it because for me it's already maxed out on the amount of things you can build (and I barely built anything yet!) So I really can't afford to build additional desalination plants. Size is pretty obviously code for 'safe memory budget', so I think there's just a permanent chunk taken up on the meter by the environment itself. Using Scrapall in Sanctuary has about 20% on the Size meter there permanently, but the smaller settlements have less than 5%. The Castle is a pretty massive and complex settlement so even stripped down, it still takes up a lot of processing power.
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# ? Dec 16, 2015 14:10 |
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# ? Jun 3, 2024 05:47 |
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Based on the names for the console commands to change the limit, I'm pretty sure the build meter is based on the number of triangles being drawn, so it makes sense the model of the castle would take up more space than other settlements.
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# ? Dec 16, 2015 15:01 |
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Hmm that explains why the gigantic concrete cubes actually consume very little size. I guess I'll build my fantasy fortress out of primitives then.
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# ? Dec 16, 2015 15:21 |
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Also you can "edit" the build limit by storing weapons in the workshop, taking them out, dropping them then storing them in workshop view. But if you blow it up enough that your console/PC explodes, that's going to be on you.
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# ? Dec 16, 2015 15:27 |
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shovelbum posted:Atom Cats should be able to help build the teleporter imo Oh god, this is the best idea I've heard yet. Just make the Atom Cats a chooseable faction. Instead of blowing up the Institute, you steal all their equipment to build more power armor with racing stripes and flames, and build giant laser cannons to chisel 'ATOM CATS RULE' into the surface of the moon.
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# ? Dec 16, 2015 15:29 |
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Atom Cats are really good, and it's a shame you can't do more with them.
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# ? Dec 16, 2015 15:32 |
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Backhand posted:Oh god, this is the best idea I've heard yet. Just make the Atom Cats a chooseable faction. The first dlc should be about the great Tunnel Snake/Atom Cat war of 2288 or whatever year it is now.
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# ? Dec 16, 2015 15:33 |
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7c Nickel posted:There's 3 levels of every armor. The base level, Sturdy and Heavy. Modifications and Legendary status override the upper level modifiers when it comes to names, so you wont know unless you check the resistances/weight/looks. God I can't wait for a total remodeling of this lovely set of gear. Way to drop the goddamn ball, Bethesda.
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# ? Dec 16, 2015 18:21 |
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It is irrationally annoying me that I'm coming across cool new locations and quests on my alt character with stuff I can't get or read because I have nothing in lockpicking or hacking. The character's just so I can see the BoS questline since I locked myself out by mistake but I probably won't load my main character again until I've finished. Also I'm building the signal interceptor at Boston Airport and the vertibird signal grenades were invaluable. I'd have to make several trips to ferry the junk over without them; instead I popped one down in the middle of Sanctuary and took a roadtrip. Much more useful than the artillery flares I never got to work outside the quest you get them, no matter where I was near settlements with them installed and manned.
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# ? Dec 16, 2015 18:35 |
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Zodium posted:Suppressed .50 sniper with some kind of relevant legendary effect (like any of the damage ones, or optimally Instigating) is pretty much night and day for a stealth build compared to no suppressor. Range still matters out of VATS, but a .50 sniper has ungodly range anyway. I love running around taking out panicking camps of enemies at night as much in FO4 as I did in FONV. I found a two shot sniper that I put a silencer on and suddenly it's great indoors again
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# ? Dec 16, 2015 19:14 |
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Magmarashi posted:God I can't wait for a total remodeling of this lovely set of gear. Way to drop the goddamn ball, Bethesda. I don't think not appeasing one sperg on the internet constitutes "dropping the ball".
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# ? Dec 16, 2015 19:25 |
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Alabaster White posted:Yup, every water you produce in excess of your population count will go into your bench. Putting down a gazillion in Sanctuary or other water-heavy zones = $$$$$$$ I don't know what I'm doing wrong. I have probably 50 excess water at Sanctuary and it's not linked to anything. I've been playing for about a week or so and haven't had a deposit of water. I'll wait/sleep in game for an entire day and there's nothing. I do a bunch of fast-travelling so time is passing but still, when I check the workbench, there's no water. Is it because I have 8 people and 60 water? Is that not enough water? How thirsty are these guys? EDIT:VVVVVVVVV Yeah, it never gets there in the first place. So, if it DOES eventually show up, I should remove it? Like, it won't stack on itself on it's own? BambooEarpick fucked around with this message at 20:12 on Dec 16, 2015 |
# ? Dec 16, 2015 19:41 |
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BambooEarpick posted:I don't know what I'm doing wrong. I have probably 50 excess water at Sanctuary and it's not linked to anything. I've been playing for about a week or so and haven't had a deposit of water. I'll wait/sleep in game for an entire day and there's nothing. I do a bunch of fast-travelling so time is passing but still, when I check the workbench, there's no water. Is it because I have 8 people and 60 water? Is that not enough water? How thirsty are these guys? Take the excess water out of the station and put it in a footlocker then come back later and do it again. It caps out. e: Oh wait you mean 50 excess of the water resource my bad
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# ? Dec 16, 2015 19:54 |
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The Institute armor does look incredibly stupid and impractical when compared to the new leather and combat armor variants. Even with Synths, that's just the dumbest looking thing ever that's full of so many holes for something to damage. It doesn't even look like it protects sensitive joints so much as give some stupid aesthetic look which I guess fits with every other half-assed Cerberus like Institute idea. Still it would be nice to see a return of the Stealth Suits and with updated looks for a good high-tec armor set.
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# ? Dec 16, 2015 20:22 |
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Crabtree posted:The Institute armor does look incredibly stupid and impractical when compared to the new leather and combat armor variants. Even with Synths, that's just the dumbest looking thing ever that's full of so many holes for something to damage. It doesn't even look like it protects sensitive joints so much as give some stupid aesthetic look which I guess fits with every other half-assed Cerberus like Institute idea. Wondering why combat-model synths would need armor at all, really. Why not just build them that way? Backhand posted:Oh god, this is the best idea I've heard yet. Just make the Atom Cats a chooseable faction. Pretty much my #1 most wanted mod at the moment. Rehabilitate all the synths through bad poetry. Deified Data fucked around with this message at 21:14 on Dec 16, 2015 |
# ? Dec 16, 2015 21:12 |
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I think the intention is that you're actually stripping the armor plates off of combat synths instead of them having to wear them And then when you wear it it makes no sense where it goes and I'd like to believe non-metal synths are wearing them backwards or something
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# ? Dec 16, 2015 21:15 |
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Who says Travis lacks confidence? I was helping him in the bar fight in my power armour. I accidentally landed a hit on him. Knocking him into the bar counter and down on the floor. He instantly pulled out a rifle and started shooting at me. After a few seconds he disengaged from me (probably because I had no weapon out) and then he shot the other two guys we were fighting and they both fell to the ground and so Travis "won" the fight. Travis is ice cold.
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# ? Dec 16, 2015 21:16 |
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I honestly wouldn't mind it so much if a) it wasn't a late-game armor tier without the stats of late-game armor, and b) it clashes jarringly with any armor type you try to mix it with.
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# ? Dec 16, 2015 21:17 |
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Deified Data posted:I honestly wouldn't mind it so much if a) it wasn't a late-game armor tier without the stats of late-game armor, and b) it clashes jarringly with any armor type you try to mix it with. Regardless of stats, institute armor is simply too ugly to wear. I get that they wanted to make all the armors distinct from each other, but the institute armor looks bafflingly bad and nonsensical.
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# ? Dec 16, 2015 21:22 |
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Deified Data posted:Wondering why combat-model synths would need armor at all, really. Why not just build them that way? Economies of scale. Base chassis for all synths are the same to spread out the cost of design, tooling and production. Then they can add or change modules as they see fit for synths with different roles. It also makes repairs easier.
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# ? Dec 16, 2015 21:27 |
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JackBadass posted:I don't think not appeasing one sperg on the internet constitutes "dropping the ball". The Synth set is the dumbest looking gear in the entire game and it could have been so, so much more.
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# ? Dec 16, 2015 21:28 |
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Institute armor looks like it's made from PVC tubing and washroom accessories. It's bad. Heavy combat armor isn't all that good either. Makes you look like a plus sized model wrapped in a furnace.
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# ? Dec 16, 2015 21:29 |
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Can someone repost the trick to spawn a circuit breaker or whatever for silent 100 power?
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# ? Dec 16, 2015 21:35 |
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Anime Schoolgirl posted:I think the intention is that you're actually stripping the armor plates off of combat synths instead of them having to wear them That would be interesting but you see synths in the institute wearing full synth armor gear when you go kill them all.
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# ? Dec 16, 2015 21:36 |
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jump, open console player.placeatme cff77
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# ? Dec 16, 2015 21:36 |
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Anime Schoolgirl posted:jump, open console And whatever you do don't try that placeatme while IN workshop building mode, at best it'll break the workshop controls, at worst you won't be able to move again until you restart Fallout
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# ? Dec 16, 2015 21:38 |
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How do I move it? Edit: Oh, there we go. Workshop wouldnt acknowledge it until I connected it and powered it on. Thanks everyone! lament.cfg fucked around with this message at 21:49 on Dec 16, 2015 |
# ? Dec 16, 2015 21:42 |
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a worthy uhh posted:How do I move it? You need to attach something to it, then it magically becomes interactable. So just build a power conduit or something, run a wire from the conduit to the box, then the box becomes "real"
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# ? Dec 16, 2015 21:44 |
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So, I sorta figured out my problem with supplies but not at all. When I'm in Sanctuary, it says I have 8 people. I have like 20 food and 60 water and 87 defense and they are about 80 happy. When I leave Sanctuary and check it on my pipboy the game say I have 16 people, no food, water, or defenses and everyone starts to become less happy. How do I get the get to recognize the fact that I have food, water, and half as many people actually at my settlement? I think this is why I haven't been getting water while I've been playing. The game thinks I have 0 water when I'm not there. PS4 so I can't console command whatever errors away (or just give myself money to not think about it)
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# ? Dec 16, 2015 22:17 |
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BambooEarpick posted:So, I sorta figured out my problem with supplies but not at all. Delete all the pre-built tvs and jukeboxes, for some reason they cause that bug.
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# ? Dec 16, 2015 22:20 |
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RBA Starblade posted:Delete all the pre-built tvs and jukeboxes, for some reason they cause that bug. ugh really?
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# ? Dec 16, 2015 22:22 |
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rocketrobot posted:ugh really? Bethesda! e: Thinking about it, can you actually watch anything on the TV's?
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# ? Dec 16, 2015 22:24 |
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Mega64 posted:Bethesda! No, it's a static "please stand by" image. It raises happiness anyway.
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# ? Dec 16, 2015 22:25 |
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RBA Starblade posted:No, it's a static "please stand by" image. It raises happiness anyway. and then causes a tantrum spiral that results in you losing all your settlers
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# ? Dec 16, 2015 22:27 |
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RBA Starblade posted:No, it's a static "please stand by" image. It raises happiness anyway.
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# ? Dec 16, 2015 22:28 |
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Should be able to find some tv show holotapes you could put in at your settlements/one of the sundry broadcast centers
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# ? Dec 16, 2015 22:30 |
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I was hoping they'd at least air the S.P.E.C.I.A.L. videos. I hope some of the mods let you add your own videos for them.
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# ? Dec 16, 2015 22:31 |
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Azhais posted:and then causes a tantrum spiral that results in you losing all your settlers This is Fallout, not Dwarf Fortress.
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# ? Dec 16, 2015 22:36 |
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Mega64 posted:I was hoping they'd at least air the S.P.E.C.I.A.L. videos. This would be fantastic.
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# ? Dec 16, 2015 22:37 |
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# ? Jun 3, 2024 05:47 |
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RBA Starblade posted:Delete all the pre-built tvs and jukeboxes, for some reason they cause that bug. ...wat. I heard about the TV and jukebox thing but I didn't realize that even the ones you DIDN'T build were a part of that glitch. Thanks for the heads up. Man, this game has some weird glitches. I guess my biggest complaints on glitches would be in this order: 1. Being able to clip through a doorway somehow but not come back out. Like, there's some rubble in the room and I thought I'd go check to see if there was a container but nope. Just an empty spot. And now I can't make it out of the door even though when I'm crouching it looks like I have plenty of clearance on all sides. Spend 10 minutes trying to get out before having to reload a different save. 2. Seemingly randomly unrelated glitches like TVs affecting your settlement. Just really weird random stuff. Sometimes I will suddenly be able to pickpocket an invisible super mutant in a field of nothing and then he aggros if I do except he's way clear across the map but for a moment I could interact with him like he was next to me. Super weird and random. Or killing a Legendary just to have it not have a legendary item on it. C'mon! Ugh. 3. I never use companions because they always manage to blow my sneak and block off my exit. At least I can fix this one by just never taking anyone with me. I feel like I miss out on dialogue this way but hot having people go randomly charging into groups of enemies as I try to slink away to attack again is nice. But seriously, it's like Bethesda programmed the AI to be in your way as much as possible. Hey, you aiming at a Raider? Lemme pop up into your scope to look at you. *BANG* "Oh, I think we're not alone!"
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# ? Dec 16, 2015 22:38 |