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Fallout Fallout 4 Thread

DosBuster

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Bloated filesize, judging by the initial game release, means they just upscaled some textures. One of the first mods to come out was one that resized them to what they should be and the installation was reduced by quite the fee GBs.

Man, when people actually believe the dumb shit written in some mod descriptions by a random author.
 
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Bubbles

I'm forever blowing
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Review round-up:

For PC players this piece is essentially useless aside from the refined trapping though it was rather basic so I'm sure a mod will emulate that perfectly soon. Everything else has mostly been made better if I may say by the mod community so I'd stay away from this one. That aside this was reviewed on a console so for those players this is a fantastic pack for those that enjoy their settlements and have been desperate for new items to build with. The trapping is also an interesting aspect despite being a bit too simplistic, yet difficult to understand at first since I wasn't sure what the game had wanted. It even glitched at one point where the door wouldn't open so I had to teleport around a bit until it worked which was disappointing. By the end of my time playing this new pack it's rather average and for niche group, but I'm sure some will spend hours collecting Super Mutants or Deathclaws to have them fight each other for entertainment.

Rating Overall: 7.5

http://www.articles.gamerheadquarters.com/dlcreview53wastelandworkshop.html

Overall, Wasteland Workshop really freshens up the settlement-building experience in Fallout 4. It was pretty robust to start with, but the new DLC provides players with a greater sense of control and further options for personalization of their settlements.

Some critics of the expansion pack may say it’s just an attempt by Bethesda to squeeze some money from customers before mods are supported on consoles, allowing more freedom over the game’s experience. While valid to some extent (particularly with some settlement items), the majority of Wasteland Workshop is a new experience, and certainly worth the $4.99 price tag.

http://www.exlgaming.com/wasteland-workshop-the-review/

Nothing from RPS or Kotaku yet.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You missed this one: http://www.pcgamer.com/at-5-fallout-4s-wasteland-workshop-is-barely-worth-it/

I know it's only five bucks, but it's still hard not to feel a little underwhelmed by the Wasteland Workshop. I'd say this is a pretty skippable bit of DLC for PC gamers: you can find plenty of settlement improvements and decorations on the Steam WorkshopNexus Mods for free—or on our handy best mods list—and I feel that Bethesda could have added more to their original meager selection of building items without asking you to pay for it. I know, I know, It’s hard to whine over a five dollar buy, but I think I’ve managed it pretty nicely.
 
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

Metro

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You missed this one: http://www.pcgamer.com/at-5-fallout-4s-wasteland-workshop-is-barely-worth-it/

I know it's only five bucks, but it's still hard not to feel a little underwhelmed by the Wasteland Workshop. I'd say this is a pretty skippable bit of DLC for PC gamers: you can find plenty of settlement improvements and decorations on the Steam WorkshopNexus Mods for free—or on our handy best mods list—and I feel that Bethesda could have added more to their original meager selection of building items without asking you to pay for it. I know, I know, It’s hard to whine over a five dollar buy, but I think I’ve managed it pretty nicely.
It's funny because people trashed anyone who predicted this thing would be $5 for a handful of shit modders could do. Now after-the-fact, everyone is up in arms about it.
Funny thing is half the active posters on Codex probably own an XB1.
What for, to play games that are also on PC?
Have you seen some of the threads in GG recently?
 
Self-Ejected

Bubbles

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I can't see Wasteland Workshop as anything but a bad buy. A cynical ploy to pad out the “value” of the Season Pass and maybe milk a few weirdos like me who just can't resist neon lights. If you have the Season Pass, I guess you might get some use out of this. If you were waiting to see if you wanted this al a carte, you would be better off going with Automatron. At least the robots haven't turned on me... yet.

4
BELOW AVERAGE
Has some high points, but they soon gives way to glaring faults. Not the worst game, but is difficult to recommend.

http://www.destructoid.com/review-fallout-4-wasteland-workshop-355040.phtml

"al a carte"
 

Metro

Arcane
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Messages
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a la mode

Post price-hike they want $50 for:

- a two hour quest line, two locations, and wacky robot companions
- a dozen or so (?) settlement additions none of which have impact on gameplay
- Far Harbor that will probably be smaller than Dragonborn
- Mystery grab bag of who knows what
 

Zewp

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Codex 2013
The nice thing is you can just pirate the DLC and play it on your Steam version and even earn achievements.
 

Orma

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Torment: Tides of Numenera
how?

not because im interested, but for the inevitable, 'Requires all DLC's' mods
 

Hirato

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Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
it's literally just a bsa and an esm you enable the same way you enable mods.
At least that's how it is with Skyrim and everything before it.
 

Immortal

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https://community.bethesda.net/thread/7615
Congrats guys, you may have a career in reviewing games after all.
With no actual link, of course. I guess that's why the thread is still up? :P

Totally not an xbox player said:
I got as far as the Xbox One comment and stopped reading, I thought we were beyond petty system arguments.

Totally not an xbox player said:
Touts Obsidian as some paragon of writing and starts some console bashing...

Totally not an xbox player said:
All I see are 2 paragraps of biased whining. From the "Hurrrduurrr stupurd xbox1!" to the bare bones superficial at best description of the factions, the same can be done with the other games factions.

0.jpg



Totally not an idiot said:
I Think New Vegas was overrated... 90% of New vegas feels like its empty compared to Fallout 3 or 4. Exploring DC was way more fun to explore as is Fallout 4. The refrence of looking for your son means you cant defend the whole benny thing imo. Also Fallout 3 seeing how you could never aime down the sights made be use more tactical approaches which in 3 had the options countless ruins where could ambush and ect, In Vegas combat was very linear. But to be fair I miss some of those quirky side quests like the rockets for the ghouls the schizo mutants.Vegas basically had a no city enviroment and those are usually the best areas for tactical attacks. I agree only more side quests would be fun, but it is quite a few in the game you just have to look for them Vegas pretty much always led you to the side quests in Fallout 4 it's more of find it on your own which can be good or bad depending on ones opinion. Honestly to me the only thing Vegas did better than 3 was add aiming down the sights of your gun. BOS was not even interesting in Vegas andthe Khans had more potential but were about as useful as fiends. NCR and Ceaser is what only really made the game interesting and Ceaser legions potential was wasted in quite a few ways. I did like the NCR gear with the mask though

I wonder what the results would be if you cross referenced the demographics of people who like FO3 and how far along the autistic spectrum they are.

Actually I think I already know.. :retarded:
 
Self-Ejected

Bubbles

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I'd say the people who like FO3 are not autistic enough

Had to post that I just hit 1000 hours in this game!!

Just hit that milestone earlier this morning ... man between this game and my 20 times through Mass Effect I am really starting to be bored with other games that do not allow you some form of improvement over time (I'm looking at you SP campaigns for Halo 3, Gears 2, KZ2, GTA IV) ... so much so that I really cannot get much enjoyment from playing them atm. I need to level up or at the least improve my abilities and upgrade my weapons like in the RPGish Bioshock, yeah so I know ... I need a life ... well duh! I am working on that ... believe me. But in the meantime this will do ... I just need another RPG like this and you know what Borderlands is coming within the next year so I will be happy. But seriously I am so addicted to this game ... even though the frequent bugs I run into throw me into fits of rage. Oh well ... what is an addiction without a bit of drama. LOL! ;)

--

For the person who asked ... Well lets see ... how does one make this experience last so long:

1 - Never use a guide book or Wiki or other sources for finding out where things are or discovery purposes or even best ending or best reward scenarios ... use it for looking up info on enemies, weapons things like that ... when you have to search for everything it can really take hundreds of hours to find it all.

2 - Multiple builds all taken to the highest level and even beyond that so that there skills can keep increasing by reading skill books.

3 - Making sure I have all unique weapons ... this took quite a while without any tips ... my first character was about 350 hours or so.

4- Playing as both Male and Female

5 - Playing ALL the DLCs with each of my characters and making sure they all reach level 30.

6 - Lots of experimentation with plenty of save files to make sure I don't have redo too much work.

Just some of the ways I kept myself going and anyway I just love the game on so many levels (other than techincal compentency ... this game is really a buggy POS but somehow it is my favorite as you can see ... while ME is 2nd).
 

Metro

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Messages
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I played around with various builds but ultimately there's one that's far superior to any other (high luck/endless VAT). The new Survival adds a little bit of a challenge but mostly serves to add tedious padding -- you don't really run into much by walking around aside from a random encounter every so often. 1,000 hours... I have no idea. There simply isn't enough content and what there is isn't interesting enough to keep it fresh for a dozen playthroughs. The game would be better if it was a series of randomized locations that reset with each new character.
 
Self-Ejected

Bubbles

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Some Workshop reviews from the major sites. IGN:

Fallout 4: Wasteland Workshop DLC Review
I never cared all that much for building settlements in Fallout 4, but since installing the Wasteland Workshop DLC I’ve at least enjoyed turning them into the post-apocalyptic world’s worst zoos. It includes some fun ways to mess with the creatures and residents of the Commonwealth, though not much more than that.

It’s a bit disappointing that there are no stories or missions built around these new settlement options, but the new tools in the toolbox do make Fallout 4 a more creative game. It’s amusing to capture raiders and deathclaws, imprison them in your settlements, and then force them through gauntlets of elaborate traps. Plus, the aesthetic effect of a pack of deathclaws wandering serenely through the early morning fog in Sanctuary is pretty cool.

But the charm quickly wears off. A big reason why is that, considering capturing creatures doesn’t really make your character more powerful, some of it is just a hassle to use. Monster cages are the most interactive new element, but the process of creating and using them is unnecessarily cumbersome. They’re expensive to build, so expect to spend a lot of time foraging for materials (or just break down and cheat). And once you do build them, the act of trapping a monster isn’t interesting or quick – you just have to place them and wait until a monster appears in them. Plus, if you didn’t invest heavily in the charisma attribute, you’ll miss out on the essential creature-subduing device.

I suspect Wasteland Workshop’s designers intend for you to conduct capture operations between other adventures so you’ll have something waiting for you when you return. But that doesn’t really make sense for where Fallout 4 players are right now, more than six months after release. Having already done most of what Fallout 4 contains at this point and wanting to experience Wasteland Workshop as a way to refresh the experience, I would have appreciated a better way to accelerate my trapping than manually sleeping at a bed for several nights before a new beastie showed up.

Another issue is that due to the lack of story or missions, actually enjoying your captives is largely a matter of making your own fun with the tools provided. I was briefly amused sending captured beasts through gauntlets of automated defenses like hallways full of spinning blades, but there’s no challenge in it and nothing to gain from it. Likewise, there’s no real reason to use the new arena markers that let you pair teams of settlers, companions, and pets in staged battles. If you’ve messed with console commands to spawn enemies at all, you’ve already seen all of these fights. And it’s not like the arena does anything to compliment that, like keep track of Preston Garvy’s win/loss record or organizing monster tournaments.

On top of not really contributing anything functional to your settlement, they can cause harm: turning settlers against one another in the arena means only one comes out alive, and that pretty much demands saving beforehand and reloading after to avoid permanent repercussions. I’d have appreciated a non-lethal option, or even better, a reason to risk the lives of our followers, like wagering on fights. Since there’s no way to really control them, the fights are frankly unexciting to watch.

It’s also a letdown that there are so few ways to use these creatures after you’ve captured and tamed them. After Automatron’s introduction of customizable robot servants, I wish Wasteland Workshop would have gone all-in and allowed me to enlist my domesticated Deathclaws as Dogmeat-style companions in my wanderings in the Wasteland, or at least give them names and tasks. Alas, they’re limited to mostly serving as settlement security, which was already pretty well covered by turrets. In that vein, we also get a handful of new traps and defenses with an Indiana Jones-inspired aesthetic to them, though the floor spikes and spinning blades aren’t particularly practical unless attackers can be funneled into narrow corridors.
Wasteland Workshop’s more positive qualities are for settlement builders, and include pragmatic additions like a full-scale Fusion Generator to power all the neat new toys you’ll be scrambling to build. The neon lighting looks really cool, and using some bug-exploitation trickery I learned how to make glowing letters float in midair. Creative experimentation is at the heart of Wasteland Workshop’s best stuff, but it’s also part of the problem: with so much emphasis on just providing materials, there aren’t a lot of accompanying systems granting measurable rewards to reap from the work you’re doing.

The Verdict
Wasteland Workshop adds some neat new cosmetic window dressing to Fallout’s settlement-building systems, but the piecemeal additions didn't include enough new gameplay applications to hold my interest. The traps and creature-capture mechanics are briefly enjoyable but not fully fleshed out, which quickly makes them deteriorate into disappointments

5.5

http://www.ign.com/articles/2016/04/15/fallout-4-wasteland-workshop-dlc-review

And RPS:

When Bethesda first announced Wasteland Workshop a couple of months back, it was certainly the least auspicious of Fallout 4’s planned trio of expansions scheduled for release in the first half of the year. Against its more wholesome-sounding counterparts, the add on’s budget price and relatively bland title appeared to portray something not only quite basic, but also something a number of the game’s existing user mods could already offer for free.

Yet for me, the idea of designing cages to “capture live creatures” nevertheless stirred visions of Wile E. Coyote’s laughably haphazard handiwork and me trying – and most likely failing in comical fashion – to snare a Deathclaw or a Mirelurk or a Radscorpion in a huge wooden box propped up by a stick with a string tied to the end. The idea of having my victims “face off in battle” conjured thoughts of Mad Max’s Thunderdome.

Wasteland Workshop does let you imprison all of the above in your own homespun cages (as well as docile animals and raiders, among a number of other unlucky hostages), however the process of doing so is really rather boring. Perhaps my over-elaborate Warner Brothers cartoon aspirations were a tad optimistic, but in order to impound any one of the wild critters, savage humans, or irradiated ghouls the expansion lets you choose from, simply constructing the appropriate cage, hooking it up to a power supply, and waiting “a week or less” makes it so – which either means going off and doing other things or sleeping through a few consecutive in-game days until the allotted time has passed. Returning to a closed cage marks success, and only by cutting the power can whatever’s trapped inside by released.

Setting the traps themselves is an even less inspiring ordeal, as each demands a set amount of resources relevant to the size of varmint you’re out to seize. Besides varying amounts of copper, gear and steel, Deathclaw cages, for example, require four portions of Yao Guai meat; whereas Brahmin cages ask for four helpings of Razorgrain. This requires you venture into the Wasteland to gather provisions before you can get even started – a task which can seem especially superfluous in the occasions when you’re after smaller, less threatening targets. If I can attract a dog’s attention with a few cans of dog food, do I really need two servings of Softshell Mirelurk Meat to temp a small house cat into this tiny metal box? The answer is yes, apparently. I don’t think I’d have as much of an issue with all of this if the hunting process itself were more nuanced. Clicking through generic menus before having an outcome unfold automatically and independently of me and my hard work isn’t exactly my idea of fun.

Once you’ve detained your unsuspecting prey, you’re left with two options: pit them against one another, or tame them as your own. As you might expect, raiders, gunners, and Super Mutants can’t be tamed, however it is possible to employ, say, Mirelurks as settlement security, should you want them to guard your perimeter. Bear in mind that in order to do that, you’ll need to install a Beta Wave Emitter – a beacon that tames wild creatures – which requires four portions of crystal (a somewhat rare/expensive resource in this post-apocalyptic world) and both the Animal Friend and Wasteland Whisperer perks unlocked at rank one. If you’re missing any one of those, it’s back into the Commonwealth you go.

Wasteland Workshop’s main event, then, is its arena-based matchups whereby you can set raiders, creatures and/or settlers against one another in last-man-standing-type bloodbaths. Sadly, these bouts are as tedious as the process of capturing the competitors, which is mostly down to the fact that Fallout 4’s animations are neither violent nor convincing enough in a forced deathmatch context. Each time I set up a fight, I found the amount of effort that went into constructing the arenas, devising the traps, and capturing the prey far outweighed the amount of interest I had in any one battle’s outcome. Simply put: Thunderdome it ain’t.

Furthermore, settlers can be assigned to colour-coded Arena Contestant platforms which forces those involved into a settlement-wide team deathmatch. I had fun with this initially, however quickly tired of the whole thing when the rest of my community became unhappy whenever a warring settler bit the dust. Which seems fair enough, as I’d probably be annoyed too if my sister survived nuclear war but copped it by way of hide and seek with guns.

On the items front, Wasteland Workshop introduces a host of new cosmetic and practical fittings and decorations that can be installed to your settlement, such as mounted animals heads, neon lighting, and a rad-removing decontamination arch – similar to the one found in the Automatron DLC’s Mechanist’s Lair. New building structures, such as concrete floors, walls, roofs and stairs; a new 100x unit power generator; and a new water pump have been added, not to mention defence items such as reciprocating spikes and automated blade traps – all of which will entertain those players that thrive in the minutiae of Fallout 4’s settlement and crafting features.

Then again, while this suite of options is probably something those playing on console will find interesting, I can’t see it appealing to all too many PC players – simply because there are already a multitude of Fallout 4 mods out there that do a similar, if not better, job for free. If you’ve already bought the Season Pass then great, give Wasteland Workshop a whirl and let me know what you think. For everyone else – Fallout 4’s second slice of DLC is under a fiver, yet still somehow feels overpriced. Granted, there’s a good idea hiding in there somewhere – capturing wild creatures for defense or spectator sport purposes is a genuinely interesting concept, particularly against the end of the world scenario – but Wasteland Workshop fails to execute it with the finesse needed to see it through. As such, it instead feels like a paid, and therefore largely underwhelming, mod.

https://www.rockpapershotgun.com/2016/04/14/fallout-4-wasteland-workshop-review-pc/
 
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Metro

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It's funny how no one called them out on this shit before when they jacked up the price of the season pass.
 

SymbolicFrank

Magister
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The whole problem with: "And then, nothing happened for 200 years.", is: how much of the USA is older than that? Not much. Most of it is younger.
 

Endemic

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Bethesda conveniently closed their old forums a few weeks ago.

However, it seems Fallout New Vegas was discussed significantly more than 3:

7tJKWzj.png
 

DosBuster

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Huh, I saw something interesting on the internet:

Fallout 1 was about finding "holy water"
Fallout 2 was about finding the Garden of Eden
Fallout 3 was about finding your Father
Fallout 4 was about finding your Son
Fallout 5 will be about finding the holy spirit?

EDIT: In New Vegas, you die and come back to life.
 

MWaser

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Where you won't find me
Huh, I saw something interesting on the internet:

Fallout 1 was about finding "holy water"
Fallout 2 was about finding the Garden of Eden
Fallout 3 was about finding your Father
Fallout 4 was about finding your Son
Fallout 5 will be about finding the holy spirit?

EDIT: In New Vegas, you die and come back to life.
You can find unintended analogies in many places if you search hard enough.
 

Hirato

Purse-Owner
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Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
Huh, I saw something interesting on the internet:

Fallout 1 was about finding "holy water"
Fallout 2 was about finding the Garden of Eden
Fallout 3 was about finding your Father
Fallout 4 was about finding your Son
Fallout 5 will be about finding the holy spirit?

EDIT: In New Vegas, you die and come back to life.

I wouldn't put it past Bethesda to make Fallout 5's main quest something retarded like spreading the gospel of the Church of Atom.
 

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