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

Page 112 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Scrap all the barrels and the rads go away :eek:

Oh cool, well maybe I will do something there then. I scrapped all the cars and wood and everything else in the lot, but I guess somehow I missed the barrels, probably by avoiding the rads.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Actually, come to think of it, I think the owned beds counted towards the settlement total. They couldn't be used by anyone, but they counted as beds for settlers. Otherwise, ya, rest of the beds are crammed where ever there's space.

Yeah they definitely do count, which is even odder.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Oh cool, well maybe I will do something there then. I scrapped all the cars and wood and everything else in the lot, but I guess somehow I missed the barrels, probably by avoiding the rads.

Even better, you can fit a couple water filter thingies in there.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
I had an idea this morning... maybe a mod. What would be cool is if the whole settlement mechanism basically became a contest between you and the bad guys. They already have the taking point mechanic, where you eject the baddies from a camp and then flip it to a settlement. What if any significant raider/mutant camp could be taken and made into a settlement, and the bad guys were able to take it back? So if they were able to attack and kill/disable a certain portion of the residents the rest would flee to the nearest settlement and the conquered settlement would flip back to a baddie camp. Other mechanics could be layered in, such as nearby camps reinforcing one and other so that you could be stronger in one area than another (this whole thing came about from my thinking it would be nice if I could "retake" and improve center city).
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
I had an idea this morning... maybe a mod. What would be cool is if the whole settlement mechanism basically became a contest between you and the bad guys. They already have the taking point mechanic, where you eject the baddies from a camp and then flip it to a settlement. What if any significant raider/mutant camp could be taken and made into a settlement, and the bad guys were able to take it back? So if they were able to attack and kill/disable a certain portion of the residents the rest would flee to the nearest settlement and the conquered settlement would flip back to a baddie camp. Other mechanics could be layered in, such as nearby camps reinforcing one and other so that you could be stronger in one area than another (this whole thing came about from my thinking it would be nice if I could "retake" and improve center city).

That could be fun, as long as the settlements did a decent job of defending themselves without you there. Or if you got a better notification to show up.

I visited the Castle one time and it had been trashed without me ever noticing any warnings about defending it. I thought I had the defenses set up pretty well but without any battle logs I have no idea what happened.

Battle logs? I wonder if there's any way to have attacks generate some kind of after-action reports? As a holotape, read-and-it's-completed quest, or whatever?
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
That could be fun, as long as the settlements did a decent job of defending themselves without you there. Or if you got a better notification to show up.

I visited the Castle one time and it had been trashed without me ever noticing any warnings about defending it. I thought I had the defenses set up pretty well but without any battle logs I have no idea what happened.

Battle logs? I wonder if there's any way to have attacks generate some kind of after-action reports? As a holotape, read-and-it's-completed quest, or whatever?

It's kind of cool that all these factions and systems are interacting even in unloaded regions you haven't visited for awhile, but yeah the defense stuff is out of balance in the game as released. There are too many attacks, or at least too many that demand player intervention. I took Piper to the Castle last night to turn in a Preston quest, and of course he gave me another, and while I was there Radio Freedom broadcast an alert that the Slog was under assault for the nth time. I went up there and was waiting for the attack to start when two failed messages scrolled for Warwick Estates and Oberland Station. I hadn't even noticed them, and I check the "Misc" quests in the pip boy fairly often.

One of those turned out to be pretty neat actually. I reloaded, figuring I had time for the Slog, and when I arrived at Warwick it was night and I found a huge force of raiders just assembling outside the gate. There were at least eight or ten of them, with three in power armor. I popped in behind them and started lobbing grenades, the residents poured out, and we annihilated them.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
It's kind of cool that all these factions and systems are interacting even in unloaded regions you haven't visited for awhile

That's one of the better parts of their open world design. While at Hangman's Alley I will sometimes hear that the super mutants have returned to those apartments near the Diamond City entrance and are attacking again. Just gunfire off in the distance without "me" being involved at all.

And when I went to clear out the water plant for the robot settlement it just happened to be when the Brotherhood decided to take out the mutants there and they were in mid-battle when I arrived.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
That's one of the better parts of their open world design. While at Hangman's Alley I will sometimes hear that the super mutants have returned to those apartments near the Diamond City entrance and are attacking again. Just gunfire off in the distance without "me" being involved at all.

And when I went to clear out the water plant for the robot settlement it just happened to be when the Brotherhood decided to take out the mutants there and they were in mid-battle when I arrived.

Yeah, the world feels very much alive due to this. The same thing happened to me at the water plant on my second play through on survival. Since I wasn't very high level I expect that place to be a tough nut to crack.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
And when I went to clear out the water plant for the robot settlement it just happened to be when the Brotherhood decided to take out the mutants there and they were in mid-battle when I arrived.

Another good example of this also happened to me last night when I finally returned to the Slog to handle that issue: we were attacked by a small group of Gunners, and the fight drew in the Forged from the steel mill south of the settlement.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
I've been grinding just to harvest parts/equipment lately and noticed that the game could use more respawns, especially gunners. Maybe even a denser distribution of bad guys or more level matching.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
I've been grinding just to harvest parts/equipment lately and noticed that the game could use more respawns, especially gunners. Maybe even a denser distribution of bad guys or more level matching.

Theres several mods for that.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I had an idea this morning... maybe a mod. What would be cool is if the whole settlement mechanism basically became a contest between you and the bad guys. They already have the taking point mechanic, where you eject the baddies from a camp and then flip it to a settlement. What if any significant raider/mutant camp could be taken and made into a settlement, and the bad guys were able to take it back? So if they were able to attack and kill/disable a certain portion of the residents the rest would flee to the nearest settlement and the conquered settlement would flip back to a baddie camp. Other mechanics could be layered in, such as nearby camps reinforcing one and other so that you could be stronger in one area than another (this whole thing came about from my thinking it would be nice if I could "retake" and improve center city).
That would be cool. Break Banks in particular is just itching to be settled, already has crops planted, a couple buildings, and plenty of room. And I'd LOVE it if I could settle that southeastern Gunner town - it's a major PITA to even pass by there.

Nice kinky little tableau in the outhouse on the island. Hey, at least they died doing what they loved - although it's customarily the wood shed, not the outhouse. Eew.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Noticed a mechanic tonight that I hadn't observed before. I always wondered what befell my Provisioners as they wandered the Commonwealth. How did the game deal with them getting attacked and killed? Were they invincible? Did they just get silently replaced? One thing I had noticed for the last several weeks was that I would occasionally get mystery exp, and I would have no idea where it came from. Tonight I found out when I happened on a group of my provisioners getting attacked near Hangman's Alley. That is a central hub for all my routes so it happened that three of them were passing near each other when Supermutants attacked one. So the first thing I noticed as I ran to assist was they can take a lot of damage. The second thing was that they will run to support each other. All three of the provisioners ganged up on the mutants (while their pack brahmin charged around in a panic). The third thing was that I got exp every time one of them killed a mutant. So now I know they will support each other and defend themselves when attacked, and I know where that mystery exp was coming from.
 

KIAman

Diamond Member
Mar 7, 2001
3,342
23
81
Noticed a mechanic tonight that I hadn't observed before. I always wondered what befell my Provisioners as they wandered the Commonwealth. How did the game deal with them getting attacked and killed? Were they invincible? Did they just get silently replaced? One thing I had noticed for the last several weeks was that I would occasionally get mystery exp, and I would have no idea where it came from. Tonight I found out when I happened on a group of my provisioners getting attacked near Hangman's Alley. That is a central hub for all my routes so it happened that three of them were passing near each other when Supermutants attacked one. So the first thing I noticed as I ran to assist was they can take a lot of damage. The second thing was that they will run to support each other. All three of the provisioners ganged up on the mutants (while their pack brahmin charged around in a panic). The third thing was that I got exp every time one of them killed a mutant. So now I know they will support each other and defend themselves when attacked, and I know where that mystery exp was coming from.

I'm almost certain they are invincible as I remember running to help one out only to find it kneeling like a companion that needs a stimpack while gunners were blasting at him. But just in case I always make sure my provisioners have the best equipment and weapons and also make sure they are all ghouls for radiation immunity.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
I'm almost certain they are invincible as I remember running to help one out only to find it kneeling like a companion that needs a stimpack while gunners were blasting at him.

Yeah I saw that during the fight last night. They get knocked down like Dogmeat when he needs a stim but they get back up after healing for a bit. If they can be killed then at least it's not something the player has to deal with, or there would be some method of notification, and I haven't seen any of my trade routes go away mysteriously.
 

Oyeve

Lifer
Oct 18, 1999
22,058
880
126
I think I have done everything in this game. All quests are grayed out and nothing new pops up. :-(
 

BoberFett

Lifer
Oct 9, 1999
37,562
9
81
That's one of the better parts of their open world design. While at Hangman's Alley I will sometimes hear that the super mutants have returned to those apartments near the Diamond City entrance and are attacking again. Just gunfire off in the distance without "me" being involved at all.

And when I went to clear out the water plant for the robot settlement it just happened to be when the Brotherhood decided to take out the mutants there and they were in mid-battle when I arrived.

Does the BoS actually kill people in your game? In mine, they mostly get mowed down, assuming they even make it out of the vertibird before the pilot flies it into the ground. :p
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Does the BoS actually kill people in your game? In mine, they mostly get mowed down, assuming they even make it out of the vertibird before the pilot flies it into the ground. :p

They wreck shit in mine, assuming they make it off the vertibird like you said. In the battle for bunker hill I had all three fighting each other and easily killed everyone.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
They wreck shit in mine, assuming they make it off the vertibird like you said. In the battle for bunker hill I had all three fighting each other and easily killed everyone.

It's all over the road. I see groups all the time roaming and they're only about level 25 -- they die fairly easily. However, some checkpoints are manned by level-matched-to-me groups around level 100. Luckily (?), enemies seem to also be level-matched so it's level 100 versus other high level enemies.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
Does the BoS actually kill people in your game? In mine, they mostly get mowed down, assuming they even make it out of the vertibird before the pilot flies it into the ground. :p

Heh, I have seen a fair number of Vertibirds explode, but they seem to take their share of the super mutants, raiders, Gunners, and Children of the Atom with them.

But I stopped playing around 40 in my first playthrough on Normal after saving the world, this time on Hard I'm only around 25. Those of you in the 50 - 100 range might see different behavior.
 

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
31,859
31,996
146
What, no settlements need your help?
At level 118 evidently not. Preston seems to be done with me. I can still take mission from BoS and railroad though.

I think it is time to start installing mods. I am feeling done with the vanilla game at this point. Maybe I will first kill all of my allies everywhere. Go full on Shiva the Destroyer :twisted:
 
Aug 11, 2008
10,451
642
126
So I have a question. I am on my second playthrough, and the game has gotten progressively worse locking up when fast traveling, or just transitioning from one area to another, even like going through a door. It used to happen only rarely, but has gotten progressively worse. Now it happens almost every other time I fast travel or do an area transition. The game is basically unplayable. What happens is that the game locks up on the loading screen and just stays there indefinitely. Sometimes the screen is totally black, and others you get the text and picture of a gun or whatever, but the next area never loads. I have a HD7770 and i5 2320, both at stock. Every other game plays fine, and FO4 played fine for the first playthrough. The loading time have always been long, but just recently have the frequent lockups started. I did verify the local files using steam, and it seemed to help briefly, but after a day or two it is back to locking up almost every time I fast travel or do an area transition.

Can anybody help? Has there been a recent update that is causing problems?
 

XiandreX

Golden Member
Jan 14, 2011
1,172
16
81
At level 118 evidently not. Preston seems to be done with me. I can still take mission from BoS and railroad though.

I think it is time to start installing mods. I am feeling done with the vanilla game at this point. Maybe I will first kill all of my allies everywhere. Go full on Shiva the Destroyer :twisted:

How many hours are you at ?