Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
[QUOTE=ElectricSquid;49531341]Why the hell is Refreshing Beverage a thing, or at least a thing that's so easily attainable? It means addiction and rads are basically not a concern in the slightest.[/QUOTE]
Handicaps against the player are virtually not allowed since apparently that makes the player "have a bad time", at least that's the only conclusion I've come to.
[QUOTE=myng;49531644]Apparently there's no list for fallout 4's addictive substances. ...[/QUOTE]
But there is? [url]http://fallout.wikia.com/wiki/Fallout_4_consumables[/url] There's even an "addiction" tab to sort by.
[editline]14th January 2016[/editline]
[QUOTE=Everything;49533255]... some nuka bottles are smaller than others?[/QUOTE]
Depends on where you picked it up, the designers that were doing all the placing items and whatnot, sometimes change the size of an item to match what they're doing. That's best seen with the teddybear diorama's you see everywhere.
I don't see the problem with refreshing beverage. As far as I know it's only craftable so you can just never have it exist if you don't want it in your playthrough.
[QUOTE=ubersoldier;49533349]Depends on where you picked it up, the designers that were doing all the placing items and whatnot, sometimes change the size of an item to match what they're doing. That's best seen with the teddybear diorama's you see everywhere.[/QUOTE]
Maybe the smaller ones are designed to fit in the nuka vending machines? I know I've found at least a couple quantums in those, and I happen to have two bottles of quantum that are smaller than the rest which I found laying around.
Oblivion and Skyrim had the same thing, you would occasionally find things like abnormally huge crystal balls or really tiny wine bottles
[QUOTE=Snood_1990;49531639][t]http://images.akamai.steamusercontent.com/ugc/368534256074828015/CCBC3C224CBF0C654EA697183DB7DFA908CA9F07/[/t]
Level fourty-something and I finally found Quincy [i]and[/i] a ripper whilst I was there. That thing is tiny.[/QUOTE]
Is Quincy the only place you can find Rippers? The only time I've ever found one was there.
[QUOTE=The_J_Hat;49533495]Is Quincy the only place you can find Rippers? The only time I've ever found one was there.[/QUOTE]
grunt leveled gunners use it at higher levels
[QUOTE=The_J_Hat;49533495]Is Quincy the only place you can find Rippers? The only time I've ever found one was there.[/QUOTE]
I found one on a table at West Everett Estates. Area was crawling with Super Mutants and Mutant Hounds.
[media]http://imgur.com/a/FMRe1[/media]
People live in Sanctuary, honest. :v:
So I managed to jetpack up to the top of the Mass Fusion building from the outside. Upon arriving up top, the synth teleport gfx would start, and the Mass Fusion mission would begin.
Sequence-breaking ahoy. Tempted to try this after I finish the main story for the Minutemen.
[QUOTE=Aaron0000;49534146]So I managed to jetpack up to the top of the Mass Fusion building from the outside. Upon arriving up top, the synth teleport gfx would start, and the Mass Fusion mission would begin.
Sequence-breaking ahoy. Tempted to try this after I finish the main story for the Minutemen.[/QUOTE]
[sp]But whose side were you on when the mission started? Brotherhood?[/sp]
[QUOTE=Snood_1990;49531639][t]http://images.akamai.steamusercontent.com/ugc/368534256074828015/CCBC3C224CBF0C654EA697183DB7DFA908CA9F07/[/t]
Level fourty-something and I finally found Quincy [i]and[/i] a ripper whilst I was there. That thing is tiny.[/QUOTE]
An actual chainsaw is desperately needed
[QUOTE=Conro101;49534177][sp]But whose side were you on when the mission started? Brotherhood?[/sp][/QUOTE]
Nuclear Option's started for the Minutemen.
[QUOTE=Aaron0000;49534367]Mass Fusion's started for the Minutemen.[/QUOTE]
Is there a way to get a jetpack very early? If so we may have finally found the 30-minute route we were looking for.
Jesus christ, hundreds of hours into the game and still, right from day 1, literally every time I equip a molotov cocktail, in my head I hear the GTA 2 narrator/announcer yell "MOLOTOV COCKTAILS!"
It's just getting maddening now :worried:
[QUOTE=Everything;49534428]Is there a way to get a jetpack very early? If so we may have finally found the 30-minute route we were looking for.[/QUOTE]
I think you'd need you do some Idiot Savant grinding for that, since you need Level 41 to get Level 4 Armorer and Science.
Actually, if there's a model nearby that you can propsurf (engine block and a couple others work), you could get up top at level 1, in theory.
sucks that there isn't any way to just build planks and regular plywood pieces to barricade windows or door ways. i'd kill for some protection that doesn't look like ass to cover any settlement prefab that has windows open everywhere (ie taffington boathouse)
I finally discovered a legendary pipe rifle.
After endless amounts of legendary armor pieces that I don't need.
I wish legendary weapons and armor would at least level appropriately from the bottom up. Sick of finding leather garbage and pipe pistols.
[QUOTE=TheRealRudy;49535612]a please no for the love of god don't introduce anything scaled, systems like those suck[/QUOTE]
literally everything else is already scaled
[QUOTE=Vodkavia;49535877]Hand placed loot > random/scaling dissapointment[/QUOTE]
Oh yes, I'm sick of those safes with guaranteed pipe/10mm pistol, about 3 types of ammo, pre- war money, and a piece of silver junk. Everytime.
[QUOTE=Everything;49533424]Maybe the smaller ones are designed to fit in the nuka vending machines? I know I've found at least a couple quantums in those, and I happen to have two bottles of quantum that are smaller than the rest which I found laying around.[/QUOTE]
It's to have variety, and match the fact that there's different sized soda bottles.
[QUOTE=Owlet;49535943]Oh yes, I'm sick of those safes with guaranteed pipe/10mm pistol, about 3 types of ammo, pre- war money, and a piece of silver junk. Everytime.[/QUOTE]
I dunno, i like knowing there will always be low quality weapon/scrap/money that can be taken and sold without caring.
all I see is when i open one of those standard chests is:
[del]Gun[/del] 36 caps
[del]Meds[/del] 50 caps
[del]Scrap[/del] 12 caps
[del]Junk[/del] 5 caps
[QUOTE=Max;49531528]It's also the fastest healing item in Survival, and don't need an animation like stimpacks.
Basically your go-to "oh fuck im about to die" healing item. Just give it a hotkey and spam the button[/QUOTE]
Meh, foods should have a forced eating animation like with Skyrim's "HC" Frostfall survival mod imo!
[editline]15th January 2016[/editline]
Also is there anyone here who.....
Does not steal anything, and does not use drugs? For fun. I do sell drugs though (and some foods)
I mean, if someone was the "Savior of Wasteland" or w/e., it would be immersion breaking to do that kinda stuff. (I did however steal a single Nuka Cola for the thirsty guy at DC.)
[editline]15th January 2016[/editline]
Yes, these type of gameplay-decisions are what matters to me.
I take everything that I can carry and use all drugs
[QUOTE=_Maverick_;49535984]I dunno, i like knowing there will always be low quality weapon/scrap/money that can be taken and sold without caring.
all I see is when i open one of those standard chests is:
[del]Gun[/del] 36 caps
[del]Meds[/del] 50 caps
[del]Scrap[/del] 12 caps
[del]Junk[/del] 5 caps[/QUOTE]
i dunno, stuff like that kinda takes me out of the experience. from a mechanical standpoint it works pretty well, but as far as playing the game goes it just makes it feel less like im looting the items off my fallen foes or rummaging around their base and more like im opening obligatory goodie bag rewards for defeating all the bad guys
i mean fallout's always kinda had this problem in the bethbyro games (especially with every iteration of any hitsquad pretty much turning into a free 2000 or so caps) but it'd still be nice to see some variation in enemy loot that isn't so damn predictable
[QUOTE=TheRealRudy;49536176]looking at the op right now, that new f4 description sounds silly;
"Fallout 4 takes place in the year 2287, ten years after the events of Fallout 3 and 210 [B]years after a Third World War over natural resources that ended in a nuclear holocaust in 2077. The setting is a post-apocalyptic retro-future[/B]"
that is litterly the description of every fallout game so far, it's not needed to tell again about the great war nor that it's retrofuturistic post-apocalyptic, especially since that's already covered in the first part of the op.
also it's not called the third world war, but the resources wars. Not many countries were waging war against each other, it was mainly china against america where most of the blood was shed, and mainly not even in those countries themselves because most were just living the "american dream" while shit went down behind the curtains. then ofcourse it all ended in the great war we all know and love.
i'd recommend going a bit more in depth about the "conflict" that plagues the commonwealth, with the institute and all that jazz[/QUOTE]
Not everyone who played Fallout 4 has played every other game bro, treat it like a disclaimer, you might already know it but not everybody else does.
[QUOTE=Bat-shit;49536136]
Also is there anyone here who.....
Does not steal anything, and does not use drugs? For fun. I do sell drugs though (and some foods)
I mean, if someone was the "Savior of Wasteland" or w/e., it would be immersion breaking to do that kinda stuff. (I did however steal a single Nuka Cola for the thirsty guy at DC.)
[editline]15th January 2016[/editline]
Yes, these type of gameplay-decisions are what matters to me.[/QUOTE]
I often do runs like that, but that's only because i can't be arsed to put points in sneaking (F3/NV) and I play with project Nevada (which features bullet time) so i never feel the need to take buffout, jet, etc
the only meds i ever actually take are stimpacks, (obviously) hydra, (in NV) and those mentats
any more than that and it just becomes a hassle trying to keep track of everything you need to take.
however, I do have one rule when playing fallout/skyrim that i must be addicted to at least one thing, it makes it more interesting
[QUOTE=TheRealRudy;49536231]i said it doesn't need to be covered again in fallout 4's description because "that's already covered in the first part of the op." why waste the text when you can talk about fallout 4's events instead. also, they should watch fallout 1's intro if they want to be up speed on pre-war events without spoilers or reading text lol.[/QUOTE]
It might be covered in the first part but it's a copy and paste bro, come on, there's fuck all to say about the events of Fallout 4 without spoiling the start of the game, I didn't know shit about [sp]Shaun getting nicked[/sp] so why spoil it in the OP for others who are the same.
another update came out, 1.35
but it's beta. so who knows what it could contain?
[editline]15th January 2016[/editline]
New ambient occlusion setting, HBAO+
New weapon debris effects (NVIDIA cards only)
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
Gameplay Fixes
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 [sp]Curie after the transformation [/sp]
Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked
Quest Fixes
[sp]
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
[/sp]
Workshop Fixes
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
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