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

Ballistic weave is not obtained by doing main quests for the railroad (or any other faction). Ballistic weave is obtained by doing side/radiant quests for PAM in the railroad HQ. She'll send you out to acquire pre-war caches - one of those contains the plans for ballistic weave. After you turn in the cache quest (I think it's the first one and I think you can do this immediately after turning the cache quest in), speak to Tinker Tom and he'll talk about the cache and say that the best part of it is ballistic weave. That unlocks ballistic weave for you.

Ah got it, thanks. I've just met H2 as part of one of the RR quests, so I should acquire it soon.
 
********, forgot to buy the SP before the price went up :/

Think I'm going to side with the railroad, or maybe even, dare I say, the minutemen. I think I'll just let (fictionally) BoS and Institute fight their own ****y little war and wipe each other out (even though I kind of have to do it myself ha!). Those two seem too black and white, only really the minutemen and railroad seem to want most equal. Even the minutemen hate supermutants, deservedly in most cases though.
 
its a shame that you cant collect the heads of people that you shoot off and add them to the new spiked totems
 
its a shame that you cant collect the heads of people that you shoot off and add them to the new spiked totems

You could hold E on them to move them, but presumably they'd just despawn with the rest of the body...

I just cleared Mercer Safehouse. The Mirelurks were fun and dropped lots of goodies. I made mirence-meat of them with my modified broadsider. That weapon is insane :D
 
I have since found out..mercer safehouse is just a name..it can be different locations

first playthrough it was the lighthouse...this time its jamaica plain..which is a really crap site as it has precious little land for growing
 
I have since found out..mercer safehouse is just a name..it can be different locations

first playthrough it was the lighthouse...this time its jamaica plain..which is a really crap site as it has precious little land for growing

Interesting. So do you mean that it changes throughout the game, or each time you get the quest per playthrough it randomly picks a settlement?

I still think the settlement building is too big. I never complete one site before I start another, so right now I have several half arsed site builds. I can see Spectre Island being a wasted opportunity for me. So much space to build but I can never dream up anything grand or imaginative.
 
Where the hell are the patch notes?
Here you go:
https://bethesda.net/#en/events/game/fallout-4-1.4-update/2016/02/22/81

New Features
Support for add-ons
Additional art customization added to Workshop:
Super Mutant clutter including meat totems, meat bags and meat cart
Raider clutter including raider poles, cages and tents
Abstract and portrait paintings
Variety of new signs
More metal and wood doors variants

Fixes
General stability and performance improvements
During "Getting a Clue" quest, Kellogg's desk will remain a working container
During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest
Fixed an issue with "Kremvh's Tooth" quest item not spawning properly
Settlements under attack will now display an updated message with the results of the attack if player does not respond
Fixed an issue with screen effects not clearing away properly after using a scope
Fixed an issue with trying to sprint while in third person with a minigun equipped
Rank 4 of Demolition Expert perk now properly increases the area effect of explosives
The Scrounger perk now includes additional common ammo types
Fixed an issue where Calvin Whitaker would disappear in Vault 81
Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus
Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly
Fixed an issue with key cards not spawning correctly in Vault 75
Fixed an issue where enemies would stop spawning during "Airship Down"
Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck
Fixed an issue with the autosave counter getting incorrectly reset
Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming
Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item
Fixed issue where exiting workbenches would cause third person to stop working properly
The Scribe can now be assigned consecutive settlements properly
Fixed issue with duplicating scraps shipments
Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row
Fixed issue with the quicksave and autosave message persisting through loading screens
Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One)
Fixed an issue with loading save with a placed object in water, not properly floating
 
1.4 has the usual Bethesda (player QA testing feature :rolleyes: ) still rains indoors even underground. Bethesda profit margin on Fallout 4 must be massive same old game engine same old crappy basic missions but 7 years dev cycle not sure how it took 7 years to make this shovelware game :mad:
 
1.4 has the usual Bethesda (player QA testing feature :rolleyes: ) still rains indoors even underground. Bethesda profit margin on Fallout 4 must be massive same old game engine same old crappy basic missions but 7 years dev cycle not sure how it took 7 years to make this shovelware game :mad:
It may be shovelware to some, but it's still a fun game.
 
Agreed. It's been fun, I've chucked in well over 100 hours, and only now getting bored of it. But then, I never played a previous fo game.

Pretty good value if you ask me! Bought the DLC too.


Sill don't have any explosive weapons though :(. I'll stick with my wounding minigun.
 
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