Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Fallout Fallout 4 Thread

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,928
what they were thinking finally implementing survival mode but giving you power armor in the first twenty minutes boggles the mind

You have three options

1. Don't use it
2. See if there is a mod to remove it.
3. Mod it out.

All of which is unnecessary anyway since, while obviously useful, power armor has enough upkeep and material cost to keep it from being something you use constantly until late game.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
what they were thinking finally implementing survival mode but giving you power armor in the first twenty minutes boggles the mind

You have three options

1. Don't use it
2. See if there is a mod to remove it.
3. Mod it out.

All of which is unnecessary anyway since, while obviously useful, power armor has enough upkeep and material cost to keep it from being something you use constantly until late game.

I assume you are talking about the circuitry and copper. People that can't contain themselves, build water farms. Then they sell all the purified water to vendors with the shipments they need. Then they sleep over and over to reset the vendors and buy more shipments. Then they complain the economy is broken as they rampage across the Commonwealth, gaining new settlements, making more water farms, and complain some more.
 
Last edited:

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,760
Location
[REDACTED]
what they were thinking finally implementing survival mode but giving you power armor in the first twenty minutes boggles the mind

You have three options

1. Don't use it
2. See if there is a mod to remove it.
3. Mod it out.

All of which is unnecessary anyway since, while obviously useful, power armor has enough upkeep and material cost to keep it from being something you use constantly until late game.

I assume you are talking about the circuitry and copper. People that can't contain themselves, build water farms. Then they sell all the purifiend water to vendors with the shipments they need. Then they sleep over and over to reset the vendors and buy more shipments. Then they complain the economy is broken as they rampage across the Commonwealth, gaining new settlements, making more water farms, and complain some more.
I think he means the power cores, which especially in survival mode are tough to maintain in the early game
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
I think he means the power cores, which especially in survival mode are tough to maintain


Does the Repair Bobblehead and Nuclear Physicist perks not help much? I never cared much for extended power armor usage.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
How things have changed that today we prefer a Fallout game made by Bethesda and not by Obsidian.
Who exactly said that?
I'll say it.

Obsidian are shit now.
pastel-like and oversaturated
That would be undersaturated in this context. I liked it, minus the continuous time of day, that was unnecesary and would be better handled in discrete time steps this would do much better shadows with much better draw distance.

It's always proclaimed how Bethesda has no competition but people forget mobile is catching up fast and these Tarkov-alike unity games are starting to look really good with inventory and all that.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
I think he means the power cores, which especially in survival mode are tough to maintain


Does the Repair Bobblehead and Nuclear Physicist perks not help much? I never cared much for extended power armor usage.
the main thing is that the power cores are heavy as fuck in SM and you can’t fast travel plus very limited carry weight

Looks like they weigh 4lbs? Get Strong Back.
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,928
I assume you are talking about the circuitry and copper. People that can't contain themselves, build water farms. Then they sell all the purifiend water to vendors with the shipments they need. Then they sleep over and over to reset the vendors and buy more shipments. Then they complain the economy is broken as they rampage across the Commonwealth, gaining new settlements, making more water farms, and complain some more.

I think he means the power cores, which especially in survival mode are tough to maintain in the early game.

You're both right, but even in addition to that, common materials like steel and aluminum can be a pain, since you need them for other upgrades / settlement items as well. Power armor is too much of a resource hog to offset its defensive values until way too late in the game. Basically, just invest in endurance perks.
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,742
This game is a fucking chore, not even the coomer body mod I was so excited to try out could save it for me.
Because the game is effectively a unfinished prototype. You can tell just from looking at the settlement build options that the development basically halted halfway through. For example defense buildings: You have guard outposts and then right next to them you have fully automated turrets both mechanical and laser ones. Its obvious you were supposed to progress from one to the other but again that progression was never implemented but somehow you need to find magazines to build patio furniture. Same for enemies of which there is fewer than in FO3 with humanoid enemies yet again all running on the same AI package.

I am absolutely positive that the same goes for quests and the world overall because when you disable world borders its not as detailed as the rest of the game but obviously not to a point where they never expected players to go there. This becomes even more obvious when you compare the main game with Far Harbor(which is only like 85% finished but still) where these sorts of absurd gaps do not exist.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,684
It's been 8 years since I booted this piece of shit up, played about 5 hours, and uninstalled it. Is there, after 8 fucking years, a mod (or a modlist) that unfucks the game enough to be enjoyable? Something to fix the retarded writing (with a dose of C&C, if possible), and make the entire settlement building aspect not be absolute cancer? That's all I ask, just something to un-retardify the story and do something (anything!) with the settlement building bullshit. I kind of want to play this nu-fallout hiking simulator, but every time I remember those vapid dialogues and nonsensical storytelling, or the ridiculous cancer of positioning walls and shit to make ugly as fuck shacks, I get overcome with an intense wave of apathy
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,760
Location
[REDACTED]
It's been 8 years since I booted this piece of shit up, played about 5 hours, and uninstalled it. Is there, after 8 fucking years, a mod (or a modlist) that unfucks the game enough to be enjoyable? Something to fix the retarded writing (with a dose of C&C, if possible), and make the entire settlement building aspect not be absolute cancer? That's all I ask, just something to un-retardify the story and do something (anything!) with the settlement building bullshit. I kind of want to play this nu-fallout hiking simulator, but every time I remember those vapid dialogues and nonsensical storytelling, or the ridiculous cancer of positioning walls and shit to make ugly as fuck shacks, I get overcome with an intense wave of apathy
don't play it as an RPG. Start in survival mode and play it like a survival game. Expecting an RPG experience from a first person shooter is where you went wrong in the first place
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,684
It's been 8 years since I booted this piece of shit up, played about 5 hours, and uninstalled it. Is there, after 8 fucking years, a mod (or a modlist) that unfucks the game enough to be enjoyable? Something to fix the retarded writing (with a dose of C&C, if possible), and make the entire settlement building aspect not be absolute cancer? That's all I ask, just something to un-retardify the story and do something (anything!) with the settlement building bullshit. I kind of want to play this nu-fallout hiking simulator, but every time I remember those vapid dialogues and nonsensical storytelling, or the ridiculous cancer of positioning walls and shit to make ugly as fuck shacks, I get overcome with an intense wave of apathy
don't play it as an RPG. Start in survival mode and play it like a survival game. Expecting an RPG experience from a first person shooter is where you went wrong in the first place
Oh believe me, I fully intend to do just that. But I'd still like to get at least a semblance of a coherent story to go with it, and something to... unfuck the town building piece of shit Todd dropped there. I guess I could just ignore it and not build anything, but then there'd be no use for all the garbage resources you collect on your travels, nor for the survivors or whatever you collect for these things, which would bother me.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
It's been 8 years since I booted this piece of shit up, played about 5 hours, and uninstalled it. Is there, after 8 fucking years, a mod (or a modlist) that unfucks the game enough to be enjoyable? Something to fix the retarded writing (with a dose of C&C, if possible), and make the entire settlement building aspect not be absolute cancer? That's all I ask, just something to un-retardify the story and do something (anything!) with the settlement building bullshit. I kind of want to play this nu-fallout hiking simulator, but every time I remember those vapid dialogues and nonsensical storytelling, or the ridiculous cancer of positioning walls and shit to make ugly as fuck shacks, I get overcome with an intense wave of apathy

Use ENB and turn off built in Ambient occlusion, use the one in ENB.
Go to the automated garden and build settlement there. It will be high level if you go there early and quite a challenge. You can climb the fallen highway and build upwards then build elevator that's fun.
Also get a robotics workbench early and farm assaultron parts. Melee companion is way more fun than ranged esp. if assaultron. The workbench was never really integrated with the main game and huge missed opportunity ( you can't farm assaultrons themselves for assaultron parts!).

Game is not quite done in the way i'd like, but it can have its moments if the NPC uses weaponry against you that you can later also loot. This is wholly random and huge missed opportunity again. The best such encounter I had was endgame after siding with institute against BoS and again, wholly random.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,684
I'm trying out this mod (and others by the guy) since it promises to make the story less shit, and this to try and fix the settlement building. Anyone got experience with them? Are they worth a try?
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,742
I'm trying out this mod (and others by the guy) since it promises to make the story less shit, and this to try and fix the settlement building. Anyone got experience with them? Are they worth a try?
Depravity is more of a band aid than a fix it lets you make a couple of decisions that are slightly less retarded than vanilla but it still sticks to the core bullshit idea of it. On top of that it adds a fair bit of what I can only describe as very mid tier fanfiction that really has no place in Fallout period. Adding a literal Harley Quin(the modern feminist one, not the cool 90s one) is just one such thing it adds. On the other hand you can just kill Preston and nuke the Gunners but you will essentially have to ignore the context in which it happens to not cringe through the whole ordeal.

I personally do not bother with FO4 without Whispering Hills or GRIM. The games washed out aesthetic lends it self way more to the horror genre than... well whatever Bethesda thinks its doing.

As for Sim settlement I never tried it and do not intend to simply because its such an extensive rework that it requires patches to work with pretty much anything else.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
I'm trying out this mod (and others by the guy) since it promises to make the story less shit, and this to try and fix the settlement building. Anyone got experience with them? Are they worth a try?
can't be bothered to log in to see the first, the second is even more needy than the main game so if you dont want to build avoid. Use the automated garden as settlement because you dont have to plant then or almost nothing. BTW doing a druglab is not a bad idea because combat drug is quite OP and lets you bypass VATS if you use combat rifle+ combat drug (criticals). Oh yeah and get the combat rifle from the vault next to the garden(good), or save up for the one in Nuka world at trader guy (best).
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
I'm trying out this mod (and others by the guy) since it promises to make the story less shit, and this to try and fix the settlement building. Anyone got experience with them? Are they worth a try?

Depravity is quite cool. It certainly gives a new view on the story with a lot of alternative ways to go about how you follow through. If you are serious about trying it out I would avoid spoilers. If you are sensitive to sex or slavery or want the lore to stay intact then stay far away. If you are as jaded about Fallout 4 as everyone else here is, I don't believe any mods will truly make the game fun.

As for Sim Settlements 2. First things first, make sure you rig can handle it. Its is a real resource hog. If it can, the mod is quite fantastic for those not wanting to lay every piece of building. In many ways though, the systems and to do lists the mod has makes the building a more convoluted part of the game. There is a bit of a learning curve, but the mod does walk you through it. The mod also has some addons worth taking a peak at. If you are looking for a reason to collect all the junk out in the world, I wold say Sim Settlements does that (although I enjoy collecting everything even without it).

If you do decide to play with one or both, I would love to hear your experiences with them.
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,734
Location
Lower Wolffuckery
Removing Skills from SPECIAL and replacing them with Perks was a bad design.

Would you mind expanding on this?
In original Fallout you had three groups of character data that were grouped by how you change them permanently
- attributes were most static, you can permanently change them only with surgeries
- perks you gained every 3 or 4 of levels
- skills you could increase every level up

This made your decisions about perks and attributes more substantial
This gave you flexibility in start that if you got some new piece of weapon, you could became proficient with it in couple of level ups.
In the start, you would suck with it, if you haven't preallocated points in skill .
But sooner or later you became certain build, specialized in certain skills.
So that system gave good combination of flexibility and choice consequences.

In F4, everything is a Perk, even attributes.
And you can modify them every level which makes them not that different or special.
Without skillssystem, every weapon you get, you are using it as you were born and raised with it.
Which is fine for shooters, but really dumbs down roleplaying with weapons.
Removing of skills was also needed for that terrible dialogue system.

And that poster is terrible visualization of character, unintuitive and remininscent of Microsoft Bob.
Why don't we change the boring names of skills with mystery meat animation?
Fallout_4_perk_poster.jpg
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,947
In original Fallout you had three groups of character data that were grouped by how you change them permanently
- attributes were most static, you can permanently change them only with surgeries
- perks you gained every 3 or 4 of levels
- skills you could increase every level up

This made your decisions about perks and attributes more substantial
This gave you flexibility in start that if you got some new piece of weapon, you could became proficient with it in couple of level ups.
In the start, you would suck with it, if you haven't preallocated points in skill .
But sooner or later you became certain build, specialized in certain skills.
So that system gave good combination of flexibility and choice consequences.

In F4, everything is a Perk, even attributes.
And you can modify them every level which makes them not that different or special.
Without skillssystem, every weapon you get, you are using it as you were born and raised with it.
Which is fine for shooters, but really dumbs down roleplaying with weapons.
Removing of skills was also needed for that terrible dialogue system.

I enjoy everything Fallout, including Fallout 4. I find most peoples dislike of Fallout 4 to be without merit, instead, just parroting others and getting positive feedback in their dislike of it.

I always felt like this topic though,is the one that should be most closely looked at in regards to any perceived downturn in Fallout over the years. I would very much enjoy seeing a world crafted by the team that made Skyrim and Fallout 4 (landscape, buildings and dungeons mostly) but with the older sensibilites in attributes and perks, choice and consequences.

I like the SPECIAL UI if only for the Vault Boy animation and accompanying sound effects. It certainly is cumbersome to navigate with mouse and keyboard or controller.

 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,734
Location
Lower Wolffuckery
In original Fallout you had three groups of character data that were grouped by how you change them permanently
- attributes were most static, you can permanently change them only with surgeries
- perks you gained every 3 or 4 of levels
- skills you could increase every level up

This made your decisions about perks and attributes more substantial
This gave you flexibility in start that if you got some new piece of weapon, you could became proficient with it in couple of level ups.
In the start, you would suck with it, if you haven't preallocated points in skill .
But sooner or later you became certain build, specialized in certain skills.
So that system gave good combination of flexibility and choice consequences.

In F4, everything is a Perk, even attributes.
And you can modify them every level which makes them not that different or special.
Without skillssystem, every weapon you get, you are using it as you were born and raised with it.
Which is fine for shooters, but really dumbs down roleplaying with weapons.
Removing of skills was also needed for that terrible dialogue system.

I enjoy everything Fallout, including Fallout 4. I find most peoples dislike of Fallout 4 to be without merit, instead, just parroting others and getting positive feedback in their dislike of it.

I always felt like this topic though,is the one that should be most closely looked at in regards to any perceived downturn in Fallout over the years. I would very much enjoy seeing a world crafted by the team that made Skyrim and Fallout 4 (landscape, buildings and dungeons mostly) but with the older sensibilites in attributes and perks, choice and consequences.

I like the SPECIAL UI if only for the Vault Boy animation and accompanying sound effects. It certainly is cumbersome to navigate with mouse and keyboard or controller.


I can only speak from my experience.
New Fallout, got it installed, created character, started playing.
Graphics are finally better, and guns feel more satisfying - and that is where positive things ended for me.

Character system felt like massive let down - it just wasn't satisfying gaining levels.
I would put my hardly earned points to perk, and it changed almost nothing.
Later I read that game had no level cap and that you could max almost everything in level-up bonanza.

Every dialogue felt like quicktime event, after a while I started shortening and avoiding them as much as I could.
Story was really bland, and characters somehow forgettable.

Settlement building is massive addition, but I really dislike builder games from first/third person.
Crafting and survival is so massive part of game now, you can hardly ignore it - my character became scraper and pack mule.
And I hated it.

Second time I tried to play it without crafting/survival, but game forces you to do some of grind for it.
Tried some mods, they didn't help.
I think I never managed to go past first half of the game: it felt like a chore, not something I enjoy.

They unofficially siphoned more than 100 million only in Fallout 4 marketing (and it showed), they can't allow risk of not being understood by the audience.
I still hope that it is possible to do proper nuFallout with older systems, but not with Bethesda's budgets, I think.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,623
You can get through the game without using weapon and armor mods. I completely ignored them during my time playing it. You can't, however, avoid legendary enemies, which were a fucking terrible addition that nobody seems to mention. There are scarcely any compelling unique weapons because they want you to grind legendaries like it's fucking Diablo 2.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
Well I wouldn't do Far Harbor without some kneecap legendary (preferably full auto) on highest diff and that's p fun too, dropping that is good indication to set sail. Yeah mods are not much. Just do commando perk and combat drug. Also theres one for skill checks. The one mod I used is to remove scope from the Nuka assault rifle because you can just hipfire with psycho + commando otherwise not worth it and you can just reload if the trader sells it with scope afaik.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,684
Depravity is more of a band aid than a fix it lets you make a couple of decisions that are slightly less retarded than vanilla but it still sticks to the core bullshit idea of it. On top of that it adds a fair bit of what I can only describe as very mid tier fanfiction that really has no place in Fallout period. Adding a literal Harley Quin(the modern feminist one, not the cool 90s one) is just one such thing it adds. On the other hand you can just kill Preston and nuke the Gunners but you will essentially have to ignore the context in which it happens to not cringe through the whole ordeal.
You were absolutely right. Just met the core cast of the mod and I think I'm gonna skip out on the whole thing... Heavy cringe all around. Not to mention the shit design and balancing encountered in the very first quest. I wanted to fix the retarded main story, not add ANOTHER retarded story on top of it. It even seems kinda pozzed, with terminals talking about muh sexualities and what not – nothing too damning (so far), but already clashing pretty heavily with the setting. Maybe I should just bear through the main story as is just to experience the retardation in full.

I'm going to be running with Horizon this time, since it seems like something very much my alley and was praised on the Codex before. Should help focus on the survival part, hopefully.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom