Fallout 4

So yea......... I don't think you can count it as a spoiler but I sided against the BoS.... and I wiped out the Prydwen and the Airport. On an unmodded survival, it was hella brutal. Though I did do it without dying the first time, the game didn't save and I died to missile slinging raiders, I had to do the airport all over again, and was I raped a good number of times before I was able to wipe it out again.

I have to say, that was fun but a bit nauseating with all the red lines on my screen from the 4 gattling lasers and the rest of the other lasers mixed in.

Too bad, Codsworth went nuts after I raped Danse when he attacked me.
 
Ha, yeah, I had Danse stationed at The Castle at the time and didn't think much about it. Fast traveled back to The Castle, and all of a sudden, I'm under attack. WTF?! Pop VATS and the assailant comes up as Danse. What the...oh yeah, I guess he'd probably be a little pissed about that.
 
I am a bad, bad person....

Installed a mod named Scrap Dead Things to get rid of dead bodies after a settlement defense mission or otherwise. Was in Covenant doing just that when the cat walked right in front of the Gunner body I was about to scrap.

Yep, scrapped the cat even though it was alive...

Thankfully I save after the end of each battle and before scrapping anything so I was able to restore the kitty. :p
 
You are a bad bad person... but since you manage to get it back, you can not be wasteful and kill it properly for cat meat.

As for Danse....... I never bothered to try, but would he stop to talk in disapproval if you lower your gun?
 
Hahahaha! :p

You are a bad bad person... but since you manage to get it back, you can not be wasteful and kill it properly for cat meat.

That is a question that I haven't considered though every time I lower my gun with Danse as a companion he's never stopped to talk about it..

As for Danse....... I never bothered to try, but would he stop to talk in disapproval if you lower your gun?

Started a new character and went to work building-up Red Rocket. Here's a pic of the current incarnation.

AceGoober_FO4_0064.jpg


And, if you notice, the turrets on the underside of the overhang are upside-down. :D

Took me four hours to get it to this point. Things that need to be completed:

- add a few more stores
- finish decorating the garage area
- figure out what to do with the space where the cash register, counter and such were
- decorate settler living quarters
- add partitions to the settler living quarters

Considering doing:

- build another level
- add square lights for a message
 
I don't remember Glass walls, so I'm guessing he definitely has. And upside down turrets.
 
Yes, installed plenty of mods after beating the game at stock. Here's a majority of the list with links for your convenience:

Crafting:

Homemaker - Expanded Settlements v1.33 by Nova Coru: Adds over 1,000 assets (furniture, appliances, etc) from the base game which are not available normally.

Settlement Keywords v0.80 by StuykGaming: Needed for Homemaker and other mods which add assets to work otherwise the menu won't display the new items.

Higher Settlement Budget v 1.2 by Grimtech (aka Patrick Jr.): allows for expanding the stock build limit so you can use additional assets provided by other mods.

Alternate Settlements v1.2 by StuykGaming: Adds 712 modified stock assets.

Spring Cleaning v2.05 by Nverjos: allows for removal of garbage, junk and other things not normally allowed by the stock game.

Scrap Everything v1.95 by shadowslasher410: similar to Spring Cleaning yet adds a few addition assets/objects to the scrap list.

Scrap Dead Things v1.50 by PixelMurder: allows scrapping dead bodies (animals, humans, mutants, etc) from your settlement.

Better Vendor Stalls v1.5 by kellogsfrostedflakes: Moves the sign on top of tier 2 and 3 stores to the bottom front which allows the stalls to fit under ceilings without clipping. I'm using the clutter version.

Snap n Build v1.5b with SK patch v1.6 by ad3d0: adds new category under Structures - Snap n Build to the workshop menu (wood/metal windows, doors and roofs).

Craftable Castle Wall Patches v2.0 by DDProductions83: repairs The Fort walls. Lates version adds grass patches on top of the walls which not allows for planting but also allows for settlers to walk across the patched wall pieces.

Build a Castle - Not THAT Castle - Just A Castle v2.0 by DDProductions83: Build your own castle in any of the settlements.

DDProd AIO HOLY CRAP IT'S ONE ESP v1.0 by DDProductions83: Almost every one of his mods in one .esp. Doesn't include Castle Wall Patches, Build a Castle and a couple of others. Does include the glass walls, floors, etc used to make the structure on top of Red Rocket.

Modern Bobblehead and Robot Stand v1.2 by Siles: allows for construction of glass covered stands to show-off robot model kits and bobbleheads.

Renovated Furniture v2.5 by aesfocus: adds different colored stock furniture to the crafting list. Optional sitting animation included.

Modern Magazine Shelves v1.3 by Siles: adds clear glass, solid base shelves to display the various magazines in the game.

Simple Intersection v0.61 by Draco856: allows for objects to intersect within each other.

Place Everywhere v1.7 by TheLich: craft an item, place on solid surface, pick it back up and you can place it anywhere; even in the air.

Fallout 4 Script Extender (F4SE) v0.1.5 by ianpatt, behippo, and plb: required for Place Everywhere to work properly.

Advanced Settlement Turret Set v2.1 by ccmads: adds multiple different turrets (Alien Blaster, Assaultron, Broadsider, Cry Laser, etc) with the option of requiring power or not.

Precise Object Moving and Rotating v0.1 by ad3d0: allows for rotating objects along the three axes. It is what I used to flip the turrets upside-down.

Textures:

2k Bottles Label Overhaul v0.9.1 by BlastoLHO: bottle label retexture.

Chem Redux - Glowing v2.4 by herpderp2332: retextures chems and adds glowing effect.

Easy to See Glowing Bobbleheads v1.0 by herpderp2332: glowng bobbleheads.

Easy to See Glowing Mags v2.0 by herpderp2332: glowing magazines

Perk Magazine Material Fix v1.0 by Old Nick: fixes magazine material for several magazines which enables all magazines to glow.

Evil Institute HD v1.1 by bLaCkShAd0w: changes institute colors to a darker, more evil appearance. This includes furniture, floors, walls, etc.

Pip-Boy Orange-Black v1.0 by UndeadXombie: changes the Pip-Boy color to Orange-Black. The very first Fallout 4 mod I downloaded and installed.

Really Red Rocket v1.0 by Elianora: Changes Red Rocket interior colors to red with a white stripe on the upper portion of the walls.

Wasteland Creatures Redone v1.0 by stabcops: awesome retexture of just about every wasteland creature.
 
Gahhh. Was wondering why my game started crashing every few minutes today, and guaranteed every time I tried to open a workshop, there is a new beta update. One of my mods is probably incompatible. ffffffuuuuuuuuuuuu
 
Fallout 4 1.4.124 Beta Update

New Features
  • Support for add-ons
  • Additional art customization added to Workshop:
  • Super Mutant clutter including meat totems, meat bags and meat cart
  • Raider clutter including raider poles, cages and tents
  • Abstract and portrait paintings
  • Variety of new signs
  • More metal and wood doors variants
Fixes
  • General stability and performance improvements
and more...

Steam Community :: Group Announcements :: Fallout 4
 
This is great and all but patch 1.3 is an abortion that has rendered my laptop unable to even load the game.
 
So.... I beat the game, and sided with the Institute... because the game bugged out and I couldn't do the Railroad side.

I killed off the BoS mission and came back... then I immediately shot "Father" and the ending played. =/ Apparently if he dies at that point, regardless, you are the new lead.

Also, I walked in the ruins of the BoS massacre, and you can't see anything due to the fire. =/

I have to say, even in survival, you are downright nearly invincible, if you have hundred of stimpaks and a power armor. Hell, even when I went on a raging rampage on the big groups like the Institute, Railroad, and BoS. I only used up 200 stimpaks out of the 700 ish I saved up, probably even less. Also Apparently, you only need about 2000 ammo to rape a large group of BoS knights and stuff.

The only thing that could probably kill me is a huge group of missile launching enemies that hit simultaneously or maybe an enemy with a fatman, but not too sure on the fatman one.
 
So.... I beat the game, and sided with the Institute... because the game bugged out and I couldn't do the Railroad side.

I killed off the BoS mission and came back... then I immediately shot "Father" and the ending played. =/ Apparently if he dies at that point, regardless, you are the new lead.

Also, I walked in the ruins of the BoS massacre, and you can't see anything due to the fire. =/

I have to say, even in survival, you are downright nearly invincible, if you have hundred of stimpaks and a power armor. Hell, even when I went on a raging rampage on the big groups like the Institute, Railroad, and BoS. I only used up 200 stimpaks out of the 700 ish I saved up, probably even less. Also Apparently, you only need about 2000 ammo to rape a large group of BoS knights and stuff.

The only thing that could probably kill me is a huge group of missile launching enemies that hit simultaneously or maybe an enemy with a fatman, but not too sure on the fatman one.


You don't need power armor either.
 
You don't need power armor either.
I don't know if I agree....

Though, thinking about it I never tried using stimpak enmasse without power armor. But when I used one, it takes the animation of the stabbing to take effect. So..... it would take power armor if you can't use stimpaks simultaneously.
 
Wow, survival mode may make me actually want to play this game.

Funny how "survival mode" in 2016 is actually another word for "year 2000" mode. What a ways games have came in 16 years.:rolleyes:
 
Disabling fast travel entirely is an instant pass for me. I can understand immersion and "realism" but that's just a huge waste of time.
 
Disabling fast travel entirely is an instant pass for me. I can understand immersion and "realism" but that's just a huge waste of time.

The original Fallout games had a vehicle you could use as 'fast travel', I think that approach is a very immersive, while still not terribly annoying solution. Essentially: you want fast travel in a game? Add a fast, but combersome vehicle! makes sense to me
 
Yeah...if they added something like that it would make more sense. Walking, though...fuck that.
 
The original Fallout games had a vehicle you could use as 'fast travel', I think that approach is a very immersive, while still not terribly annoying solution. Essentially: you want fast travel in a game? Add a fast, but combersome vehicle! makes sense to me
Well, they have the Vertibird if you play nice with the BoS.

That aside... what about if you side with the Institute? They have teleporting capabilities.
 
Installed the 1.4 Beta patch since day one of release. Had to update a few installed mods to keep from crashing when entering workshop mode. So far I really like the patch. Many issues appear to have been resolved. To ensure that what I have witnessed so far isn't tainted by character saves made prior to the patch, I started a new character after installing the Beta patch. That means the Red Rocket Settlement posted earlier was started from scratch.

The biggest issue I've been experiencing prior to the patch was items from mods not appearing from the workshop mode menus. Bethesda appears to have increased the menu object count as now I can run:

- Homemaker - Expanded Settlements
- OCDecorator
- Every DDProductions83 mods he's made
- Siles Modern Magazine Shelves
- Snap n Build
- Modern Robot and Bobblehead Stand

... and other mods which add craftable objects to the game. The only issues I've witnessed so far are a few of the floor decorations (mats and such) are absent from the workshop menu. Could very well be that one - or more - of the installed mods isn't fully compatible with the 1.4 Beta patch. This isn't a big deal to me as there are many other alternative to use in their place.

One other thing I've experienced with the new patch: settlers appear to arrive much slower to settlements. Over a two day period Red Rocket has only received five additional settlers after the moment the settler beacon was activated when one settler appeared. I haven't started to build-up any other settlement so as of now take my findings with a grain of salt.

In other news, I've been working steadily to rebuild the Red Rocket Settlement as I wanted prior to the patch. So far there are six settlers, one whom has been assigned to a trade route to Sanctuary. Currently there are five levels on top of the station. I plan to add three additional levels when the five primary levels are complete.

Here are a few screencaps for your perusal.

Outside view:

AceGoober_FO4_0070.jpg


Restroom/shower area on the first level:

AceGoober_FO4_0071.jpg


Revamped garage area (Open sign has been removed from the time this screenshot was taken):

AceGoober_FO4_0072.jpg


AceGoober_FO4_0073.jpg

AceGoober_FO4_0074.jpg


Entrance to the upper levels.

AceGoober_FO4_0075.jpg


When I originally designed the structure on the previous character, the stairwells from the first level to the upper floors were positioned in the center of the structure. That meant the settlers needed to traverse from the entrance, through the first level to get to their beds or stores. The affect this caused was the settlers roaming on the roof of Red Rocket, first or second levels.

Unacceptable by any definition of the term.

This play through I built a two floor panel wide by three floor panel long stairwell so the settlers would reach their destination much quicker. The benefits being cap accruement has increased exponentially and allowed me to hide the generators/conduits in the unused space of the stairwell to achieve a needed visual appearance. This design has also allowed me to consolidate the generators needed to power each level's power requirements while providing a buffer in the event a level's power requirements are increased due to added objects which require power to function correctly.

The design change has worked-out well. Settlers respond quicker to assignment changes and reach their assignments much, much quicker than previously. I'm earning caps faster with this configuration than I was on the previous character.

All is good this time around. :D
 
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Worth boning the season pass?

I just did last night. Since Bethesda is going to raise the price in March I thought it would be best to jump on it now. GreenManGaming also has a 20% off coupon so I picked it up for $24. I'll get my moneys worth out of the game regardless, but $24 is much better than $50.
 
It's also worth considering that (eventually) most mods will require some or most of the DLC. If you can get it for cheap now, go for it. Unless you can wait a year or two.
 
You guys want to see something crazy? Rig in sig...

Loaded up TechPowerup GPUz and set to record while playing Fallout 4. Using nVidia optimized defaults for 3840 x 2160 with ReShade and a bunch of mods. Played for roughly three hours then pulled the log into a spreadsheet. Check out the VRAM usage...

Date: 2/25/2016 3:14:34 AM
GPU Core Clock [MHz]: 1200
GPU Memory Clock [MHz]: 1752.8
GPU Temperature [0C]: 79
Fan Speed (%) [%]: 64
Fan Speed (RPM) [RPM]: 3102
Memory Used [MB]: 10108
GPU Load [%]: 45
Memory Controller Load [%]: 25
Video Engine Load [%]: 0
Bus Interface Load [%]: 0
Power Consumption [% TDP]: 72.6
PerfCap Reason []: 4
VDDC [V]: 1.143

I pushed Fallout 3 and Fallout: New Vegas to use 3.8GB but wouldn't go any higher no matter what I did. Skyrim was pushed to 5.1GB before it would crash.

It is clear that Fallout 4 is the winner of this round. :p

If any of you want to peruse the data I've uploaded it to a Google Spreadsheet.

Fallout 4 VRAM Data Filtered V1
 
You guys want to see something crazy? Rig in sig...

Loaded up TechPowerup GPUz and set to record while playing Fallout 4. Using nVidia optimized defaults for 3840 x 2160 with ReShade and a bunch of mods. Played for roughly three hours then pulled the log into a spreadsheet. Check out the VRAM usage...

Date: 2/25/2016 3:14:34 AM
GPU Core Clock [MHz]: 1200
GPU Memory Clock [MHz]: 1752.8
GPU Temperature [0C]: 79
Fan Speed (%) [%]: 64
Fan Speed (RPM) [RPM]: 3102
Memory Used [MB]: 10108
GPU Load [%]: 45
Memory Controller Load [%]: 25
Video Engine Load [%]: 0
Bus Interface Load [%]: 0
Power Consumption [% TDP]: 72.6
PerfCap Reason []: 4
VDDC [V]: 1.143

I pushed Fallout 3 and Fallout: New Vegas to use 3.8GB but wouldn't go any higher no matter what I did. Skyrim was pushed to 5.1GB before it would crash.

It is clear that Fallout 4 is the winner of this round. :p

If any of you want to peruse the data I've uploaded it to a Google Spreadsheet.

Fallout 4 VRAM Data Filtered V1
10GB of VRAM used? Am I reading that right? The most I've seen to date was around 7-8GB on GTA V.
 
Yep, you are reading that right. 10GB VRAM usage. I was shocked to see that much used at peak. I thought VRAM usage would only be around 5 or 6GB max. Either Fallout 4 has unoptimized memory management or I'm just pushing the hell out of the game.

10GB of VRAM used? Am I reading that right? The most I've seen to date was around 7-8GB on GTA V.

In other news, worked on my Red Rocket Settlement a bit more. Would you all eat at this restaurant? :p

AceGoober_FO4_0078.jpg


Need to fix a couple of lights and add a couple of more objects to finish off this level. Looks pretty good to me.
 
@alma - you can make it a run and gun like Borderlands.. or sneak and shoot, clobber and kill, or what ever. The perk system is fairly wide open for interpretation of how you want to play.
 
almalino VATS or not as Q-BZ said the shooting mechanics are much improved over previous games in the Fallout series. I haven't used VATS (personal choice) in Fallout 4 so I really can't comment as to its functionality but from what I've seen in videos it is improved over previous versions.
 
The only annoying part of choosing go forego VATS is that you'll never score a critical hit without it. So as long as you keep that in mind and consider that in your build (I probably wouldn't put more than 3 points into Luck...well, probably 2 actually since the Bobblehead is pretty easy to get), it could work out pretty good.

Huh, VATS-less sneak-less power armor melee and heavy weapons build...that could be fun. Open by lobbing in a missile or mini-nuke, then sprint in and Pain Train any survivors.
 
I couldn't get into BL1. Loved BL2. Also love Skyrim. Loving FO4. My friends and I who played BL2 together wish FO4 had co-op but we are all enjoying it never the less. If you loved BL2 then you will most likely enjoy FO4. Can't hurt to try it. You won't know until you do. Just catch it on sale if you are worried about it.
 
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