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Radical 90s Wizard posted:Pretty sure there's a bunch of mods on nexus that do that exact thing, although I've never bothered with any of them so I can't say how well they work. Unfortunately Bethesda is going to be a little late getting the PS4 mods patch out. Probably well after I get bored with the game.
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# ? Jul 12, 2016 02:04 |
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# ? Jun 7, 2024 09:25 |
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Honestly, other than the crafting-expanding and settlement-expanding mods, there doesn't seem to be anything TRULY amazing out for FO4 yet, mod-wise.
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# ? Jul 12, 2016 02:10 |
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hup posted:Hold the pip boy button, it replaces that light. In addition, you can color code the headlamps and give them to settlers/companions so you can always find them in the dark! I don't know if this affects stealth mechanics, but it helped me keep track of everyone in the sprawl of Sanctuary.
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# ? Jul 12, 2016 04:10 |
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hxcorpse posted:In addition, you can color code the headlamps and give them to settlers/companions so you can always find them in the dark! I don't know if this affects stealth mechanics, but it helped me keep track of everyone in the sprawl of Sanctuary. Oh wow, that's awesome.
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# ? Jul 12, 2016 04:55 |
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Finally got back to Spectacle Island, and my experimentation with combining building elements grows apace. I do like these stairs a little bit better: Not-finished back side that will be used for residential and probably trading. Warehouse/abattoir on the right. Whimsically festooned in glass and aluminum. And your host, The Mechanist!
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# ? Jul 12, 2016 18:29 |
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Well, poo poo. I can't build scavenging benches at either the Mechanist's Lair or that bleak little concrete slab at Boston Airport - I was going to set up some robot sweatshops and just kick back and let the scrap flow in. Maybe Covenant will do - the last home of the defenders of humanity being turned into lifeless mechanisms stripping the pinnacle of man's work into bins of materials.
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# ? Jul 12, 2016 21:04 |
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So it really funny watching Bethesda show off the Vault Tec DLC on Twitch; they show off these decent size vaults, but are absolutely devoid of things inside because the vault has the same build limit as every other settlement.
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# ? Jul 12, 2016 21:40 |
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Nice. Clean furtniture. Now we can make settlements that look posh. OOOH hey, we also have a companion-finder ability with the new Personnel Management Terminals!
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# ? Jul 12, 2016 21:52 |
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The only interesting part of FH's main quest was when they domed DiMA and I rushed to loot his corpse while everyone was being all solemn and Ada said, "Make sure you don't leave anything useful behind.
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# ? Jul 12, 2016 22:43 |
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Is there any way to tell Minutemen settlements from non minutemen settlements?
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# ? Jul 13, 2016 14:17 |
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I've lost at the least 4 or 5 hours total on this character to crashes and glitch deaths. This game is just entirely too unstable to be considered a finished product.
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# ? Jul 13, 2016 15:40 |
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Sergeant_Crunch posted:I've lost at the least 4 or 5 hours total on this character to crashes and glitch deaths. This game is just entirely too unstable to be considered a finished product. Console? I've got like 400 hours in and could count on one hand how many crashes I've had on the PC. Most of those mod related
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# ? Jul 13, 2016 15:54 |
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Yep, PS4.
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# ? Jul 13, 2016 16:17 |
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Apoplexy posted:Honestly, other than the crafting-expanding and settlement-expanding mods, there doesn't seem to be anything TRULY amazing out for FO4 yet, mod-wise. There's a few great powerarmor/armor mods but yeah. I can't recommend cross cybernetics enough if you don't want to gently caress with full on powerarmor.
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# ? Jul 13, 2016 16:27 |
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Has anyone done a SPERG level redesign of the perk system yet? I think that nearly half the perks are either outright useless, boring, or unbalanced, so that would be what I'd most want. Unfortunately something like that seems like it'd never come to the PS4 mod market, assuming that the mod market ever even exists.
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# ? Jul 13, 2016 17:04 |
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As far as mods go, I've really been enjoying having multiple followers. I like it in general because "gently caress you I want a posse" but i hated in mechanist originally that i could only bring a robot to the final fight.
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# ? Jul 13, 2016 19:08 |
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It's not a complete overhaul but Perk Paths (goon made, goon approved!) shakes up the level progression a bit - it disperses some of the more vestigial perks (you can unlock craft stations through craft perks, etc) and does away with level requirements in favor of (obviously) perk branch paths and SPECIAL score requirements / prereq perks that get progressively more costly. So for example, say you have a sniper character and you want to punch holes in light cover. You unlock the "sharpshooter" path straight off the bat, locking yourself out of the "duelist" path that favors pistols. That choice in turn unlocks a couple of sniping-based perks. The first rank of the cover penetration perk has light requirements but the second rank that removes cover penalties entirely requires 10 AG. Let's say you then want to be sneaky so that you can get good vantage points. You unlock the "spook" path, preventing you from taking the "bruiser" path (tank-y combat and, unfortunately, strong back perks) in the future. Your first two ranks of sneak are pretty easy to get, but the third requires you to have two ranks in the ninja perk, the second of which requires 7 AG. It's like that.
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# ? Jul 13, 2016 19:27 |
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Basic Chunnel posted:It's not a complete overhaul but Perk Paths (goon made, goon approved!) shakes up the level progression a bit - it disperses some of the more vestigial perks (you can unlock craft stations through craft perks, etc) and does away with level requirements in favor of (obviously) perk branch paths and SPECIAL score requirements / prereq perks that get progressively more costly. How tedious does this make navigating the perk system?
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# ? Jul 13, 2016 19:31 |
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It takes a bit of planning. But the game's designed to be playable by most any character so you won't exactly be screwed if you suddenly find out that it will be another 3 levels til you get the one you really want. I'm pretty sure the two exclusive branches I mentioned (duelist / sharpshooter and bruiser / spook) are the only ones of their kind, so you don't have to worry so much about that.
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# ? Jul 13, 2016 19:39 |
Fallout Shelter PC is out. Requires the bethesda launcher.
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# ? Jul 13, 2016 21:20 |
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Blech. I wanted to love Shelter but I hate games where you just build poo poo for no reason- aww gently caress but I love settlements!
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# ? Jul 14, 2016 02:01 |
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Inzombiac posted:Blech. I wanted to love Shelter but I hate games where you just build poo poo for no reason- aww gently caress but I love settlements! Heh, I'd say settlement stuff in Fallout 4 does have a point. The pleasure of aesthetics. (And farmers who make more junk for you.)
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# ? Jul 14, 2016 02:37 |
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Speedball posted:Heh, I'd say settlement stuff in Fallout 4 does have a point. The pleasure of aesthetics. (And farmers who make more junk for you.) I came around on settlements when I realized scavenger stations increased junk collection. You can get useful stuff through that. Anyone else love those?
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# ? Jul 14, 2016 02:38 |
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More junk so you can build more scavenger stations!
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# ? Jul 14, 2016 02:44 |
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pmchem posted:I came around on settlements when I realized scavenger stations increased junk collection. You can get useful stuff through that. Anyone else love those? In Vanilla the scavenger stations will stop producing junk when you have (IIRC) 100 pieces of any junk item, which includes components. So, for example, if you have 50 wood and 50 concrete in your workbench in Sanctuary then junk stations in Sanctuary won't produce anything at all.
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# ? Jul 14, 2016 02:48 |
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Seashell Salesman posted:In Vanilla the scavenger stations will stop producing junk when you have (IIRC) 100 pieces of any junk item, which includes components. So, for example, if you have 50 wood and 50 concrete in your workbench in Sanctuary then junk stations in Sanctuary won't produce anything at all. Sure, but there are many ways around that. For example: 1. Build a container next to the workbench and move/store junk there each visit. 2. Store all junk from all settlements in one central settlement. 3. Build a contraption like this guy: https://www.reddit.com/r/fo4/comments/4q4g6i/question_scavenging_stations_scrapping_materials/ to break down junk into crafting components, allowing continued scavenging (or do it yourself). 4. Grab it and sell it. Any of those options allow continued high rate scavenging at almost any settlement, perhaps limited by needing to visit them to continue production. But if you never visit anyway...
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# ? Jul 14, 2016 03:03 |
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pmchem posted:Sure, but there are many ways around that. For example: None of that seems like the fun kind of challenge to me. I just use a mod to remove the arbitrary limit.
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# ? Jul 14, 2016 03:52 |
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Surely I must be the only guy who, upon encountering Dunwich Borers for the first time, in a Survival Game and a good 90+ mins past the last save point, saw an ominous well of water and thought "I'll just take my tricked out power armor and see what's at the bottom!"
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# ? Jul 14, 2016 04:45 |
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Basic Chunnel posted:It's not a complete overhaul but Perk Paths (goon made, goon approved!) shakes up the level progression a bit - it disperses some of the more vestigial perks (you can unlock craft stations through craft perks, etc) and does away with level requirements in favor of (obviously) perk branch paths and SPECIAL score requirements / prereq perks that get progressively more costly. That seems pretty cool. Hopefully I get to play with it at some point. I actually mocked up a perk redesign for FO4 around when it came out, and it has some similar ideas, which is neat to see independently. I actually really ended up liking the move away from discrete skills (ala FO3), but I wish the perks had been better designed.
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# ? Jul 14, 2016 04:50 |
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Basic Chunnel posted:Surely I must be the only guy who, upon encountering Dunwich Borers for the first time, in a Survival Game and a good 90+ mins past the last save point, saw an ominous well of water and thought "I'll just take my tricked out power armor and see what's at the bottom!" I did it too! Hahahahaha. We are both morons! Thank goodness I at least had Aqua Boy at the time... Seashell Salesman posted:In Vanilla the scavenger stations will stop producing junk when you have (IIRC) 100 pieces of any junk item, which includes components. So, for example, if you have 50 wood and 50 concrete in your workbench in Sanctuary then junk stations in Sanctuary won't produce anything at all. It goes up for every settler population (by five per, but still) and I found out that the way to get more settlers in a settlement is to make sure none of them are unemployed, because with four or more unemployed settlers no more will come, so scavenging stations are still pretty handy, item cap or not. Besides I tend to build a shitload of stuff and that eats up a lot of the crafting materials, making room for more. You shouldn't have too many problems with too much stuff appearing in the workbench unless you're idling with like 20 settlers in all 24 settlements all farming junk. (which some people do...) EDIT: Also, whoever suggested giving mining hats to your settlers, that was brilliant. And a little spooky. I gave one each to the Longs and now I can see them coming in the dark many yards away. Speedball fucked around with this message at 05:02 on Jul 14, 2016 |
# ? Jul 14, 2016 04:57 |
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Speedball posted:I did it too! Hahahahaha. We are both morons! I don't think I have ever had a settlement after, like, the Concord Museum bit, that had less than 100 bits of junk in it.
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# ? Jul 14, 2016 05:11 |
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Seashell Salesman posted:I don't think I have ever had a settlement after, like, the Concord Museum bit, that had less than 100 bits of junk in it. If wood and steel counts, than I have more than 100 pieces of junk in my workbench before I leave Sanctuary.
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# ? Jul 14, 2016 05:19 |
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Basic Chunnel posted:Surely I must be the only guy who, upon encountering Dunwich Borers for the first time, in a Survival Game and a good 90+ mins past the last save point, saw an ominous well of water and thought "I'll just take my tricked out power armor and see what's at the bottom!" Oh yes did that. On my current playthrough I'm not using vats and the game became harder but also a lot more fun. I never thought about it. But besides for some sniping. I think I used vats for everything else. My style quickly went away from slow firing weapons and I started using weapons with a higher rate of fire. Weapons that were previously unimpressive with VATs. But automatic weapons are still pretty week end game and the 2 shot mod is almost required to not make fights tedious where you have to hold down enemies and feed them two and a half magazines in the face to kill them. I've been using these weapons: 2 shot fully automatic 10mm pistol: Perfectly balanced really. Does alright damage to most targets Explosive .44 (literal hand cannon) Hilarious on low level raiders were even a stray shot within a meter will dismember them. On high level super mutants the explosive shots stagger them well. Probably one of the most fun and balanced weapons I've had. (will cripple you if used at close ranges) 2 shot combat rifle Modded into a silenced SMB. Fairly balanced and fun. 2 shot .50 snipe rifle. Speaks for itself. I also have a Gatling laser modded for maximum speed and so DPS. On regular enemies its fun and balanced but higher level enemies quickly turn into bullet sponges and you end up having to fire 250 shots to kill a single high level synth/gunner commander.
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# ? Jul 14, 2016 06:14 |
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I built a manufactorum to produce .45 ammo to start off, but I couldn't find steel in my inventory, then I realize that steel from crafting was coming form junk I picked up. Guess i should find a shipment of steel to make ammo.
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# ? Jul 14, 2016 06:30 |
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It would be easier to just pick up all the tin cans and wrenches you find. It would be even easier to take all the cheap guns you loot from raiders and melt them down.
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# ? Jul 14, 2016 07:47 |
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Basic Chunnel posted:It would be easier to just pick up all the tin cans and wrenches you find. It would be even easier to take all the cheap guns you loot from raiders and melt them down. Melt all the cars and form supply lines.
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# ? Jul 14, 2016 08:32 |
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twistedmentat posted:I built a manufactorum to produce .45 ammo to start off, but I couldn't find steel in my inventory, then I realize that steel from crafting was coming form junk I picked up. Guess i should find a shipment of steel to make ammo. Assuming you don't know this, you can break down all the ruined houses and cars and such in sanctuary and get over 1000 steel.
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# ? Jul 14, 2016 08:33 |
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edit: a little more googling lead me to my issue, I think. 'We Are The Minutemen' mod adds a cooldown period for quests from him, I just missed that detail when browsing the mod page. graynull fucked around with this message at 13:57 on Jul 14, 2016 |
# ? Jul 14, 2016 13:50 |
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Orange Sunshine posted:Assuming you don't know this, you can break down all the ruined houses and cars and such in sanctuary and get over 1000 steel. Oh yea, I already denuded Sanctuary of everything scappable long ago.
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# ? Jul 14, 2016 18:38 |
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# ? Jun 7, 2024 09:25 |
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Inzombiac posted:Blech. I wanted to love Shelter but I hate games where you just build poo poo for no reason- aww gently caress but I love settlements! Yeah Shelter was fun for about a week, then you reach the point where you realize everything you built up to that point was to balance your Vault's resource consumption, and once you've done that with the low-tier resource rooms the only thing left to build are...more advanced resource rooms.
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# ? Jul 14, 2016 18:45 |