Fallout 4

I enjoy all the quirky quests, DLC, and mix of settlement building and action (except that stupid ass Far Harbor memory puzzle.) My only wishes would be for more / varied enemies and some uber bosses you could come across. There comes a point when your gear and weapons make deathclaws and mirelurk queens no challenge anymore.
 
I enjoy all the quirky quests, DLC, and mix of settlement building and action (except that stupid ass Far Harbor memory puzzle.) My only wishes would be for more / varied enemies and some uber bosses you could come across. There comes a point when your gear and weapons make deathclaws and mirelurk queens no challenge anymore.

Same here.

I still feel like they moved on too soon from this. Another Far Harbor caliber DLC to sign off on easily could have been done and IMHO should have been.


It's up to the modders now.
 
Guess my game is modded to point were the settlement building in Nuka World wasn't there as I didn't have to build anything to finish the quests.... o_O
 
Fixed the issue with missing buildings around Goodneighbor. Basically re-installed (removed, deleted, installed) No more disappearing act mod and Voila! buildings returned. :)
 
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Actually, I feel I am the odd one out (with exception to AceGoober) in that one of the aspects I did like about FO4 was town building, since it directly fed my obsession of item hoarding, the settlements are simply an automated process.

Is 500 fusion cores enough to get me through the game? Probably. Is it enough for me? Hell no!

My only gripe about FO4 core game is the settlement bug that decreased its happiness out of the blue, especially visible in Sanctuary, I have no idea if they fixed it yet, since I stopped playing the game when I was down to 1 970, won't be playing the game until I get a better GPU, so NV is my FO fix ATM.

That, and the way Bethesda took BoS on its head and now I actually hate that entire faction, more so than even Enclave or Legion.

I haven't played enough of the game to make up my mind about the Institute, but FO4 is on my backburner until I upgrade my GPU.

Also, I felt that, with the current implementation of perks, it feels more like they took perks out of the game and changed skills into perks, than taking skills out of the game. A lot of perks overlap with the original functions of skills, and a lot of perks could do with some MAJOR overhaul (EG the entire endurance perk line. When your ballistic weave can grant you several hundred Damage and radiation resist (plus whatever armor you wear), power armor granting you thousands, +50 resist just doesn't do a whole lot). A lot of the stat 10 and highest rank perks also needs some work (allowing re-hacking/re-lockpicking are both the most useless perks relating to those two activities, since saving right before you hack/lockpick pretty much negates the utility of the perk. So in a way, FO4 took out a lot of what was useful (better criticals for example, or faster sneaking speed), and kept a lot of what's useless or made a lot of usefuls into useless.
 
I cannot say enough good things about Subway Runner mod. As someone who loves running through tunnels, Subway Runner brings back the subways that were present in Fallout 3 and expands upon the idea greatly. Tunnels are fully navmeshed and companion friendly. Enemies respawn based on vanilla spawn rates and their are a good number of enemies per section.

Highly recommended. I give it my Great Goober's Pick award. :D
 
If I could contribute to LOOT, I would. Seems like they are falling way behind given the amount of mods they have too deal with for each game they support. LOOT still puts Scrap Everything in the middle of the sorting order, not at the end just above Scrap Dead things. There are also graphics glitches which occur after running LOOT. For instance, at Warwick Homestead, the doors to the main living quarters are open but there is an errant texture covering the opening preventing from peering inside. I can walk through the graphics glitch but that isn't really the point I'm making.

Glad I know where many mods go otherwise my game would be basically unplayable. :)
 
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I decided to go the lazy method and got a bunch of mods off the "mod option" in-game instead of Nexus. To my surprise (after a few weeks' worth of playing with them), they have been quite stable.
Some highlights include:

  • Subway Runner -- Fallout 3 subway run experience is back (as per AceGoober's mini-review above)
  • See-Through Scopes -- practically a necessity compared with the primitive scopes in the core game (seriously, in the 50s and 60s NATO/Warsaw Pact already had better scopes)
  • Tales From The Commonwealth -- really extends the game out the way it should've been (much improved dialogue amongst your new companions, especially in different locations in the game. Bethesda, are you paying attention?)
  • Modern Firearms (Tactical Edition) -- a big step in the right direction (I really liked the vast amount of weaponry, and the gun-based customization [instead of tatos/screws/steel/adhesive], and the logical step would be bringing in the weapons from the previous Fallout games and incorporating them in; the modders were apparently taking their firearm damage cues from the Stalker mod community)
  • Atomic Radio -- despite a few anachronistic missteps, very fun and hilarious, and MUCH more enjoyable to listen to than the limited, tedious options on Diamond City Radio (DC Radio is great for the first 16 hrs or so of play; then, it just wears on you)
  • Kerberos Panzer Armor/NCR Veteran Ranger Armor -- provides very viable alternatives to low-end, and even middle-end, power armor (Modern Firearms' modernized armor options tend to beat these mods simply in terms of flexibility later on, though)
 
Well, started 'playing' FO4 again, 'playing' here being a loose word, assuming you count trying to get mods to work properly as 'playing'.

I left FO4 before Far Harbour came out, coming back now, and went on a modding binge. Doubled the number of mods to about 70 (very newbiesh) over the weekend, which I learned that it's best to start a game unmodded first, then activate your mods just at the section before you leave Vault 111, not only you get to skip all of the intro, some mods could strangely conflict into CTD's if activated from the very beginning for some reason, kept having the 'Structures' section missing or weird Repairable sanctuary mod behaviour etc...

What do you guys use for increasing settlement build limit? The mods I have seen are all either requiring background exe, a console command (neither of which I am fond of, really don't want to input the same command everytime I fire up the game) or just seemingly causes conflicts.
 
chenw Any mod which edits the same cell as another mod will cause a conflict. You can make a merged patch using FO4Edit to merge mods which edit the same cell or do the tried and true method of item storing in the workshop or scrapping unwanted loot to increase settlement size.

MavericK Many people are saying VR will be a program patch, not a DLC add-on. I'm leaning towards agreeing with them considering implementing VR through a DLC add-on would be a flipping nightmare from a modder's point of view.
 
Ace: The thing is, the behaviour of mods seem to change under some circumstances, so I am not sure if it's the mods, or just the way that handles it.

As per my example, I load a set of mods (Homemaker, Snap & Build, Repair Sanctuary and various other build related mods) and start a new character, Sanctuary build interface is a minor fustercluck. Start a new game without those mods, and then load them AFTER I get to sanctuary, they work fine... :p
 
chenw That's interesting.... sounds like you may indeed have conflicting mods; or, specificly, too many mods running activation scripts when you exit the vault which may conflict with each other. I have had the mods you listed (except Repair Sanctuary, never used it) loaded on several different playthroughs and never had any issues with the object menus. Then again, I don't use SK/SKE or any of the other variants of the framework. Without the framework, it made loading object mods a heck of a lot easier and trouble free.
 
chenw That's interesting.... sounds like you may indeed have conflicting mods; or, specificly, too many mods running activation scripts when you exit the vault which may conflict with each other. I have had the mods you listed (except Repair Sanctuary, never used it) loaded on several different playthroughs and never had any issues with the object menus. Then again, I don't use SK/SKE or any of the other variants of the framework. Without the framework, it made loading object mods a heck of a lot easier and trouble free.
I'll double check if that is the case.

I distinctly remember that it wasn't even leaving the vault, I started a new game with no mechanic changing mods applied (disabled all but the official game ESM and ESP files), left all of the visual mods activated, then got to the point just before I leave the vault the first time (before the last chance character changes), save, reactivated the mods, then left the vault, and the settlement workshop worked CORRECTLY, so either loading cells had nothing to do with it, or Sanctuary cell is loaded with Vault 111 and the mods work fine for already loaded cells, but not unloaded cells (so potential issues with other unvisited settlements could crop up). Just thinking aloud here

Also, this so far only applies to sanctuary, I haven't tried other settlements yet, I hadn't as it would have taken too long to get to another settlement that's not loaded with the sanctuary cell.

I am at work, so I can't double check it 100%, I'll let you know.

(Who knew modding could be this much fun...)
 
Not to be a smartass, but "If it weren't rocket science, we wouldn't be doing it." :ROFLMAO:

(Who knew modding could be this much fun...)

Sometimes it is necessary to dig into the details of each mod you are loading especially if there is a potential for conflict. Editing same cell(s) and all that. :p
 
MavericK Many people are saying VR will be a program patch, not a DLC add-on. I'm leaning towards agreeing with them considering implementing VR through a DLC add-on would be a flipping nightmare from a modder's point of view.

Could be, I was just speculating. Thought it might be like the "high res texture packs" of other titles that had separate Steam entries.
 
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So I'm wrapping up DE:MD and might get into FO4. Never played it at all, but I want to play it mainly for the building/settlement aspect. It sounds like all the DLC will be right up my alley? I don't plan on running any mods, I hate dealing with them. With that said, will FO4+DLC-mods=a fun experience?
 
So I'm wrapping up DE:MD and might get into FO4. Never played it at all, but I want to play it mainly for the building/settlement aspect. It sounds like all the DLC will be right up my alley? I don't plan on running any mods, I hate dealing with them. With that said, will FO4+DLC-mods=a fun experience?
If you're looking solely at the building aspect, probably not, as the stock build limits may inhibit you from building what you want.
 
Depends upon what you want to build. Stock build limits are fine for a lot of people. For me, I run a mod to increase the build limit so I can build crazy structures which I've shared throghout this thread. If you are looking to build high, the best places to do that are:

- Abernathy Farm - 18 to 20 stories depending upon where you start building from. Ceiling is tip top of the electrical tower.
- Outpost Zimonja - 9 stories if using Place Everywhere mod. NPCs won't go up to the top floor since it is out of bounds. Perfect place to setup your own
- Red Rocket - 9 stories
- Nordhagen Beach - 11 stories (funny, NB is the only place where I haven't built anything worthy of mentioning)
- Graygarden - 11 stories if building on top of the bridge
- Finch Farm - Same as Graygarden

For many people the stock DLC decoration objects are fine. I run Settlement Objects Expansion and a few others. I stopped using Homemaker as the author isn't able to update the mod due to real life stuff. Ethreon and ccmads have been applying updates to fix navmeshing but the mod still isn't quite right; no offense to the author or either updater. SOE is a great mod and is updated regularly and is the primary objects mod I use.

Modding isn't difficult at all. If you need help, let us know and either I or any of the members will help you.

So I'm wrapping up DE:MD and might get into FO4. Never played it at all, but I want to play it mainly for the building/settlement aspect. It sounds like all the DLC will be right up my alley? I don't plan on running any mods, I hate dealing with them. With that said, will FO4+DLC-mods=a fun experience?
 
Depends upon what you want to build. Stock build limits are fine for a lot of people. For me, I run a mod to increase the build limit so I can build crazy structures which I've shared throghout this thread. If you are looking to build high, the best places to do that are:

- Abernathy Farm - 18 to 20 stories depending upon where you start building from. Ceiling is tip top of the electrical tower.
- Outpost Zimonja - 9 stories if using Place Everywhere mod. NPCs won't go up to the top floor since it is out of bounds. Perfect place to setup your own
- Red Rocket - 9 stories
- Nordhagen Beach - 11 stories (funny, NB is the only place where I haven't built anything worthy of mentioning)
- Graygarden - 11 stories if building on top of the bridge
- Finch Farm - Same as Graygarden

For many people the stock DLC decoration objects are fine. I run Settlement Objects Expansion and a few others. I stopped using Homemaker as the author isn't able to update the mod due to real life stuff. Ethreon and ccmads have been applying updates to fix navmeshing but the mod still isn't quite right; no offense to the author or either updater. SOE is a great mod and is updated regularly and is the primary objects mod I use.

Modding isn't difficult at all. If you need help, let us know and either I or any of the members will help you.

Thanks for the info. I still think I'm going to pick up the game this weekend and at least get started.
 
Hey guys and gals,

If there are two mods which fit perfectly together, it would be True Frags and Mega Explosions. These two mods combined will change the way you play. It has for me. I'm much more careful of where I toss nades at since the combined mods have killed my current character (21st playthrough right now) many times while wiping out the enemy.

Made the mistake of tossing a frag grenade inside Backstreet Apparel when first entering the building. Whoops! There goes over half my health and my companion is downed. :(
 
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I just got this game. Started playing it. What the hell is with the controls? I'm on the first mission in the deserted town. My char is walking all slow now, like really really slow. And if I try to sprint it only lasts a few seconds.

When I press W to go forward it takes like a few seconds before I start moving. WTF I just started and I'm all ready pissed off at this game.
 
I just got this game. Started playing it. What the hell is with the controls? I'm on the first mission in the deserted town. My char is walking all slow now, like really really slow. And if I try to sprint it only lasts a few seconds.

When I press W to go forward it takes like a few seconds before I start moving. WTF I just started and I'm all ready pissed off at this game.
Turn on auto run. Or you've pressed the walk only button, gotta find it.

Or maybe you're over encumbered.
 
Sounds like encumbrance problem....if you are low strength character you can barely carry anything before this kicks in
 
Sounds like encumbrance problem....if you are low strength character you can barely carry anything before this kicks in

Its really weird. Because when I was in the bomb shelter trying to escape (at the very beginning). My character moved very nicely, no issues at all. Then all sudden I go to the first town complete that mission. Then it wanted me to explore the second town, found the dog and all. And my char slows to a crawl. Hell even when I press shitft key to run, it doesn't respond sometimes.

Maybe I'll give it another shot using a controller. But right now its very boring and slow moving gameplay.
 
Still super bummed we aren't going to get one more Far Harbor caliber DLC for this. It really should have happened. Forget trying to buff up Skyrim. I think they cut off of this too soon.
 
Its really weird. Because when I was in the bomb shelter trying to escape (at the very beginning). My character moved very nicely, no issues at all. Then all sudden I go to the first town complete that mission. Then it wanted me to explore the second town, found the dog and all. And my char slows to a crawl. Hell even when I press shitft key to run, it doesn't respond sometimes.

Maybe I'll give it another shot using a controller. But right now its very boring and slow moving gameplay.

Did you make sure you aren't over your weight limit?
 
I keep thinking about coming back (same with Skyrim) but I can't be bothered setting up mods again. Bummer.
 
I keep thinking about coming back (same with Skyrim) but I can't be bothered setting up mods again. Bummer.

Yeah, ain't it the truth though? Many Many hours playing the modding game and the fixing of the always FUBAR'd .ini settings.

Its like playing one of those 90's Dragon Quest games, it takes Soooooo long to set it up, then when you finally do, you don't want to play it any longer.



1g7nu0
 
^^ Your hotlink isn't working but the link seems good.

With Bethesda games I always just start out with a handful of mods I consider essential for the game and then add more as I find things that i want to change, that way I don't get overwhelmed just trying to get the game going and get burnt out.
 
^^ Your hotlink isn't working but the link seems good.

With Bethesda games I always just start out with a handful of mods I consider essential for the game and then add more as I find things that i want to change, that way I don't get overwhelmed just trying to get the game going and get burnt out.
I did this last time and got about 20 hours into it before I decided to do a fresh start with all my mods.
I kept my mod list but I doubt it's useful now.
 
Started playing this game recently and been having fun. The game for the most part runs great with a few exceptions of major slowdowns. Anyone else been having this problem? It runs buttery smooth normally, but on occasion the frame rate dips into the single digits. Never had a problem with skyrim with the same system so it seems odd that it would be poorly optimized.
 
NukeULater depends upon where on the map the slowdowns are occurring, what your quality srttings are and if you are using any mods such as textures.

Where are you experiencing slowdowns?
 
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