**** Official Fallout 4 Thread ****

The biggest problem with the Minuteman "radiant" quests as opposed to the ones you do for other factions, is that Garvey *always* gives you the next one. With BoS, Railroad etc. you actually have to request the next one, it's not issued automatically. This avoids cluttering up your quest list with 150XP tat - they are only really useful in the early game or if you want lots of settlements as they are quite useful for putting artillery in later on. Nothing like finding a troublesome raider nest, rather than dying about five times taking it out, call in an artillery strike, back off and watch the show!
 
LMAO some of the stuff on Garvey is hilarious!

VJgsNzN.gif.png
 
Using the latest 'hotfix' Crimson drivers and and I'm seeing all kinds of weird artefacts at distance... anyone else experiencing this?
 
OK, so I'm running low on radx and stimpacks.

Where can I buy them? Do I have to craft them?

You normally find Stimpaks in storage containers or first aid boxes, can also be purchased from merchants.

Can be crafted at a chemistry workbench if you have blood pack, antiseptic and steel. To get antiseptic you need to break down toothpaste or turpentine, maybe one or two other materials as well.

Radiation can be cured by visiting a doctor - one reason go to Diamond City quite early as RadX and Radaway are quite rare in the first part of the game. Generally costs 40 caps which is cheaper than if you bought Radaway.
 
What's anyones standard layout for a settlement?

I usually surround it with a foundation wall, with a steel wall on top of that, then in the centre build a big tower, 6 or 7 foundation blocks high. At the top I put a generator and missile turrets. Mid way up the tower i build an accommodation floor.
 
Hmm, a certain quest was absolutely pointless and probably should have been a lot more involving for the main story line...

Bunker Hill, I walked straight through it all without killing a single person, nobody shot at me, nothing. Being friendly with all of the factions meant nobody was interested in me working for the Institute? I'm noticing it a lot as I come to the end game, where the faction system just doesn't flow as well as I would like.

After freeing the 4 synths and going back to the Institute I was able to walk back into the railroad HQ and talk to the leader about my choice between the Railroad and the BOS even though I'm an enemy of the BOS? Surely they should have automatically turned against me after bunker hill?

The way the factions oppose you, seems out of sync?
I also should have this game finished 3 times over, but I've been busy and had lost a little interest in progressing.
 
You normally find Stimpaks in storage containers or first aid boxes, can also be purchased from merchants.

Can be crafted at a chemistry workbench if you have blood pack, antiseptic and steel. To get antiseptic you need to break down toothpaste or turpentine, maybe one or two other materials as well.

Radiation can be cured by visiting a doctor - one reason go to Diamond City quite early as RadX and Radaway are quite rare in the first part of the game. Generally costs 40 caps which is cheaper than if you bought Radaway.

Cool. Haven't been to Diamond City yet.
 
What's anyones standard layout for a settlement?

It depends on the settlement size and resources (e.g. water) and my whims.

I usually surround it with a foundation wall, with a steel wall on top of that, then in the centre build a big tower, 6 or 7 foundation blocks high. At the top I put a generator and missile turrets. Mid way up the tower i build an accommodation floor.
I surround a settlement with concrete walls, usually 2 blocks high on average (it depends on variation in ground level, of course) and at least 1 block high at all points. I put turrets at intervals along it.

I have one entrance, which has enough turrets to mince and cook an army of deathclaws. Turrets on the top of the wall either side. Turrets on a platform extending across the top of the entrance (which will be at least 2 blocks high). Turrets on firing platforms built at 1 block height at the sides of the entrance. If size allows, the entrance will be built into the settlement 1 block high for 2 or three block lengths and those will be filled with turrets pointing inwards. Inside the settlement, buildings have an external platform running around them at 1 block height. Along the platform is - you guessed it - turrets. So if an enemy somehow gets into the settlement, it will still be shot by at least a couple of turrets wherever it goes.

10 supermutants led by an overlord attacked one of my smaller defended settlements, one without an entrance tunnel of firing platforms. 1 of them made it a few yards into the settlement.

I'm roleplaying a benign dictator who is founding a country. Top priority is defence - join my country and you will have a safe home.

My basic design for smaller settlements is a single large building inside the outer defensive wall and turrets. Here, for example, is my central market town of County Crossing:

Building size 8x6. 7x6 usable area because one row is used for the stairs.

Ground floor and 1st floor: Shopping centre and gym. 10 shops in 2 rows down the sides. The gym is on the 1st floor, running down the centre as a 7x2 room so there is plenty of airy space for the rows of shops and people can walk under the gym from one row of shops to the other.

2nd floor: Inn and pub. Dorm area with beds for visitors and a lounge area with sofas, tables, chessboards, jukebox and pool table (with cues and balls - it's a bit of a job to get multiple complete sets of balls so in some cases a cue ball will have to be numbered as a stand-in). I might put a bar and restaurant in there, but I'm reluctant to have a shopkeeper on their own all day rather than chatting with others in the shopping centre when business is quiet.

3rd floor: Kitchen, laundry and bathing. Laundry and bathing doesn't work, of course, but it should be part of a permanent settlement. A lift will be used to bring water up from the settlement and a forge (workbench) with a box of bits of steel is there to heat steel to heat the water. I'm going to build a balcony area with lines on it for drying the laundry. I have a massive surplus of purified water production in my settlements so there's enough for laundry and bathing. I'm developing a massive surplus of corn because grain of some kind is a basic staple for life without modern technology since it can be stored without preservation for years. So in time the kitchen in each settlement will have a food store that keeps at least 100 corn.

4th, 5th, 6th and 7th floors: Accomodation. Each floor has 4 3x2 rooms and a 3x3 room. The 3x3 room is for people with children, hence the extra size and an extra (smaller) bed. Each room has a clean double bed and some furniture and decoration.

Each floor has a corridor leading to the emergency exit (labelled with illuminated EXIT signs) that opens onto the fire escape I built on the side of the building, which takes you onto the top of the defensive wall so you're not dependent on the single entrance to get out of the settlement in an emergency. I'll assume the existence of ladders to get from the top of the wall to the ground.

I'm undecided on toilets. The water used in washing and bathing could be piped into a buried lined trench which ran under toilets and out of the settlements, i.e. a mavity powered flushing sewer in the style of Skara Brae and other places. That can't be built in the game, but it's realistic (we have concrete and lead) and the plumbing could be assumed. Or toilets could be built on top of the wall, protruding over the side in the style of a medieval garderobe. Either way, I'd have to assume the existence of some kind of processing facility outside the settlement. A cesspit and leaching field, that sort of thing.

In larger settlements, there are bowling alleys, basketball and football areas, tables and chessboards in the shade of trees, a running track...whatever I can fit in for exercise and recreation. Sanctuary has a library of magazines and a warehouse of power armour and legendary weapons and armour. It also has 3 equipped and powered suits of power armour with heavy weapons in an open shelter, for emergency settlement defence use (as if anything could get through the automated defences).

I'm collecting baseball bats and balls and gloves, but I can't see a way of making any area big enough to play baseball in.

This isn't all built yet - County Crossing is the only completely finished settlement (apart from the toilets). I build each settlement up to heavily defended basic settlements with enough of the essentials, then expand them when I feel like some building and I've acquired enough materials.

I've removed the settlement size limit and installed a few mods for more furniture and decorations and lights and suchlike.

There are 2 things I'm still looking for in a mod - a clean bath and a 100 feet tall statue of myself to stand astride the entrance to Sanctuary.
 
Has anyone found a reliable method of recording this with Dxtory, but with sweetfx / reshade as well?

So far, I can record with Dxtory but I have to disable sweetfx to get it to work without crashing. One possible fix I tried was to activate Dxtory after the game had launched, but that doesn't seem to work.

On a separate note, I've found that you need to make sure the default overlay setting is unchecked, otherwise you'll get a green (or whatever colour you've set for the fps tool) lined edge running around the perimeter of the screen.


Edit : never mind. I've settled on MSI Afterburner to get the same result / same codec.
 
Last edited:
Looking forward to the third one most, though the ability to create custom robot followers and tame Deathclaws could be fun too.
 
Since Fallout 4 launched, we've been blown away by your support for the game. It stands as our most successful title ever and that couldn't have happened without you. It's been truly inspiring, the stories, images and experiences that you've created. And now it's time to share with you some of what we've been creating – our first series of add-ons: Automatron, Wasteland Workshop and Far Harbor.

Automatron - Price: $9.99 USD | £7.99 GBP | $16.95 AUD - Release: March 2016

The mysterious Mechanist has unleashed a horde of evil robots into the Commonwealth, including the devious Robobrain. Hunt them down and harvest their parts to build and mod your own custom robot companions. Choose from hundreds of mods; mixing limbs, armor, abilities, and weapons like the all-new lightning chain gun. Even customize their paint schemes and choose their voices!

Wasteland Workshop - Price: $4.99 USD | £3.99 GBP | $7.95 AUD - Release: April 2016

With the Wasteland Workshop, design and set cages to capture live creatures – from raiders to Deathclaws! Tame them or have them face off in battle, even against your fellow settlers. The Wasteland Workshop also includes a suite of new design options for your settlements like nixi tube lighting, letter kits, taxidermy and more!

Far Harbor - Price: $24.99 USD | £19.99 GBP | $39.95 AUD - Release: May 2016

A new case from Valentine's Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world. Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost? Far Harbor features the largest landmass for an add-on that we've ever created, filled with new faction quests, settlements, lethal creatures and dungeons. Become more powerful with new, higher-level armor and weapons. The choices are all yours.

And more important, that this is only the beginning. We have plans for more. More than $60 worth of new Fallout adventures and features throughout 2016.

Given the expanded DLC plan, the price of the season pass will increase from the current $29.99 to $49.99 USD (£24.99 to £39.99 GBP; $49.95 to $79.95 AUD) on March 1, 2016. However, if you already purchased the season pass for $29.99, nothing changes - you still get everything at no additional cost- the full $60 offering of add-on content for the original price of $29.99. In addition, if you didn't buy the season pass yet, there is still time: anyone who buys the Season Pass for $29.99 before March 1st will get all $60 worth of content. This is our way of saying thanks to all our loyal fans who have believed in us and supported us over the years.

Want a chance to play these add-ons early? We'll be running closed betas for each of the add-ons for consoles and PC. And you can sign up right now on Bethesda.net. In order to apply, you'll need to create a registered Bethesda.net account. We'll be selecting applicants in the upcoming weeks. Players accepted into the beta will receive a code to redeem the content. The beta is the full version (complete with achievements) and those participating will not have to purchase the add-on.

Beyond add-ons, we'll continue to offer free updates to the game, including new features like the recent weapon debris for PC, and increased draw distances for consoles, as well as more optimizations to gameplay and quests. And something that we're really excited about, a complete overhaul of Survival Mode that changes how you play the whole game: food, sleep, diseases, danger and more.

We're also hard at work on the Creation Kit, which will allow you to create and play mods absolutely free. We're currently testing both Survival Mode and the Creation Kit now, and more details will be forthcoming.

Thanks again for your continued support of Fallout 4. We can't wait for you to play more!
 
Finally going to be starting my play through of this game.

I came across TonyTurbo posting some fantastic looking screenshots on the forum "A few from todays session of Fallout4 with some nice weather mods and other graphical mods." posting here hoping he see's this and could elaborate on the one's he used in-particular meanwhile I will check out the MODS thread.
 
Guys, whats the point of the robots in the glass (where you hack the terminal) and change their personality?

A bit extra distraction if you find one before engaging the enemies. Also, I seen one that was a Legendary Protectron so after activati0n and cleared area could kill it and maybe get a good Legendary piece, if you would find one too.
 
Back
Top Bottom