Fallout 4 - it's official! Coming Nov 10, '15

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SMOGZINN

Lifer
Jun 17, 2005
14,359
4,639
136
Anyone know any secrets for distributing power inside a structure? I have the building of exterior grids down, but I am still pretty confused over what causes a section of a structure to become electrified. For exterior walls it seems to be having any connector to that section. What about floors and roofs for standing and hanging lamps? Last night I noticed that simply placing a pylon on the lower deck of the bridge at Greygarden caused a large chunk of the structure to become powered, so that I could just stick lights onto the concrete piers and they illuminated.

Power couplings create a radius of power for items that need power but not a specific wire to them (like lights). So, if you have a coupling on the wall connected to a generator that coupling creates a sphere of electrical connectivity.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Here's the thing about Mole Rat disease, which I'm not going to hide because it's something the game really ought to tell you before you start into that area: you can get it from your companion. The basic mechanic is that if you get bitten even once, you get it. If your companion gets bitten, you get it. Presumably because you're sharing fluids or something. If you activate a Protectron and the Protectron gets bitten, you get it. I don't want to speculate what it is you're doing with the Protectron afterward to get infected.

The upshot of this is that before you venture into an area full of infected Mole Rats, dismiss your companion. The positive side is that disease-ridden Mole Rats are only in one place in the game, and you'll know about it before you go in.

The other thing is that while it's permanent, it's really not that bad. It's more like Fallout Herpes than Fallout AIDS, since it's -10 HP.
Well, crap. I've been bitten many times. (Yeah, that's how I got it, not during kinky sex with Fisto.) How do I know I have it? How do I cure it?

I blew through this game when I first got it and cheated. I restarted from the beginning without cheats and its such a much better game. Already have 200+ hours in it and have not used the console once. So many more missions opened up now that I am not plowing through the game.
I use two console cheats, the no clipping when I get stuck in the landscape or clutter and god mode so I can carry all my loot in one trip after I've cleared out an area. To me, it would be a worse game without those. With them, I think it's bloody brilliant. Except 1985 called and wants its AI back.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
Anyone running into what i assume is a bug with maglocked doors? You hack the terminal, say open then wait until it says they are open. You exit back out and the menu still shows they are locked and then you exit the terminal and the door is still locked. I found that if i quicksave and quick load i hear them open while its still loading the screen. Then once fully loaded the door is open.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Well, crap. I've been bitten many times. (Yeah, that's how I got it, not during kinky sex with Fisto.) How do I know I have it? How do I cure it?
If no one has ever talked to you about Mole Rat Disease, you don't need to worry. There's only one group of Mole Rats that carry it, in one particular underground area.

If you have done that quest, Mole Rat Disease shows up in the list of effects. Same as things like buffs and addictions.

There's precisely one dose of the cure for Mole Rat Disease. If you use it on something else - the something else being something you'd know about if you've done the quest - you can't cure it, ever. It's permanent. I just lived with it, personally, since the debuff (-10 HP) is pretty minor, and the importance of sacrificing the cure pretty high.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Except 1985 called and wants its AI back.
I don't think that's fair. Lots of opponents will stay behind cover, which wasn't really a concept in 1985 shooters, and will vary where they stick their heads out when they shoot. Not a lot, but enough to force you to change your point of aim.

There are shooters with better AI than Fallout 4, but there's no question it has improved from both Fallout 3 and New Vegas. Dogmeat used to be a lot worse.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Power couplings create a radius of power for items that need power but not a specific wire to them (like lights). So, if you have a coupling on the wall connected to a generator that coupling creates a sphere of electrical connectivity.

It's buggy as fuck (for me?). Sometimes things light up sometimes they don't (well within the radius), I had to store/place the power coupling or the item frequently to get it to work.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I don't think that's fair. Lots of opponents will stay behind cover, which wasn't really a concept in 1985 shooters, and will vary where they stick their heads out when they shoot. Not a lot, but enough to force you to change your point of aim.

There are shooters with better AI than Fallout 4, but there's no question it has improved from both Fallout 3 and New Vegas. Dogmeat used to be a lot worse.
That's true, and it's a valid point. However, I have had super mutants say "Must have been nothing" literally ten seconds after a furious firefight which included me shooting a mini-nuke. Indoors. Same with raiders, albeit minus the nuke. But the single most annoying thing is that Nick and to a lesser extent Cait run back and forth in front of me, constantly, in every firefight. During a firefight I go to the very edge of a drop if possible just to keep them from getting in front of me, and sometimes they will literally fall off trying to get in my line of fire. Other times they will stick an arm through my body just to have me shoot it. Highly, highly, highly annoying.

Thanks for the MRD info too.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
The other thing is that while it's permanent, it's really not that bad. It's more like Fallout Herpes than Fallout AIDS, since it's -10 HP.

Looks like the designers just wanted to force you to have to face the consequences and not get off easy.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
What's the best settlement to centralize your supply lines?

I think I need to start over/reset my supply lines.

I had a 18 settlers at Country Crossing, and sent them all to other settlements. I was thinking it would make room at CC... but after sending out about 15 settlers, CC is basically a ghost town, even though it says I have 18 and happiness is high. And it won't let me send anybody else to CC.

Would it be better to send settlers 'from' the place I want a supply line setup? I've setup CC as one of my main settlements. I'm thinking I should send people from the areas I want a supply line, not 'to' them. This way it's just one person from each settlement, rather than everyone from CC.
 

Regs

Lifer
Aug 9, 2002
16,666
21
81
I played through the game once and have no interest to start all over again. It actually feels pointless to start all over again as it seems like you chose factions more than half way through the game in which case you load up the game save you make the decision with.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
What's the best settlement to centralize your supply lines?

I think I need to start over/reset my supply lines.

I had a 18 settlers at Country Crossing, and sent them all to other settlements. I was thinking it would make room at CC... but after sending out about 15 settlers, CC is basically a ghost town, even though it says I have 18 and happiness is high. And it won't let me send anybody else to CC.

Would it be better to send settlers 'from' the place I want a supply line setup? I've setup CC as one of my main settlements. I'm thinking I should send people from the areas I want a supply line, not 'to' them. This way it's just one person from each settlement, rather than everyone from CC.

As far as supply lines go, make a chain, it doesn't really matter how messed up the links are. Newest settlement always gets added to the end of the chain.

It really doesn't matter much
, but to answer that you need to answer a few questions. What important to you?

Time? Pick a base in the middle of the map so fast travel to/from your base is quick. Probably Hangman's alley, but that place is small as fuck. Maybe Greygarden

Best place to build a massive base? Probably the drive in, flattest terrain.

Minute men? Fort (send Preston there), you'll constantly get the settlement in help quests w/o having to listen to minute man radio.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Power couplings create a radius of power for items that need power but not a specific wire to them (like lights). So, if you have a coupling on the wall connected to a generator that coupling creates a sphere of electrical connectivity.

Ah ok so it is not confined to a specific object in the geometry, like a wall section? Will it power any number of devices within that sphere? Some things about this idea don't seem to add up, i.e. I have some lights on a bridge quite far from the nearest connector, and yet I have some lights in a house quite near to a connector that don't seem to get power.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
I played through the game once and have no interest to start all over again. It actually feels pointless to start all over again as it seems like you chose factions more than half way through the game in which case you load up the game save you make the decision with.

Game isn't really difficult past lvl 30, so if you want to do a different play style it's kind of pointless to switch late game. Going to a melee build from a sniper build at lvl 50 doesn't make the melee build hard. Doing the melee or zombie build at lvl 1 does. You can kind of do different RP feels by swapping companions and emulating them. Being a dick late game with Cait/MacReady/Strong is doable.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Ah ok so it is not confined to a specific object in the geometry, like a wall section? Will it power any number of devices within that sphere? Some things about this idea don't seem to add up, i.e. I have some lights on a bridge quite far from the nearest connector, and yet I have some lights in a house quite near to a connector that don't seem to get power.

Any device in range, no limit. Lights cost 0 power, but require power, so you should be able to light up unlimited things with 1 spare power and in range of conduit.

It's buggy. You have to place, not move, items where power is already provided. If you move the conduit you will have to store/place your powered items again.

https://www.youtube.com/watch?v=DY8sPx7SDyY

edit:
JCueg.jpg
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I went to one of my settler camps and happiness went from 100 to 98, maybe they don't like me lol, did not make any changes and recruit beacon was off so could not see what would cause that.


Btw is it me or is that trader called Cricket a bit mad lol, I swear she must be on LSD or something.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
That's true, and it's a valid point. However, I have had super mutants say "Must have been nothing" literally ten seconds after a furious firefight which included me shooting a mini-nuke.
Yeah, that's probably the weakest thing about NPC behavior. I tend to think of that as more mechanics than AI. Frankly, hostiles should remain alarmed as long as you're in range, and should become alarmed if they find a body. Something like, say, the mechanics of the Arkham games.

Also, yes, I agree the NPCs don't pay nearly enough attention to your line of fire. They're better than in Fallout 3 by a long shot, but they can still be very annoying.

RE: supply lines, I generally go with a branching structure, rather than a central hub. It's easy enough to end up with a structure where most settlements have at most 3 connections, one to a parent and two to child settlements, and thus only give up 2 settlers as provisioners.

RE: Cricket being insane - ya think? She talks about planting tiny trees that she'll blow up in your honor. She's intentionally over the top batshit crazy.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
What's the best settlement to centralize your supply lines?

I think I need to start over/reset my supply lines.

I have a few hubs, but most things are chained. For example, Graygarden and Sanctuary Hills are hubs for a few settlements. The rest are chained or connected to smaller hubs.

I did something stupid early on and created multiple supply lines per settlement, all over the road. It made my map a mess and I lost a lot of manpower since they were sent walking the earth...redundantly. Had to spent a few hours tracking down or waiting for provisioners to show up so I could reassign them.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
It's buggy. You have to place, not move, items where power is already provided. If you move the conduit you will have to store/place your powered items again.

Yeah I have noticed some oddities. Sometimes lights won't turn on until you move them, or the thing they are attached to. I had one that didn't come on until I reloaded.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I found one feature that I thought was a waste of time but turned out not to be the case, I was fine tuning all my thirty settler camps ie was installing a perimeter fence ie 360 right around camp, after I did that I checked my gun turrents were all in good positions and about five minutes after had a super mutant attack on the camp .

They could not get through the fence so tried to walk around attacking the turrents which were high up on roofs etc, they were soon cut down to pieces, so fencing can help.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Yeah, that's probably the weakest thing about NPC behavior. I tend to think of that as more mechanics than AI. Frankly, hostiles should remain alarmed as long as you're in range, and should become alarmed if they find a body. Something like, say, the mechanics of the Arkham games.

That's always been one of the weakest aspects of Bethesda games, imo. I think the engine must be the limiting factor here.
 

imaheadcase

Diamond Member
May 9, 2005
3,850
7
76
Anyone running into what i assume is a bug with maglocked doors? You hack the terminal, say open then wait until it says they are open. You exit back out and the menu still shows they are locked and then you exit the terminal and the door is still locked. I found that if i quicksave and quick load i hear them open while its still loading the screen. Then once fully loaded the door is open.

Yah happens to me as well. I simply think its a timing issue, like if you click out of screen to fast it won't open. Or press Tab to many times to hurry through screen.
 

BoberFett

Lifer
Oct 9, 1999
37,562
9
81
Cleared areas reset after three days, except for the ones that show up as cleared in your pipboy. Those will be permanently cleared.

I'm quite certain I've had things cleared on the map in the PipBoy reset, even though I never took a new mission for that area.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
I'm quite certain I've had things cleared on the map in the PipBoy reset, even though I never took a new mission for that area.

Most areas will naturally reset so you can farm mats. The [Cleared] in the pipboy is just there so you know not to go back to farm until it goes away.

Certain areas are good for specific mats, like Corvega for metals.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
I found one feature that I thought was a waste of time but turned out not to be the case, I was fine tuning all my thirty settler camps ie was installing a perimeter fence ie 360 right around camp, after I did that I checked my gun turrents were all in good positions and about five minutes after had a super mutant attack on the camp .

They could not get through the fence so tried to walk around attacking the turrents which were high up on roofs etc, they were soon cut down to pieces, so fencing can help.

That's good to know, although I would have built walls anyway. I wonder if they will use a gate? I'd really like a way to lock certain doors so that only I can open them (which I assume/hope is the case for safes I create, for example).
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
That's good to know, although I would have built walls anyway. I wonder if they will use a gate? I'd really like a way to lock certain doors so that only I can open them (which I assume/hope is the case for safes I create, for example).


I find can be a problem if you have sealed areas, I like to have those gates that anybody can open ie travelling traders with brahmin, new settlers etc .... For enemies I just beef up the defences around the gates so camp gets plenty of warning via gun turrents firing at the enemy if they try to get in that way.

I stick with one or two public gates max, all beefed with defences.

Just remember travelling traders with their brahmin like to use gates when selling gear, especially if the area is all fenced up etc...

Also if you have a provisoner he or she may come back with a brahmin full of gear.


Btw think I had my first synth birds, yes birds, turrents started firing at birds, guess one must of been a synth lol...