[QUOTE=ElectricSquid;49648011]That kind of stuff annoys me particularly because it could be solved (I think) fairly easily; just give items a pre-war or post-war flag and set randomized spawn containers to have a boolean that checks for the flags or something. (I don't know, I can barely remember my programming class, but it sounds simple). Pre-war safes, footlockers, loot stashes, etc. wouldn't contain post-war flagged items like brahmin meat or pipe weapons or Jet, but post-war flagged containers could contain pre-war flagged items.[/QUOTE]
Even simpler, just modifying the existing container lists for those containers to include lore-friendly pre-war and post-war items would fix the problem without having to add anything new.
[QUOTE=ElusiveBadger;49650627]Even simpler, just modifying the existing container lists for those containers to include lore-friendly pre-war and post-war items would fix the problem without having to add anything new.[/QUOTE]
Yeah, that's pretty much what the [url=http://www.nexusmods.com/fallout4/mods/3306/?]Pre War Safes[/url] mod does. I doubt that it covers all of the containers that should only have pre-war items (as it's hard to find all of those with FO4Edit), but it does a good job of removing Pipe weapons and such from a lot of them.
Did anybody else get an update about an hour ago?
[quote="Steam"]Fallout 4 1.3 Update - February 1, 2016
[B]New Features[/B]
New ambient occlusion setting, HBAO+ (PC)
New weapon debris effects (PC NVIDIA cards)
Added status menu for settlers in your settlements
Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
Improved "ESDF" keys remapping support while in Workshop mode (PC)
[B]Gameplay Fixes
[/B]General memory and stability improvements
Improved performance when looking through a scope
Fixed issue where player could warp to a different location when aiming
Companions can no longer get stuck with radiation poisoning
Fixed an issue where Vault 81 residents would not dismember correctly
Big Leagues perk now displays calculated damage correctly
Fixed issue with third person camera not displaying properly after exiting certain crafting stations
Fixed an issue where subtitles would occasionally not update properly
Effects will properly be removed on companions when items are unequipped
MacReady’s Killshot perk now calculates headshot percentages properly
Fixed an issue with NPCs getting stuck in Power Armor
Fixed a rare issue with companions getting stuck in down state
Second rank of Aquaboy now calculates properly
Fixed an issue with resistance not always lowering the damage correctly when added by mods
Enabled number of characters available when renaming an item (XB1)
Fixed issue with player becoming dismembered while still alive
Robotics expert is now usable in combat
Stimpaks can now be used on Curie after the transformation
Playing a holotape found in wilderness while switching point of view no
longer causes the screen to blur or controls to be locked
[B]Quest Fixes[/B]
Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
Fixed an issue where invulnerable characters would get stuck in combat
Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
Fixed an issue where killing a caravan would leave a quest open
Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
Fixed an issue where the player could get stuck exiting the cryopod
Fixed an issue where the player could no longer get Preston as a companion
In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
Fixed an issue with Minutemen quests repeating improperly
Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
In "Confidence Man," Bull and Gouger can now be killed
During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
Fixed an issue with "Tactical Thinking" where leaving dialogue early with
Captain Kells to reprogram P.A.M. could cause quest to not completely properly
[B]Workshop Fixes[/B]
Fixed a bug that would cause settler counts to appear incorrectly
Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
Improvements to snapping pieces together while in Workshop mode
Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
Player can now build workbenches in their Diamond City house
Building wires no longer uses up copper
Fixed issue with certain settlement attacks not generating properly
Fixed an issue with settlement happiness calculations
Settlers assigned to weapons stand will now stand next to it
Diamond City house now shows provided power
Repairing items will now correctly consume resources
Fixed an issue where companion would ignore commands at workshop locations
Fixed an issue with crops appearing destroyed after saving and reloading[/quote]
I've checked back a few pages and haven't seen this.
I think that was the beta patch. Sounds like they are releasing it the main game now.
Did the patch fixed crash and perfomance related issues? or its still the same?
[QUOTE=Jamsponge;49651132]Did anybody else get an update about an hour ago?
I've checked back a few pages and haven't seen this.[/QUOTE]
welp, time to break out the broom and dustpan to clean up all my broken mods
[sp]though tbh i installed the beta patch a few days ago and the only mod I noticed was broken was Spring Cleaning[/sp]
I just noticed you can bang on the door of your cryo pod at the start of the game by mashing the use key.
[QUOTE=optimussentinel;49650066]I've had pretty much no issues whatsoever on Bone with framerate, aside from in Boston itself, obviously.[/QUOTE]
The FR on the Bone is not "issue-less", makes me wonder honestly how in the hell Beth thinks graphics mods on the Bone are going to be a thing when their own answer to dips "remove all shadows".
Dogmeat duplication exploit was silently removed, so no more "you're special" super-characters :v:
I sorta liked doing a semi-exploit type of deal where I get myself to a 10 stat through legit means, then dupe and bobblehead myself up to like 13-15 char/str/int for uber passive abilities like larger passive XP gains or enhanced melee damage, made no sense but there's something weirdly satisfying about exploiting it.
[t]http://images.akamai.steamusercontent.com/ugc/368535631809758105/DBDB3E2DD511BD234FA80A472518AA2F594E3674/[/t]
It happened!
[QUOTE=Ganerumo;49651529]I just noticed you can bang on the door of your cryo pod at the start of the game by mashing the use key.[/QUOTE]
Only just?
[QUOTE=_Maverick_;49649121][url=http://www.nexusmods.com/newvegas/mods/49042/?]yes, humvees.[/url]
[t]http://staticdelivery.nexusmods.com/mods/130/images/54699-1-1389914600.jpg[/t]
[t]http://staticdelivery.nexusmods.com/mods/130/images/49042-2-1358928789.jpg[/t]
[t]http://staticdelivery.nexusmods.com/mods/130/images/54699-1-1396880780.jpg[/t]
[t]http://staticdelivery.nexusmods.com/mods/130/images/54699-1-1389421692.jpg[/t]
lots of fun[/QUOTE]
wow xre has made a lot of progress since it premiered with barely drivable bouncy cars
[QUOTE=Snood_1990;49652046][t]http://images.akamai.steamusercontent.com/ugc/368535631809758105/DBDB3E2DD511BD234FA80A472518AA2F594E3674/[/t]
It happened![/QUOTE]
The amount of Diarrhea that will be caused by that slice of pie would be legendary.
Looks like I'm going to have to go through my mods deactivating them one by one to see which is causing my CTDs now since the update...
[QUOTE=Pvt. Martin;49652340]The amount of Diarrhea that will be caused by that slice of pie would be legendary.[/QUOTE]
Since it says it's Preserved, I doubt it.
Damn, the whole Kellog encounter just sucks all the motivation for me to play the main story. It's such a fucking weak ass encounter. He doesn't even act surprise that [sp] the guy who's wife he murdered 50 something years ago is there to kill him. [/sp]
I can't take my Fallout 4 out of beta, because they removed the option from the drop down :v:
There is nothing to unselect.
I think it's somewhat implied that he sort of has an understanding with you given that he experienced a similar thing with his family.
He's actually one of the more interesting and complicated characters in the game, [sp]it's a shame they give you absolutely no options but to kill him.[/sp]
[sp]it's especially stupid because he apparently knows that father is trying to get him killed, so you'd think he could be persuaded to betray their secrets if you work something out with him[/sp]
[QUOTE=BusterBluth;49652770]Damn, the whole Kellog encounter just sucks all the motivation for me to play the main story. It's such a fucking weak ass encounter. He doesn't even act surprise that [sp] the guy who's wife he murdered 50 something years ago is there to kill him. [/sp][/QUOTE]
In my mind it suggests that, that particular encounter has stayed with him, possibly being the first time he second-guessed the Institute, although I'm probably giving Bethesda too much credit again
[QUOTE=Tuskin;49652787]I can't take my Fallout 4 out of beta, because they removed the option from the drop down :v:
There is nothing to unselect.[/QUOTE]
I had the same thing and I think verify integrity fixed it
[QUOTE=Pvt. Martin;49652340]The amount of Diarrhea that will be caused by that slice of pie would be legendary.[/QUOTE]
Legendary Diarrhea would be more valuable than whatever I find on Legendary Glowing Alpha Deathclaws at this point
[QUOTE=LolzMan1325;49653125]Legendary Diarrhea would be more valuable than whatever I find on Legendary Glowing Alpha Deathclaws at this point[/QUOTE]
I love how badly implemented the legendary system really is.
You kill a legendary Glowing Alpha Deathclaw and get shit all, you kill a legendary radroach and get a fucking two shot fatman or any other OP legendary weapon.
[QUOTE=jonu67;49653251]I love how badly implemented the legendary system really is.
You kill a legendary Glowing Alpha Deathclaw and get shit all, you kill a legendary radroach and get a fucking two shot fatman or any other OP legendary weapon.[/QUOTE]
Or you get something infuriating like a ghoulslayer gamma gun.
[QUOTE=Pvt. Martin;49652340]The amount of Diarrhea that will be caused by that slice of pie would be legendary.[/QUOTE]
crippling