• fallout series v whatever 76
    999 replies, posted
The minutemen questline would be twelve minutes long.
I love Vault 88 as it's just badly design. The spaces don't connect easily without overly long drawn out corridors that distractedly lose the feel of "Vault" Enemies have a multitude of doors to enter from and often just spawn straight in the center of town. Edit: I have super mutants and gunners that spawn within the wall of my shops which then get killed by the vault tec salesman. I do wonder if the spawn points are the testing verisons as some settelments have enemies spawn in trees.
You know what settlement attacks remind me of? Your planets being attacked in Spore. It's a big annoyance and forces you out of whatever the fuck you're doing, your shit can easily defend itself but you HAVE to be there or they're fucked.
Realistically. Vault 88. It should of been a large open space that's a single cavern. Then a large pit in the center that dives down to a water soruce with stairs and the queen more mirelurks. Broken up by large walls of rock that needs to be cleared to reach each workshop and increase it's build limit. That when cleared completely is just a single massive space, not several. Then with secondary entrances that have doors similar to the vault door with an event that prevents enemies from spawning and attacking from that side if closed. I'd imagine it would look something like this? https://i.imgur.com/H1SKiYX.png
Tfw the Enclave is on par with the real American government in terms of evilness.
congratulation you just summed up FO4 using the least amount of words possible but really tho settlement attacks, much like everything else in FO4, had an incredible amount of potential but they squandered the opportunity. They could have had specific, named raider groups target specific settlements that reached a certain size and population, with increased assaults the longer they existed. The only way to get them to fuck off would be to find their base and kill em all. but no, we got this incredibly half-assed "feature" that hardly works the way its intended
Oh what mod lets settlements auto defend?
I don't quite remember the name and can't really look for it cause I'm mobile ATM but I think it was something "settlement auto-defense". I don't even really remember how I found it but I think I was searching Nexus for "settlement and it was in there somewhere.
Settlements can always defend themselves. I usually outfit them with a ton of defenses anyway so I never have to worry about it but last time Starlight got attacked it eventually said "Starlight managed to defend itself" or something among those lines.
Nevermind, found it BS Defence at Fallout 4 Nexus
https://www.nexusmods.com/fallout4/mods/32591 Whenever you kill the last opponent, a slow-mo effect will play (75% chance) for some cinematic badass moments. Keep in mind that this does not reflect how the feature will be in the complete Fallout 4: New Vegas release. The F4NV release might get tweaked. Don't use this mod and F4NV at the same time (when it gets released).
I've never honestly had an issue with the settlement attacks. I think I've only ever lost control of a settlement once to them, usually it either defends itself or the settlement takes damage and I move on. I remember one time in my BoS playthrough that I befriended Covenant, then I went to defend it. One of the attacking raiders had a missile launcher, blew up the town and I lost my allied state with Covenant and somehow the Covenant town reverted back to before I'd discovered the Compound without reverting the quest.
What is AWKCR for? I've always kinda avoided it.
Adds crafting workbenches for other mods to use. It's basically a standardized API for mods to work around when they don't want to just dump the contents in the game world or make you craft it via the chemistry station.
It started out as just being for keywords to help with the dynamic naming for mods like Valdacil's Item Sorting, along with adding workbenches so everything doesn't have to be crafted on the Chemistry/Cooking Stations, but it's turned into a bloated, buggy mess that's just going to get worse in future updates. I made a cut down version that removes a lot of the junk, mainly removing the need for the BA2 files (unless you use my CustomWorkbenches plugin) and the broken PA changes. It also includes support for the CC skins, a few fixes, and it carries over most of the UFO4P changes, meaning it also requires that. When a new version of AWKCR and AE eventually come out, I'll release plugins that do the same sort of thing again.
Will be disappointed if the Country Roads cover wasn't of the whole song.
The defense rating for settlements is just broke anyway, it often contradicts itself and often times the 'threats' are like a pack of ferals which shouldn't be an issue but they just have to have those stupid blighted glowing ones which are supposed to be fucking rare.
I know I get settlements attacked all the time without any mods that should affect that, but I typically let them defend themselves. At some point, they did patch in the ability for successfully defend themselves without your being there, but there's a problem. Y'see, your defense total, which the game uses to decide if they successfully defend or not is capped. So after a certain point, it doesn't matter how many rocket turrets you add, you still have a flat percentage chance of your settlers losing and your settlement taking damage. BS Defence posted above does fix this though.
raids are inevitable. there's like a hard set raid per week. it just happens sooner with less defense. if the settlement system was created and stayed half assed like the doc of BGS implies, that means that most likely the raid system was barely even tested.
I had a raider attack on the slog the other week that actually worked how it should have, raider attacked from three different directions, all outside of the walls, defenders ran to watchtowers instead of running at walls or running outside of the fortifications- raiders had like 4 sets of power armour. Then the frame-rate dropped to like five frames per second while I was tracking down the last enemy.. But frame-rate drops aside, the Slog is a good plot if you want attacks that actually work (most of the time)
You can also try installing Get Off My Buildzone to make settlement attackers spawn, well, outside the settlements.
Well, the settlement system was finalized at pretty much the last second, so I'm not too surprised it has lots of problems. The question is, will all these kinks have been worked out for Fallout 76?
That's part of the reason I got so bummed out about the "it's literally rust!!!11" free for all pvp direction they took Fallout 76. While I fully expected something similar to what we ended up with when those comments about RPG fans being disappointed first came out- I was also really hoping I'd be wrong and that fallout 76 would be centred around the settlement system, but this time it would be co-op, actually polished, fleshed out, and in a setting where building little scrapyard forts actually made sense. I'd imagine any kinks they did end up ironing out will be replaced by a host of new ones inherent to the new multiplayer focus.
I've moved my first steps into Fallout 4 again and I've already discovered a gamebreaker unknown to me till today: the Idiot Savant perk. Simply put, if you set your INT to 1 and your LCK to average/high values, then every quest you clear have a chance to award you fuckloads of experience (triple the amount you'd get under normal circumstances) and, after the upgrades, everything you do period. If you have the time and/or will to do so, you can even do some save files scumming and clear quests and actions repeatedly till the bonus triggers. Unlike in New Vegas, setting your INT to very low values doesn't make your character interact with NPCs like a dumbass, so the only price you are going to pay is forgoing hacking. I found the perk hylarious because in Fallout 4 INT's main purpose, again aside from hacking increasingly difficult terminals, is to increase your exp gain, but I have the feeling Idiot Savant is far more effective at it
Actually the way Idiot Savant works means the way to get the most XP is to have 10 Int. You'll get fewer procs but they'll be worth much more than with low intelligence. Basically having an Int of 8 or higher is better than low Int, but below that the lower your Int the better because frequent minor procs is better than infrequent middling procs. Also you're like 2 and a half years late.
I would be amazed if the settlement system had been further refined in any way for Fallout 76. The only major changes I can see it receiving is a more expansive list of resources to craft the real good stuff that actually has an effect on gameplay, and the complete and utter lack of the settler mechanic. they utterly failed to incorporate the settlement mechanic into a singleplayer experience into any meaningful way so i would be amazed if they juggled that in a multiplayer setting. settlements in 76 are going to be resource farms and giant, physical monuments to shitposting. expect to see trumps border wall and neon signs with shit like "no niggers allowed" everywhere
Idiot Savant is a perk worth taking no matter what your INT is. The chance of it triggering is lower on higher INT values but when it does, you get the bonus EXP from INT multiplied too. If you have no qualms sitting there reloading a save you can make it trigger for every single quest completion, or at least for the really big quests.
Great in theory but a similar effect can be achieved without decimating the amount of actually fleshed out settlements, and without mandating the player grind for hours in order to construct their numerous homes. I know I'm sounding so dang negative about the settlement system but in truth its only because it was one of the bigger let downs in Fallout 4 for me. To anyone who tries to say I'm averse to experimentation in Fallout, I was so keen for the settlement system when it was announced. I thought it was going to be integral to the core theme of the game, and have an amazing reflection in gameplay. I did end up spending the most of my time playing Fallout 4 in the settlement system. It just ended up feeling like thoroughly wasted time, even when I considered that I was playing a video game. It invokes feelings of minecraft and other indie survival builders instead of any mechanic that ties into the overall theme of Fallout.
https://www.youtube.com/watch?v=PK818GBt5rQ
it was calculated that at roughly 13+ INT idiot savant becomes "useless", but if you were to somehow get your base INT higher than that, I think you don't really need the XP anyway.
Sorry, you need to Log In to post a reply to this thread.