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

As an aside and despite the hundreds of hours and numerous starts I've put into FO4, I only just today discovered an extremely valuable method of farming XP to get your level up, at least early to mid game. I already twigged that if you rapidly hit the Enter key when making several of the same item at a workbench, you get a multiplier kicks in which greatly increase the XP for each item. This is quite separate to the Idiot Savant procs, which I haven't as yet enabled in my current high Int play through. However I also discovered this also kicks in when crafting items in the workshop. Select something like fence posts or ashtrays and proceed to walk back in a straight line, rapidly hammering the Enter key. Eventually I was getting something like 53XP per ashtray, went from L19 to L21 in about 25 minutes. Most of the time is spent walking forwards afterwards scrapping the items and of course you only get 50% of the material (wood or metal) back used to create so overuse could result in running out. However ideal to finish off a level up when you're short by a couple of hundred points.
 
As an aside and despite the hundreds of hours and numerous starts I've put into FO4, I only just today discovered an extremely valuable method of farming XP to get your level up, at least early to mid game. I already twigged that if you rapidly hit the Enter key when making several of the same item at a workbench, you get a multiplier kicks in which greatly increase the XP for each item. This is quite separate to the Idiot Savant procs, which I haven't as yet enabled in my current high Int play through. However I also discovered this also kicks in when crafting items in the workshop. Select something like fence posts or ashtrays and proceed to walk back in a straight line, rapidly hammering the Enter key. Eventually I was getting something like 53XP per ashtray, went from L19 to L21 in about 25 minutes. Most of the time is spent walking forwards afterwards scrapping the items and of course you only get 50% of the material (wood or metal) back used to create so overuse could result in running out. However ideal to finish off a level up when you're short by a couple of hundred points.

25 mins?
console
player.setlevel [insert number]
in 2 seconds.
 
So, where is the Workbench in Nuka World? I've just arrived in the Fizztop Grill and I need to unpack :D

Unless you mod the game, the only workshop in the Nuka World DLC area is in the Red Rocket settlement outside of Nuka World itself. Fizztop Grill isn't a settlement and doesn't have a workbench. Unless, of course, you use a mod that makes it one.

https://www.nexusmods.com/fallout4/...ame=fizztop&quicksrc_auth=&quicksrc_game=1151

Just a very quick search. I haven't used any of the mods that make FG a settlement, so I can't comment on any of them.
 
Thanks. I think I'll leave it then... I'll just dump all the gear accumulated at my digs. I'm just worried about resources for repairing my Power Amour :rolleyes:

Incidentally, are you able to leave Nuka World, as with Far Harbour and return to the Commonwealth or is that it now until I complete?
 
Thanks. I think I'll leave it then... I'll just dump all the gear accumulated at my digs. I'm just worried about resources for repairing my Power Amour :rolleyes:

Incidentally, are you able to leave Nuka World, as with Far Harbour and return to the Commonwealth or is that it now until I complete?

You should be able to move back and forth freely. I did, many times. There's a fast travel location in Nuka World labelled "Commonwealth" or something like that, same as with Far Harbour. Having said that, the first thing I did in Nuka World once I got out of the gauntlet and talked to the traders was to kill all the raiders in the town so I can't be sure you can move back and forth freely before you complete the main Nuka World quest line in one way or another.
 
Fizztop Grill isn't a settlement and doesn't have a workbench.


Inside there are all the other workbenches (armour, weapons etc), but it's still not a settlement. That means that anything you put in any particular workbench is only available to that workbench, not the others. And obviously you can't build anything from scratch.

I found Nuka-World pretty dull, same as the vast majority of Bethesda DLCs (I think Oblivion's Knights of the Nine is the only one I've played for it's own sake more than once or twice). Pretty much everything I did after talking to the bosses I did in an attempt to get various Achievements. Mind you, having Charisma of 13 helped with the persuasions. I generally prefer to play the vanilla game, and just randomly wander.
 
I've played 80 hours on this game and only done about 5 quests!

Not crafted anything apart from chems, food, armour and weapons.

Just roaming around exploring :)

You might like one (or more) of the mods that turn inaccessible buildings into locations. Beantown Interiors, for example. There are a lot of boarded-up buildings that you can't explore - mods of this type turn some of them into buildings you can enter, usually like the smaller vanilla game buildings although some are different (e.g. Lexington Interiors has a lot more untarnished food and junk items than vanilla because the backstory is that these are locations that have been closed off since not long after the war and you're the first scavver to enter them).
 
You might like one (or more) of the mods that turn inaccessible buildings into locations. Beantown Interiors, for example. There are a lot of boarded-up buildings that you can't explore - mods of this type turn some of them into buildings you can enter, usually like the smaller vanilla game buildings although some are different (e.g. Lexington Interiors has a lot more untarnished food and junk items than vanilla because the backstory is that these are locations that have been closed off since not long after the war and you're the first scavver to enter them).

Nice, thanks for the heads up!
 
Nice, thanks for the heads up!

Something else that might be useful to know - such mods are scattered over several different categories on Nexus depending on how the person categorising it interpreted the categories:

Locations - new (they're new locations, even if they are accessed through a door added to an inaccessible vanilla building).

Locations - vanilla (they're located in a vanilla building).

Buildings (they're a building).

New Lands (usually only if they're added as an extra area rather than into an existing area).

Quests and Adventures (they're always an adventure and some contain quests).




Tales From The Commonwealth is an unusual mod of this sort of type, in that it adds new locations in new buildings, new locations in existing buildings, new quests, new companions and new NPCs. It also scatters them around the commonwealth. The result is that it seems to be part of the vanilla game rather than a mod. I'm sure I haven't found all of the extra bits it adds and I've played a lot. You also get a huge new radio station (there are over 5 hours of lore-friendly adverts alone, plus plays and sketches and PSAs as well as loads of music, with dozens of voice actors) bundled in with it on Nexus and a new craftable radio tuned to the station so you can have it for your settlers.
 
Is there any mods that remove the settlement building part? Yes - it removes a big chunk of that content but I find building up settlements to be incredibly tedious. Only thing I dislike about F4 and also what stops me enjoying a replay.
 
Is there any mods that remove the settlement building part? Yes - it removes a big chunk of that content but I find building up settlements to be incredibly tedious. Only thing I dislike about F4 and also what stops me enjoying a replay.

None that I know of completely remove it. I'm not sure if that's possible. There are some mods that greatly change it, though. I can think of two possible modding approaches that might appeal to you more than the vanilla game:

1) Mod out the settlement quests as much as possible by removing the relevant Minutemen radiant quests. I can't comment much on this because I'm using a pre-CK mod that's no longer supported or recommended because it makes major changes to the way the Minutemen faction works, will break the game if uninstalled and can have adverse effects such as breaking the Minutemen quest line in some circumstances. There are post-CK mods that don't break anything, but I know nothing about them. Besides, I like the settlement building so I've spent most of my play time on it. I only installed the mod to stop the endless Preston Garvey radiant quests.

2) Sim Settlements radically changes settlement building by having settlers do the building. You can ignore the details and just assign zoning to parts of the settlement. So constructing accomodation section by section, placing furniture piece by piece, etc, can be replaced by just marking an area to be used for accomodation and the settlers will build their accomodation there. You can issue further commands to control building more if you want to (there are upgrade trees in the mod for more advanced buildings), but you don't have to. There are also lots of add-ons for the main mod that add things for settlers to build. Some add decorative items the settlers can make and some add bigger changes, such as the industrial revolution add-on which will enable your settlers to build oil wells and mines and forges and suchlike. But at the basic level you can just assign zoning and do nothing more. You might need to assign provisioners if you want settlements to share stuff. I don't know much about the mod because by the time it came out I'd already started building settlements myself in a very different style that I think is better suited to the unexplained but welcome influx of concrete in large quantities.

As an extra to either of those, there are mods that stop attacks on your settlements or change them so that your settlement will win if it has enough defence. I'd recommend that to anyone because the vanilla game is ludicrous with defended settlements. The final straw for me was when 5 raiders with pipe guns attacked my walled city at Sanctuary and the 22 heavily armed and armoured settlers behind solid walls and ~1000 defence units worth of turrets summoned me to kill the raiders. I had to go because in the vanilla game there's always a chance that the attackers will win regardless of the relevant strength of the attackers and defenders. I use BS Defence for that - if your settlement has more defence than food+water combined, it will fight off any attackers. Settlement Attacks Beyond is another useful mod in this vein. Bethesda put some of the spawn points for attackers inside settlement boundaries, so the attackers just appear inside the settlement and start attacking. This mod moves the spawn points to be outside the settlement boundaries.
 
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