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Fallout Fallout 4 Thread

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,438
Location
Grand Chien
Wasteland Reborn just got a new update, so it's even better!

I would be playing it but I'm playing Keyzyma's Morrowind Remastered. Amazing list
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,943
It's time fellas

https://store.steampowered.com/news/app/377160/view/4182230563212382085
New Creation Club Content Free for Everyone
Enclave Remnants
Some say the past is a scar, cut across the skin of the Commonwealth. Others believe it's a scab clotted over an unhealed wound. Those who fought the Enclave, and those who serve them subscribe to the latter. And when the scab is broken the flag of this old-world cabal will once more stand at full mast. Unless of course, you stop them first. Features the classic Enclave Colonel uniform and over a dozen workshop items! If you have other Enclave creations installed, some of these troops may use this equipment against you!

(Quest "Echoes of the Past" starts on the road north of Saugus Ironworks.)

Armor and Weapon bundle
X-02 Power Armor
Hellfire Power Armor
Heavy Incinerator
Tesla Cannon
Enclave Weapon Skins
Enclave Armor Skins


Makeshift Weapon Pack
Whether it be grenades or piggy banks, there's no shortage of objects you can transform into murderous projectiles with this collection of unique weapons. Included are two grenade launchers, a Nail Gun, Baseball Launcher, Saw Blade launcher, and piggy bank based weaponry.

(Quest "When Pigs Fly" starts at a merchant workshop northwest of Greenetech Genetics.)

Halloween Workshop
On the eve of the end, the New England Technocrat Society has thrown a spooky Halloween gala for anyone with the nerve to attend. Drop in on this fa-boo-lous pumpkin-lit soiree replete with witches, cauldrons, and ghouls, and unlock 38 new spine-tingling Halloween props to decorate your settlement! Includes new wearables, such as the iconic De-Capitalist helmet!

(Quest "All Hallow's Eve" starts by tuning into the Mysterious Signal on your Pip-Boy.)

Changes and New Features
Native PS5 and Xbox Series applications. Includes performance and quality mode options.
Performance mode: 60 FPS target, 4k resolution, standard settings, relying on dynamic resolution scaling.
Quality mode: 30 FPS*, 4k resolution, ultra settings, should not require dynamic resolution scaling.
*When connected to a 120Hz display, Quality mode will target 40 FPS.
*When connected to a 1440p display, the title will run at 1440p resolution at 60 FPS w/ ultra settings regardless of rendering mode
Release on Epic Store.
Widescreen and Ultra-widescreen support.
Steam Deck Verified
9 Free Creation Club Items. Enclave Remnants (New!), Enclave Weapon Skins, Enclave Armor Skins, Tesla Cannon, Hellfire Power Armor, X-02 Power Armor, Heavy Incinerator, Halloween Workshop (New!), Makeshift Weapon Pack (New!).
Added “Installed Content” menu.


Bug Fixes
Resolved issues preventing Japanese and Chinese users from connecting to Bethesda.net (this restores access to Mods).
Resolved issue preventing save data from properly loading during the prologue.
Resolved issue that could prevent the Vault 111 Door from opening on new games.
Resolved issue that could prevent the quest “Go Home” from advancing.
Resolved issue that could result in Codsworth being broken on the ground after fast traveling.
Resolved issue with mipmaps in DLC.
Resolved issue that could result in a softlock when in dialogue with Prestson Garvey.
Resolved issue preventing autosaves while fast traveling in Power Armor.
Fixed issue where text would occasionally disappear in the Creation Club menu.
Resolved issues with text formatting in the credits in Japanese and Chinese.
Resolved issue causing the camera to fail when leaving furniture after an extended time.
Fixed issue that could misplace quest markers while the VR Workshop Creation was installed alongside Automatron.
Resolved issue with player movement in some underwater areas at Thicket Excavations.
Resolved issue that could cause corruption within the Settlement system resulting in wrong resource counts and/or destroyed settlements.
Resolved issue where the “Level Up” notification would display even if there was not a level up available.
Fixed some flickering in Vault 111.
Stability improvements.


PC Only
Resolved issue preventing saves being made under Windows Usernames with Cyrillic, Chinese, or Japanese characters.


Creation Kit
Removed non-functional “Hot Load” button. Removed non-functional “Material Editor” button.
Editor IDs longer than 99 characters will no longer crash the editor.
Resolved crash that could occur while viewing a quest’s Objectives tab.
Resolved hang that could occur while adding a reference to a layer.

4a784f5a3131c4fe68acd2616968c9c970eb237b_960x311.png
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
338
Location
Brazil


"Fallout 4's "next gen" update is nearly 15 gigs, breaks modded saves, and doesn't seem to change much at all."
https://twitter.com/pcgamer/status/1783560161115672585

bonus: the game got the deck verified but all they did was remove the launcher for deck users
so by default you cant change video settings and other stuff on the deck :lol:

tbh the deck verified status is retarded most of the time,
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,451
Location
bulgaristan
Codex Year of the Donut
>recruit a companion
>get an energy gun
>loot 20 guns and 20 armors
>get a power armor
>kill a deathclaw
>join a faction
>tutorial ends
Are these things supposed to happen in that order?
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
"Fallout 4's "next gen" update is nearly 15 gigs, breaks modded saves, and doesn't seem to change much at all."
Even the mainstream press giving 'em stick. :lol:

You know, I could give Beth a pass for making a rubbish Starfield, but this horseshit is something else.
 

TheHeroOfTime

Arcane
Joined
Nov 3, 2014
Messages
2,966
Location
S-pain
The new patch got F4SE broken, alongside a bunch of big mods too. For those interested, there's a way to downgrade the game to the previous version. You can do it through the Steam console, using the depots:

https://www.nexusmods.com/fallout4/mods/42147?tab=posts

Use the depots that match your desired language. Execute the lines in the Steam console one by one, it will download faster. After all is downloaded, find the folder and copy the content into the Fallout 4 root installation folder. Go to the "Data" folder, grab all the Creation kit content and delete that shit (Or move it into another folder). The game should run fine now. If you want to avoid the game of getting updated again, go to the steamapps folder, search for the "appmanifest_377160.acf", go to properties and make it "read-only". Congrats! You can go back and enjoy your futa mods again without todd ruining the fun.


If you don't want to downgrade, then the only option is to wait until the mods get updated too. Which may be never, because the F4 modding scene is quite dead compared to Skyrim.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,050
Location
Behind you.
1) search "no settlement attacks" on the Nexus, there's a couple of different mods disabling that crap;
It's not the settlement attacks that bothered me. It's the fact you could build an uber-defended settlement with turrets everywhere, walls, and arm the settlers to the gills and you still have to go there when there's a raid on that settlement. You go to the settlement and just stand there, and the settlers and turrets wreck the invaders with zero casualties. You don't go to the settlement with the same attackers, then go there when it's over, and there's dead settlers and broken stuff. It's the fact that game FORCES you to go there, either by design or because of the really shitty "autocombat" that the game has which they never fixed.

To be honest, I hated Fallout 4's story and world building so much, I primarily just did enough of it to unlock settlements and mainly did those things. But that's when you start to figure out that no matter how many settlement mods you toss in to the game, there's other games that do it far, far better. Fallout 4 and Fallout Tactics are the only two Fallout games that I've purchased that I never beat - and I got farther in Tactics.
 

Sweeper

Arcane
Joined
Jul 28, 2018
Messages
3,670
It's not the settlement attacks that bothered me. It's the fact you could build an uber-defended settlement with turrets everywhere, walls, and arm the settlers to the gills and you still have to go there when there's a raid on that settlement. You go to the settlement and just stand there, and the settlers and turrets wreck the invaders with zero casualties. You don't go to the settlement with the same attackers, then go there when it's over, and there's dead settlers and broken stuff. It's the fact that game FORCES you to go there, either by design or because of the really shitty "autocombat" that the game has which they never fixed.
67b.jpg

Settlement attacks conflict with the best mechanic Fallout 4 introduced, survival difficulty. Had an attack pop-up for Sanctuary, couldn't get there in time but when I did I find all of my radstag meat fucking disappeared... I don't know if it disappeared as a result of the attack or if the settlers simply took all of it...
So unfortunately the best way to play Fallout 4 is to completely ignore settlements, or do them but keep all of your important shit in a settlement that has 0 pop and isn't linked to any other settlements.
All of this could have been avoided by having the settlement defense stat be a bigger factor, instead of always having a 30% chance for the attack to succeed if it's autoresolved.
Bravo Todd, bravo.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,943
NotSweeper has the right idea for those that don't enjoy the settlements. Simply don't set up beacons. Sanctuary is a lost cause, but for that part of the map, the Red Rocket is a stones throw away. Having a bunch of your own personal rest stops is great. Hangman's Alley is an excellent solo settlement location. You can still build on these or just slap a bed town and call it a day.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
It's not the settlement attacks that bothered me. It's the fact you could build an uber-defended settlement with turrets everywhere, walls, and arm the settlers to the gills and you still have to go there when there's a raid on that settlement. You go to the settlement and just stand there, and the settlers and turrets wreck the invaders with zero casualties. You don't go to the settlement with the same attackers, then go there when it's over, and there's dead settlers and broken stuff. It's the fact that game FORCES you to go there, either by design or because of the really shitty "autocombat" that the game has which they never fixed.
Yeah, if you don't attend the attack, the game calculates the outcome based on your defense vs. your resources and a random dice roll, but I don't recall the formula. It is possible to set it up so the settlement always or nearly always wins in your absence, but you gotta stack a lot of defense.

Really, it's not worth bothering with. Just get one of those NSA mods and relegate settlements to local operating bases where you can rest and resupply, maybe also pick up the odd radiant quest. You can still populate them to have access to shops, but don't worry about attacks anymore.

Settlement attacks conflict with the best mechanic Fallout 4 introduced, survival difficulty.
Yep. And settlement building conflicts with Survival's weight restrictions. Disjointed design through and through.

So unfortunately the best way to play Fallout 4 is to completely ignore settlements, or do them but keep all of your important shit in a settlement that has 0 pop and isn't linked to any other settlements.
Use this - buildable containers with a full shared inventory (including weapons and armour), independent of supply lines, and it will keep your shit safe from those pesky NPCs. Basically, the player stashes from STALKER.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
lol

I went over to the Nexus forums to have a look at the trainwreck, here's a couple of choice picks:

I figure having Steam running in offline mode for a while should hold off the update... But that is a temporary solution as I've found out on another game that eventually Steam will require you to update it even if Steam has been in offline mode while still connected to the Internet, because Steam itself still updates in offline mode.
Yep! No more offline privileges for you, citizen, you'll be online and you'll motherfucking like it! Been that way for a while now. Keep "purchasing products" on Steam, though, I'm sure this sort of shit won't happen again.

BGS changed the BA2 (archive) format. I just recreated the archive of my Recruit Jenny mod with the updated Archive2, the offical dev tool to create archives beyond the Creation Kit. Since Recruit Jenny contains voice assets as well, I chose Compression: None, everything was left on default. The pre-update EXE (v1.10.163) couldn't load the archive (quest script wasn't detected, Jenny had no voice) but it didn't crash. I opened the .esp of Recruit Jenny with the updated Creation Kit, then saved it. The pre-update EXE (v1.10.163) could load it fine (mod file Header Version didn't change either). (The post-update EXE (v1.10.980) can load earlier BA2 files, they can be used for pre/post update compatibility).
TL;DR: Todd updated the BA2 format such that the new .exe can read the old ones, but BA2s generated on the new standard can't be loaded by the old builds. If it's true, it'll force a fracture in the modding scene, like the split between Skyrim and Skyrim Special Edition except this time there'll be no separate packages. We've reached the point where it's impossible to tell the difference between Bethesda's incompetence and outright malice.
 

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