Fallout 4
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red_avatar




Posts: 4567

PostPosted: Thu, 3rd Dec 2015 17:53    Post subject:
DCB wrote:
Hah, never tried that, but makes sense I guess, they attach to pretty much anything. One thing I did do was put those L-shaped wall lights (the next one in the list after those hanging bulbs) on the each of the large power poles/towers. They have a large transformer (the big cylindrical part) that you can snap two or three lights onto quite nicely. I dunno why they didn't make proper street lights or something though. So many missed opportunities in the building stuff.


I tried it - it doesnt work. Perhaps it works on pre-existing wires but not on ones you build yourself.
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blackeyedboy




Posts: 10127
Location: Transylvania
PostPosted: Thu, 3rd Dec 2015 18:46    Post subject:
How hard would have been to make your (low defended) settlements "occupied" - needed to be recaptured/freed - each time you don't help repel the attackers?! Mm?!

That would add some motivation, purpose and consequences to the whole building/managing settlements part...

So pissed at this game. Good but yet crap!


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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red_avatar




Posts: 4567

PostPosted: Thu, 3rd Dec 2015 19:33    Post subject:
blackeyedboy wrote:
How hard would have been to make your (low defended) settlements "occupied" - needed to be recaptured/freed - each time you don't help repel the attackers?! Mm?!

That would add some motivation, purpose and consequences to the whole building/managing settlements part...

So pissed at this game. Good but yet crap!


Oh PLEASE don't say that.

For all the people complaining about settlements, I think you need to sift through the past 100 pages and see the complains:

- people complain it's optional
- people say they're glad it's only optional because it sucks
- people want MORE attacks
- people want LESS attacks
etc etc

I'm already tired of having to run back to defend a settlement let alone that it would get occupied and I'd lose everything stored there. Heck, what's the point of having massive defenses if the settlements will get attacked anyway? And if you're not there, you end up with crops damaged, defenses wrecked, etc. while, if you actually do go there, you see the laser turrets making mince meat of any enemy before they even get close. THAT'S what needs to be fixed - make it so your settlements can do their own thing without you needing to babysit.
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Thu, 3rd Dec 2015 19:49    Post subject:
Yup that is exactly what pisses me off.
When I'm there I just have to stand still and my defences do the trick. When I'm not there: apparently those defences just blow up and everyone gets raped... Rolling Eyes


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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Thu, 3rd Dec 2015 22:57    Post subject:


Dude Weep


Lutzifer wrote:
and yes, mine is only average
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tonizito
VIP Member



Posts: 51425
Location: Portugal, the shithole of Europe.
PostPosted: Thu, 3rd Dec 2015 23:03    Post subject:
StrEagle wrote:


Dude Weep
Confused


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Thu, 3rd Dec 2015 23:15    Post subject:
gamma gun, with bonus damage vs ghouls? Laughing

ghouls are immune to radiation damage..


Lutzifer wrote:
and yes, mine is only average
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tonizito
VIP Member



Posts: 51425
Location: Portugal, the shithole of Europe.
PostPosted: Thu, 3rd Dec 2015 23:17    Post subject:
Oh that. But you can add energy damage though Cool Face

Thought it was about all the two shot weapons Smile


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Thu, 3rd Dec 2015 23:26    Post subject:
StrEagle wrote:
gamma gun, with bonus damage vs ghouls? Laughing

ghouls are immune to radiation damage..

It's magic. Get with the times. Elderscrolls and Fallout are fusing under the watchful eye of Toddler Howard.
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DCB




Posts: 5410

PostPosted: Fri, 4th Dec 2015 07:21    Post subject:
Epsilon wrote:
It's magic.

The magic of randomly generating 99% of your loot?
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AKofC




Posts: 4359

PostPosted: Fri, 4th Dec 2015 17:04    Post subject:
The Institute is magic. They just pretend they're high tech but that's just to trick the idiots and hide their sorcery from the world.


Gustave the Steel
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tohnolo




Posts: 76

PostPosted: Fri, 4th Dec 2015 20:06    Post subject:
Any mod to move the workbench?
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Fri, 4th Dec 2015 20:56    Post subject:
Homemaker - Expanded Settlements (Institute Building Set is new!)
http://www.nexusmods.com/fallout4/mods/1478/?
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 4th Dec 2015 21:24    Post subject:
All those cool settlement sadly have no real use without the CK release.
Need some awesome scripted attacks or other cool shit.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Fri, 4th Dec 2015 21:28    Post subject:
Those are objects bro. Definitely handy for building and even without the CK, you can turn Sanctuary into Pre-War again, which is really nice as well. Hopefully after the CK we'll see some mid-ground between after-apoc and careful rebuilds keeping the "brave new world" feeling intact.
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Fri, 4th Dec 2015 21:34    Post subject:
Is there some total conversion mod in the works? To make the game more ... RPG?

A total overhaul for rebalance and atmosphere, like for previous Beth games?
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Fri, 4th Dec 2015 22:38    Post subject:
@VGAdeadcafe Not possible until CK.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 4th Dec 2015 23:37    Post subject:
Yes but what reason do you have to build some awesome settlement?
Just sit in your chair there with some green trees and fap to the sunset or what
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Sat, 5th Dec 2015 00:00    Post subject:
@Bob Barnsen Exactly Cool Face
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inz




Posts: 11914

PostPosted: Sat, 5th Dec 2015 04:04    Post subject:
Bob Barnsen wrote:
Yes but what reason do you have to build some awesome settlement?
Just sit in your chair there with some green trees and fap to the sunset or what


Nah your throne needs to be directly above the peasants toiling in the dirt, then you just drink beer and throw the empty bottles at the plebs like a proper king. It's good to be king.
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dodger2020




Posts: 3537

PostPosted: Sat, 5th Dec 2015 08:33    Post subject:
Ok, I'm digging this so far. No doubt some things have been simplified but I'll survive. However... Whoever designed the stupid ass console controls should be fucking shot. They need to allow you to assign individual keys to actions. I'm not using a controller, I don't need to fucking double up on everything.

And the goddamn dog. Get the fuck out of my way already. Rage

It was nice they at least gave the ability to change the pipboy color so at least the flashlight is white now instead of puke green. Plus I like the black/white monochrome look instead of green. I used enough dumb terminals in my life to be done with that.

And I finally went back to sanctuary after I was level 10 already. Now I need to go to that next settlement and start setting up supply lines so I don't have to carry all my junk around.
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beyondthesun




Posts: 275

PostPosted: Sat, 5th Dec 2015 21:30    Post subject:
This may be a strange question guys, but is there a console command to reset a location that is marked as "Cleared"? I mean to reset every (named and generic) enemy on that location.

This is regarding Quincy
 Spoiler:
 
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inz




Posts: 11914

PostPosted: Sat, 5th Dec 2015 21:53    Post subject:
The place will reset on its own just like any other location in the game, plus

 Spoiler:
 
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 5th Dec 2015 21:54    Post subject:
As far as i know, even Cleared locations will respawn enemies again after some ingame days (probably after 3 ingame days).


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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riptide77




Posts: 2114

PostPosted: Sat, 5th Dec 2015 21:58    Post subject:
beyondthesun wrote:
This may be a strange question guys, but is there a console command to reset a location that is marked as "Cleared"? I mean to reset every (named and generic) enemy on that location.

This is regarding Quincy
 Spoiler:
 



There are console commands to resurrect NPCs. Just open the console with the tilde key (the one left of "1" on the keyboard), click on the NPC's body and type "resurrect" without the quotes.


-=the wandering pillow stuffer=-
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Sat, 5th Dec 2015 22:29    Post subject:
Bob Barnsen wrote:
As far as i know, even Cleared locations will respawn enemies again after some ingame days (probably after 3 ingame days).


Yup 72 hours is the magic number in this game, if it's a specific one that doesn't respawn: Open console, click body and type resurrect. Smile


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konkol84




Posts: 3679
Location: Po(o)land
PostPosted: Sat, 5th Dec 2015 23:12    Post subject:
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 5th Dec 2015 23:46    Post subject:
Laughing
Same shit as with Paladin Dansen. Who without his Powerarmor looks like some deformed apeman.
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beyondthesun




Posts: 275

PostPosted: Sun, 6th Dec 2015 00:36    Post subject:
Thanks for the answers guys!
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DCB




Posts: 5410

PostPosted: Sun, 6th Dec 2015 04:31    Post subject:
dodger2020 wrote:
And I finally went back to sanctuary after I was level 10 already. Now I need to go to that next settlement and start setting up supply lines so I don't have to carry all my junk around.

Just in case you don't know, you need a Charisma of 6 and take the Local Leader perk in order to create supply lines.
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