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

Page 126 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Imp

Lifer
Feb 8, 2000
18,828
184
106
Figure I will add this to this thread. The next 3 dlc's have been revealed they are in order of release
Contraptions Workshop, Price: $4.99 USD Release: June 21, 2016

Vault-Tec Workshop, - Build your own vault - Price: $4.99 USD - Release: July 2016

Nuka-World - Price: $19.99 USD - Release: August 2016

Source: https://bethesda.net/#en/events/gam...lt-tec-workshop-and-nuka-world/2016/06/12/146

Sweet. Thanks, I don't keep track of this stuff anymore.

Will probably get them all. Thought I'd only get Far Harbor the last time, but I got the season pass when it was cheaper and ended up enjoying all of them.

Edit: Dang, just saw the dates, those are coming very soon.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
After how underwhelming Wasteland Workshop was, I'm not thrilled to hear that the next two DLC are more of the same. Given that I love building up settlements just to build them, and will do a fair amount of stuff that's cosmetic rather than functional, that's saying quite a lot.

The main thing that has me wondering is what the conveyor belts in the Contraptions workshop will do. I'm into games like Factorio and Infinifactory, but I can't see them implementing anything like that. I fully expect the conveyor belts will be pointless - a way of moving objects in a game where there's no incentive to do so.

The Vault-Tec workshop sounds pointless since there are free mods that already do everything but the experiments. I expect the "experiments" aspect will be as crap as the creature-arena stuff on Wasteland Workshop.

Nuka-World will probably be OK. I liked The Pitt, for example.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I, uh, what? I must have missed the Bobcat track ho part of the DLC.
If you flirt with Gilda . . .

Figure I will add this to this thread. The next 3 dlc's have been revealed they are in order of release
Contraptions Workshop, Price: $4.99 USD Release: June 21, 2016


Vault-Tec Workshop, - Build your own vault - Price: $4.99 USD - Release: July 2016



Nuka-World - Price: $19.99 USD - Release: August 2016


Source: https://bethesda.net/#en/events/gam...lt-tec-workshop-and-nuka-world/2016/06/12/146
Man, that sucks. Nuka-World is the last DLC for Fallout 4, which means for our season pass we get one large and one small actual expansion and some . . tricks . . . that frankly the modders would do better.
 

Dahak

Diamond Member
Mar 2, 2000
3,752
25
91
If you flirt with Gilda . . .


Man, that sucks. Nuka-World is the last DLC for Fallout 4, which means for our season pass we get one large and one small actual expansion and some . . tricks . . . that frankly the modders would do better.

Yeah, its sad that there is only really 2.5 expansions / true dlc in it.
(.5 for automaton / 1 for far harbor and 1 for Nuka-World( Maybe have to see)

Personally the Wastleand and Contraptions should have been free imo.

The Vault-Tech one depending on how involved it is, may be should free
 

Dahak

Diamond Member
Mar 2, 2000
3,752
25
91
So it's looking like I made a smart decision in not buying the season pass yet..

While at the current price, yes, might not be a good value, but if you got the season pass before the price hike it would not as bad
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Far Harbor is worth it. Nuka World probably will be, though we haven't seen it yet.

Automatron is actually pretty good too. It doesn't add too much in new areas (3 interior locations), but the addition of two new factions shooting it out in random encounters livens the game up quite a bit. I had the Rust Devils make an assault on Diamond City in one game, and that was quite interesting. Plus there's the "build your own robot" thing, which wasn't as good as I thought, but it's something.

I'd say the Season Pass was a good deal at $30, when I got it. Not so much at $50, since the Workshop things aren't very good. Though maybe Contraptions will be better than I'm expecting.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
If you flirt with Gilda . . ..
Is that where that leads? I flirted with her several times, figuring it would get her to be more free with information, but when the next step was "go on a date" I decided that had gone entirely far enough.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Far Harbor is worth it. Nuka World probably will be, though we haven't seen it yet.

Automatron is actually pretty good too. It doesn't add too much in new areas (3 interior locations), but the addition of two new factions shooting it out in random encounters livens the game up quite a bit. I had the Rust Devils make an assault on Diamond City in one game, and that was quite interesting. Plus there's the "build your own robot" thing, which wasn't as good as I thought, but it's something.

I'd say the Season Pass was a good deal at $30, when I got it. Not so much at $50, since the Workshop things aren't very good. Though maybe Contraptions will be better than I'm expecting.
That's a good point, I do like the Rust Devils and I just built two robots for Longfellow's cabin to get some food harvested as well as providing some mobile defense while I wait for the happiness of the five settlers to rise enough to attract more. For $30, I'm reasonably satisfied, though disappointed. For $50, I'd wait.

Is that where that leads? I flirted with her several times, figuring it would get her to be more free with information, but when the next step was "go on a date" I decided that had gone entirely far enough.
Yup. I thought I was safe going on a "date" with what is essentially a sexless track-propelled industrial vacuum cleaner, but no. Someone needs to tell Bethesda that going "on a date" /= permission to hump my brains out.

You know what they say - once you go track, you never go back.
 

slag

Lifer
Dec 14, 2000
10,473
81
101
I started playing again but got tired of all the damage/eating/etc bs, so I enabled godmode, equipped the mini nuke, and just go to town on most everything. Makes the game that much more enjoyable imho when you can't die and just walk from place to place doing quests.
 

Oyeve

Lifer
Oct 18, 1999
22,057
880
126
I started playing again but got tired of all the damage/eating/etc bs, so I enabled godmode, equipped the mini nuke, and just go to town on most everything. M akes the game that much more enjoyable imho when you can't die and just walk from place to place doing quests.
Yeah, I went godmode in my sixth play through.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
What's the point in doing quests you've already done if there's nothing that can prevent you from completing them?
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I've never understood people who play in godmode for any reason other than being utterly balked by some end-game difficulty spike. What's the point? There's no game left when you do that. Pressing the "win" button isn't entertaining.

On the subject of difficulty, I think I'm going to reluctantly back off of Survival Mode. Doing a run through with it is worth doing at least once, just because the lack of fast travel and the carry weight reduction means I paid a lot more attention to settlement locations.

With fast travel, I always ended up making Sanctuary Hills my home base. It's one of the larger build locations, and of course you start there so it's going to get a head start on more distant ones. I never bothered building workbenches anywhere else. Without fast travel, I built up whatever base was closest to the frontier, and cared more about places like Hangman's Alley because it's centrally located.

With drugs (particularly Stimpacks) causing thirst, I found my drug use and healing was limited by how much purified water I was willing to carry. Now and then I found myself resorting to drinking dirty water, just because I'd run through my water supplies and I'd used a lot of drugs / healing when things got hairy. That made for some interesting challenges.

However, Survival Mode's removal of all special effects and healing from food made food boring. I went from carefully considering what mix of interesting foods I'd bring to just looking at weights. I no longer cared about bagging some of the rarer meats.

Having to hoof it to "settlement under attack!" notices made those much more onerous. The weight limit restrictions made anything but power armor useless, made me feel like a guy with severe back injuries who required an exoskeleton for mobility since I started taking damage any time I left my power armor, and worst of all rendered the already marginal heavy weapons a waste of time. It was already rough thinking about carrying around something like a missile launcher, but when a combat load of missiles adds 70 pounds, there's just no point.

Basically, I think it was poorly balanced. "Normal" weight limits are awfully high, but that's at least in part because you're a one man army. If this were a squad game (like XCom), you could afford to have one guy be the heavy weapons specialist, carrying weapons that are situationally powerful but not as useful in most firefights as a basic assault rifle.

It's too bad. Particularly since I liked the old Survival mode, where healing effects were slow enough that you couldn't heal your way out of a bad situation. Going back to Very Hard is going to make healing easier than I want.
 

slag

Lifer
Dec 14, 2000
10,473
81
101
I've never understood people who play in godmode for any reason other than being utterly balked by some end-game difficulty spike. What's the point? There's no game left when you do that. Pressing the "win" button isn't entertaining.

On the subject of difficulty, I think I'm going to reluctantly back off of Survival Mode. Doing a run through with it is worth doing at least once, just because the lack of fast travel and the carry weight reduction means I paid a lot more attention to settlement locations.

With fast travel, I always ended up making Sanctuary Hills my home base. It's one of the larger build locations, and of course you start there so it's going to get a head start on more distant ones. I never bothered building workbenches anywhere else. Without fast travel, I built up whatever base was closest to the frontier, and cared more about places like Hangman's Alley because it's centrally located. I'm not a fan of having to build bases/settlements, whatever either. I want to get a quest, do the quest by killing something, clearing an area, discovering something, etc, but if I wanted to build stuff, I'd go play the Sims..

With drugs (particularly Stimpacks) causing thirst, I found my drug use and healing was limited by how much purified water I was willing to carry. Now and then I found myself resorting to drinking dirty water, just because I'd run through my water supplies and I'd used a lot of drugs / healing when things got hairy. That made for some interesting challenges.

However, Survival Mode's removal of all special effects and healing from food made food boring. I went from carefully considering what mix of interesting foods I'd bring to just looking at weights. I no longer cared about bagging some of the rarer meats.

Having to hoof it to "settlement under attack!" notices made those much more onerous. The weight limit restrictions made anything but power armor useless, made me feel like a guy with severe back injuries who required an exoskeleton for mobility since I started taking damage any time I left my power armor, and worst of all rendered the already marginal heavy weapons a waste of time. It was already rough thinking about carrying around something like a missile launcher, but when a combat load of missiles adds 70 pounds, there's just no point.

Basically, I think it was poorly balanced. "Normal" weight limits are awfully high, but that's at least in part because you're a one man army. If this were a squad game (like XCom), you could afford to have one guy be the heavy weapons specialist, carrying weapons that are situationally powerful but not as useful in most firefights as a basic assault rifle.

It's too bad. Particularly since I liked the old Survival mode, where healing effects were slow enough that you couldn't heal your way out of a bad situation. Going back to Very Hard is going to make healing easier than I want.

I don't find micro managing radiation, food, etc fun at all. I played countless hours the "normal" way, had my share of quests, encounters, died, came back, succeeded. Now its just me wanting to finish the game and do more things. The fun factor is different for everyone and for me, its most fun to just get a quest and do it and not worry about dying or having to eat something to get rid of radiation poisoning or something like that.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I've never understood people who play in godmode for any reason other than being utterly balked by some end-game difficulty spike. What's the point? There's no game left when you do that. Pressing the "win" button isn't entertaining.

On the subject of difficulty, I think I'm going to reluctantly back off of Survival Mode. Doing a run through with it is worth doing at least once, just because the lack of fast travel and the carry weight reduction means I paid a lot more attention to settlement locations.

With fast travel, I always ended up making Sanctuary Hills my home base. It's one of the larger build locations, and of course you start there so it's going to get a head start on more distant ones. I never bothered building workbenches anywhere else. Without fast travel, I built up whatever base was closest to the frontier, and cared more about places like Hangman's Alley because it's centrally located.

With drugs (particularly Stimpacks) causing thirst, I found my drug use and healing was limited by how much purified water I was willing to carry. Now and then I found myself resorting to drinking dirty water, just because I'd run through my water supplies and I'd used a lot of drugs / healing when things got hairy. That made for some interesting challenges.

However, Survival Mode's removal of all special effects and healing from food made food boring. I went from carefully considering what mix of interesting foods I'd bring to just looking at weights. I no longer cared about bagging some of the rarer meats.

Having to hoof it to "settlement under attack!" notices made those much more onerous. The weight limit restrictions made anything but power armor useless, made me feel like a guy with severe back injuries who required an exoskeleton for mobility since I started taking damage any time I left my power armor, and worst of all rendered the already marginal heavy weapons a waste of time. It was already rough thinking about carrying around something like a missile launcher, but when a combat load of missiles adds 70 pounds, there's just no point.

Basically, I think it was poorly balanced. "Normal" weight limits are awfully high, but that's at least in part because you're a one man army. If this were a squad game (like XCom), you could afford to have one guy be the heavy weapons specialist, carrying weapons that are situationally powerful but not as useful in most firefights as a basic assault rifle.

It's too bad. Particularly since I liked the old Survival mode, where healing effects were slow enough that you couldn't heal your way out of a bad situation. Going back to Very Hard is going to make healing easier than I want.
Oddly, I'm not a fan of building settlements either. But if I start one, I have to provide them beds and food and water and lots of defense. I'm just weird that way, so all my settlements are well-defended and -fed. (Except that coastal one in the south-east, at the water treatment plant; for some reason, I never got that one this play-through. Even though I did them some favors on behalf of the ultra-cool Atom Cats this time around.) Which is good, because while in Far Harbor I'm getting several attacks per day. Sometimes I have two at once - I didn't even think that was possible. And I'm really hoping to fight that Shipbreaker thingy before I leave . . .

The survival mod I used for New Vegas seems a LOT better than Bethesda's.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Just fought something called an enraged fog crawler. Took over 250 rounds point blank from my Kiloton radium rifle (Damage 135 + 50 radiation - which probably doesn't hurt it) to put it down. However, the damage is high enough that it was continually knocked down, so it simply wallowed around whilst I unloaded forty rounds, reloaded, unloaded another forty rounds, repeat. This is on Very Hard, and the whole time Longfellow was emptying his maxed-out gauss rifle into it, also from point blank range. This is not good design.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Critters, mutants, and ghouls are immune to radiation. Which is why radiation weapons are generally pretty iffy, you're not always fighting raiders.

Survival's actually better than Very Hard in that regard, because instead of 0.5x multiplier, you're doing 1.5-2.0x (depending on your adrenaline level). Most stuff dies pretty quickly, even things like Mirelurk Queens.

It's possible you're also being bitten by scaling. You don't mention your level, or the level of the critter you're fighting, but there's a point in the game where increases in level increase the bullet-sponge effect. You've maxed out your weapon skills, and enemies that aren't capped in level keep growing in HP. Basically, beyond level 50, your relative damage steadily decreases.
 

heymrdj

Diamond Member
May 28, 2007
3,999
63
91
Just fought something called an enraged fog crawler. Took over 250 rounds point blank from my Kiloton radium rifle (Damage 135 + 50 radiation - which probably doesn't hurt it) to put it down. However, the damage is high enough that it was continually knocked down, so it simply wallowed around whilst I unloaded forty rounds, reloaded, unloaded another forty rounds, repeat. This is on Very Hard, and the whole time Longfellow was emptying his maxed-out gauss rifle into it, also from point blank range. This is not good design.

RNJeesus did not like you and you got a bad roll D:. They are *the* strongest enemy in the game currently, though supposedly it could be because of a development error, and not actually supposed to be that strong. Either way, I was surprised by one and it destroyed my entire X01 set. 4 Fat Man rounds were not nearly as effective as expected.

http://fallout.wikia.com/wiki/Fog_crawler#Enraged_fog_crawler
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
There's that radiation weapon problem again. Not only is the Fat Man ridiculously hard to aim, it does radiation damage. At least, that's what the weapon information says - you'd think it would do substantial explosive damage as well, but I suspect it doesn't.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Critters, mutants, and ghouls are immune to radiation. Which is why radiation weapons are generally pretty iffy, you're not always fighting raiders.

Survival's actually better than Very Hard in that regard, because instead of 0.5x multiplier, you're doing 1.5-2.0x (depending on your adrenaline level). Most stuff dies pretty quickly, even things like Mirelurk Queens.

It's possible you're also being bitten by scaling. You don't mention your level, or the level of the critter you're fighting, but there's a point in the game where increases in level increase the bullet-sponge effect. You've maxed out your weapon skills, and enemies that aren't capped in level keep growing in HP. Basically, beyond level 50, your relative damage steadily decreases.
The kiloton rifle is mostly ballistic - it also does 15 points of explosive damage and 50 points of radiation damage, but I'm assuming that pretty much everything living in the fog is immune to radiation damage. I'm in the 70s, don't know about the enraged fog crawler's level. From heymrdj's info, looks like it took so long because the plash damage was the only thing actually getting through. If I go back to the island, I'll be sure to carry a fatman and my best plasma and laser weapons just in case.

FYI I did not pursue the Shipbreaker quest immediately, which is a major mistake as there is a known bug where the quest still works but Shipbreaker does not spawn. I disabled and re-enabled Shipbreaker, but I suspect what I got was a garden variety legendary fog crawler. It wasn't particularly large, it died fairly easily (MUCH easier than the enraged fog crawler), it's loot wasn't (useless "legendary" armor item and two pieces of fog crawler meat), and its pathfinding was faulty. Thus it got stuck on the far side of a pier and merely growled at me whilst I slowly shot it to death. All around let-down after reading of epic twenty minute battles.

After that I decided to do a loop around the island perimeter with Old Longfellow. At one point I got attacked at close range by eight or more anglers, including FOUR Legendary Venomous Anglers. Now THAT was a legendary battle - I could not back away from one without bumping into another. Unfortunately some of the anglers disappeared and/or sank into the landscape, but I still harvested 23 pieces of angler meat, numerous (over 200 pounds!) pieces of junk, armor and weapons, and four more useless "legendary" items.

RNJeesus did not like you and you got a bad roll D:. They are *the* strongest enemy in the game currently, though supposedly it could be because of a development error, and not actually supposed to be that strong. Either way, I was surprised by one and it destroyed my entire X01 set. 4 Fat Man rounds were not nearly as effective as expected.

http://fallout.wikia.com/wiki/Fog_crawler#Enraged_fog_crawler
Wow! 4000 Damage Resistance? I assume that it took so long to kill because the explosive splash damage was really the only thing touching it.

I love fog crawlers, they look like giant mantis shrimp. (Now THAT would be scary!)

There's that radiation weapon problem again. Not only is the Fat Man ridiculously hard to aim, it does radiation damage. At least, that's what the weapon information says - you'd think it would do substantial explosive damage as well, but I suspect it doesn't.
I thought the Fat Man did principally explosive damage? I very, very seldom carry or use one - did lob three mini-nukes at Shipbreaker, at which point she mutated the damage away and was too close for another - but in my limited experience I've found nothing undamaged by a mini-nuke.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I've been messing with the Contraptions DLC.

There are some new electrical conduits that seem to be happy going through walls. Which is nice, because that was always a pain before, getting power into a building. Often I would just run connectors around the outside and hope they radiated power to the lights inside.

The electrical conduits are little finicky. Sometimes they'll go through a wall, sometimes they won't, and I'm not clear why sometimes it's a problem. There are conduits designed to run along the ceiling, but they don't snap to the ceiling. What I've been doing is using a vertical piece of conduit, attaching the ceiling conduit to that, and then removing the vertical conduit.

There are new Forging machines that make weapons, armor, clothing, ammunition, and a small set of miscellaneous items. Most of the misc items are completely useless except the Lunch Box, which is of course a component of Bottecap Mines. I'm baffled as to why the selection of the misc items is so limited.

The forging machines are a a pain to use compared to the crafting workbenches. Among other things, you can't connect them to your supply network the way your crafting workbenches are connected, so you're always limited to whatever local resources are available. They also have a very high power draw (15 units), so you need a buttload of resources around to make generators before you can set one up.

At least it's a lore-friendly way of making weapons if you haven't been able to find, say, a Gauss rifle, or if you want to mass-produce weapons, armor, and clothing for your peons.

The conveyor belts are elaborate, but oddly limited. There are, for example, multiple ways to split up the output of a conveyor belt, but no easy way to combine belts. Aside from the giant hopper, that is. You dump stuff into the top of that, and it comes out the bottom, provided it has power. Presumably the idea is you can switch it on or off if you want.

In any case, it's completely pointless. Conveyor belts and assembly lines only work if you have a crafting model that requires multiple steps to accomplish things, like in Infinifactory or Factorio. The forges build things in a single step, so what you want to do is hook the output directly to a storage unit. Splitting up the output or moving it along complicated tracks accomplishes nothing.

There's a giant marble raceway, and bowling-ball sized steel balls to run along the track. The problem is, there's not enough to do with that, even if you're inclined to build giant Rube Goldberg machines or kinetic sculptures of some kind. There are tracks, splitters, and sensors, but nothing else that interacts with the track, really.

There are weapon display racks and armor mannequins. There's a user mod that does the same thing, but not nearly as well.

I think that if it weren't included in the Season Pass, I wouldn't have bothered with this DLC.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I think the point of the tracks, splitters, and sensors is Nuka-World. Once they wanted to do that, they had to build these things, so why not sell them individually before the modders break them out or reproduce them? An ammo press would be nice anyway, as long as it doesn't require aluminum. I'm flat out of aluminum.

I'm disappointed in Fallout 4's DLC. I was hoping for at least three good expansions; looks like we get one expansion, one vault variant, and one . . . Nuka-World. I'm just hoping that Nuka-World has lots of vendors - that sell aluminum.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I'm disappointed in Fallout 4's DLC. I was hoping for at least three good expansions; looks like we get one expansion, one vault variant, and one . . . Nuka-World.
I'm puzzled by this description, since I can't make it fit either either all the DLC or just the final 3.

Far Harbor was a good expansion, and very large. Automatron was a good expansion, added roughly the same amount of new area as Broken Steel, and had lasting effects to the overall game even once the questline was done. We don't know what Nuka World will be like yet, but it's safe to bet it won't be as oversized as Far Harbor, or as small in terms of new terrain as Automatron. If it's on par with The Pitt I won't be disappointed.

The Workshops have been disappointing. It's true that the Workshops do stuff you don't see in player-made mods, no player can being to create something like the arena system or the conveyor belts. The problem is, these things really aren't worth doing. Their essential problem boils down to poor design, not the amount of effort put into them.

Still, I think "three good expansions" is a fair characterization of what we're getting, overall. It feels like we got Broken Steel, Point Lookout, and maybe The Pitt this time around.