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

A shame you can't remove it. Adding simcity to fallout ruined it for me, I just can't get into it.

Have you played 3 and NV and all the content-adding mods for them? That might be more fun for you than 4, which has a relatively poor main storyline anyway.

Is it actually necessary to do any settlement building in 4? What's to stop you just ignoring them or just not claiming them in the first place? The only settlement I was forced to claim was Bunker Hill late in the game, when the leader of the settlement just walked past me and made me leader of the settlement...and I've done absolutely nothing with that settlement so far. I have maybe a dozen settlements I've done nothing or very little with. Some uninhabited ones I've done nothing with and some with a few inhabitants that I've just added turrets to for defence.

I vaguely recall something about some number of settlements being needed if you do the Minuteman questline, but that was hundreds of hours of playtime ago and I'm not sure. I'd got into settlement building from the start, so if there was any requirement I'd already exceeded it.
 
Have you played 3 and NV and all the content-adding mods for them? That might be more fun for you than 4, which has a relatively poor main storyline anyway.

Is it actually necessary to do any settlement building in 4? What's to stop you just ignoring them or just not claiming them in the first place? The only settlement I was forced to claim was Bunker Hill late in the game, when the leader of the settlement just walked past me and made me leader of the settlement...and I've done absolutely nothing with that settlement so far. I have maybe a dozen settlements I've done nothing or very little with. Some uninhabited ones I've done nothing with and some with a few inhabitants that I've just added turrets to for defence.

I vaguely recall something about some number of settlements being needed if you do the Minuteman questline, but that was hundreds of hours of playtime ago and I'm not sure. I'd got into settlement building from the start, so if there was any requirement I'd already exceeded it.
Yeah you can ignore it but it seems like they designed the game with it as a major content point. Especially if you want to play on Survival mode which turns settlements into safezones with food and beds, but it's tedious to have to build them all up. Fun the first time, but then it's basically copy-pasta and loses the novelty extremely quickly.

I believe building them up and adding trading routes unlocks some of the best items in the game as well, although the DLC might have made that last point moot.
 
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.


outpost zimonja and abernathy farm were particuraly guilty of spawns inside building areas

some poor lone raiders STILL spwans in my outpost zimonja amd gets riddled with bullets in seconds
 
good lord...just checked steam

771 hours played on fallout 4!!

I just checked my most recent saved game (I usually keep Steam offline to avoid unexpected forced game updates I might not want) - 34 days 3 hours 2 minutes. 819 hours. IIRC I paid a bit less than £60 for the game and season pass (both pre-ordered). So about 7p per hour. Games are superb value for money entertainment.

I still haven't got a settlement I consider completely finished. There's always a few more little touches I want to do or maybe scrap it all and rebuild it better. I've been playing semi-realistically, so the first step was security, shelter, water and food. Then go back later and make things nicer. I'm planning a theatre for Starlight Drive-in at the moment because it fits the central idea of my roleplaying, i.e. restoring civilisation, and that seemed the most appropriate settlement for it. But it needs to fit in with the garden I'm going to build centred around the pond there and the hospital/school/library/research facility next to it. FPS really starts to tank when you've got thousands of items in a settlement, though.

As I see it, the society of Fallout is not sustainable because it's dependent on scavving pre-war stuff that would eventually run out. But we still have working tech and pre-war technical manuals and some pre-war knowledge, so we have a good shot at remaking a sustainable advanced society before the scav runs out. So stability, education and entertainment will be made and all threats will be shot. Repeatedly.
 
Yeah you can ignore it but it seems like they designed the game with it as a major content point. Especially if you want to play on Survival mode which turns settlements into safezones with food and beds, but it's tedious to have to build them all up. Fun the first time, but then it's basically copy-pasta and loses the novelty extremely quickly.

Fault-Tec Favourites is a mod you might find useful to make building repetition less tedious. It allows you to assign any buildable object as a favourite, which copies it to the Special menu. So if you're doing a lot of building with the same items, you can copy them all into the same menu and remove all the moving between menus. The drawback (from my point of view) is that all those copies cost 1 cap each so you don't use resources. I work around that by noting what resources should have been used and then selling the relevant amount to an NPC vendor for the few hundred caps they have on them. I lose the resources, so it's the same as having to use them to build the stuff. I also lose at most a couple of thousand caps, which is neither here nor there as I have so many caps I should need a warehouse for them. My settlements aren't all copy-pasted either, as I'm making some sort of differences in each settlement. Starlight has the theatre. Red Rocket has the first new Red Rocket diner to open since before the war. Sanctuary has the main library and the museum. Outpost Zimonja has an extrance festooned with turrets, searchlights and a sniper rifle to aggro the raiders that respawn in the wrecked vehicle just down the road. They come running towards the settlement to attack it and the light show and fireworks commence in style. I think I'm going to build a medieval style castle next. There's a mod for that and it looks very nice.

If you do a lot of replays though, I think you're out of luck. Maybe Sim Settlements would be your best bet there, since you'd only have to repeat the zoning each playthrough.

I believe building them up and adding trading routes unlocks some of the best items in the game as well, although the DLC might have made that last point moot.[/QUOTE]

I don't know of any items that are unlocked by building up settlements and adding trade routes, but maybe I've forgotten something. I'm using ballistic weave army fatigues under ultralight legendary heavy combat armour pieces, a ballistic weave hat and Overseer's Guardian modded to make it excellent for midrange and long range. I have a two-shot combat rifle in full auto for shorter range or when I'm feeling unsubtle. The OG can be bought from Vault 81, the ballistic weave unlocked by Railroad quests and the rest found as loot and scav. My sole weakness is radiation (only res from perks and magazines, so 45 or 50) because I'd rather have lighter armour than have more rad resistance. I'm a scavver at heart, so I want the carrying capacity.
 
Just beaten this, thoughts below:

+Performs pretty well in general, although chugs a bit when climbing high towers and getting a big view
+Good game length, took me over 50hrs
+Settlements add a bit of diversity to the game but I think they could have been introduced better, it felt a bit overwhelming and pointless (not a great combination) to begin with
+Some decent support from companions and NPCs. I think I found an 'exploit' in that I was able to get Preston following me around for a few hours despite not being my companion, by starting the quest to retake the castle and then going off to do other stuff
+General FO goodness around character building, perks etc
+A few interesting locations and characters, such as in Goodneighbour and Diamond City

-Main quest arc is generally mediocre and certainly once you discover the institute goes downhill. The characters there are introduced too late in the game to make me really care about them
-Gunplay getting a bit tired now and doesn't seem to have moved on since FO3; there is the odd decent fight (e.g. assaulting the Railroad HQ) that just serves to highlight how dull the majority is
-Inventory management is boring and slows the game down, especially as there is no way of sorting by weight:value ratio. It isn't helped by annoyances like not being able to change Apparel whilst wearing power armour, so you have to exit, swap clothes, put power armour back on. I know that is more 'realistic' but it becomes a chore
-Few annoying bugs like getting stuck in animations when trying to hack a terminal so you have no option but to reload a save
-Institute looks like something from a 15 year old game even with high res texture pack. I know they've gone for a 'clean' aesthetic, but even so...
-Unlike FO3/NV I don't feel compelled to keep playing to complete other quests, a lot of them are really boring repetitive ones

I'd been really looking forward to playing this but have come away feeling a bit less sure about what I want next from the series. The narrative is below par compared to FO3/NV and the improved sandboxiness doesn't really compensate for that in my book. I can't be too harsh on it because it is still a good game, but I hope the next in the series recaptured the feelings I had in FO3.
 
Been playing Far Harbor lately, them damn Anglers and Gulpers are pure bullet spooges and totally not fun to play against.

Nothing seems to work against them and even nuking them is pretty crap.

So weird, didn't have any problems with anything else in the game, just these two enemies.

That said, really enjoying the DLC, it's makes such a big change.
 
Man I have a craving for Fallout 4 again. Does anyone know if there are any mega-mod packs? As in, a large selection of well designed mods that are all bundled together? I believe Skyrim had something like this.

The rooting out of individual mods and then trying to debug them all puts me off. Would just love to dive into a clean modded Fallout 4 from the get go.
 
Man I have a craving for Fallout 4 again. Does anyone know if there are any mega-mod packs? As in, a large selection of well designed mods that are all bundled together? I believe Skyrim had something like this.

The rooting out of individual mods and then trying to debug them all puts me off. Would just love to dive into a clean modded Fallout 4 from the get go.

There was recently an attempt to steal mods, bundle them up as mod packs and deny credit to the individual authors, but it was opposed and seems to have been suppressed.

Of course, installing a bundle of mods that someone else has bundled together is more likely to cause problems than installing individual mods because it means you won't have bothered checking the mods for compatibility with each other. Perhaps that's why you find that you have to "debug them all". I have 146 mods installed on FO4 and haven't had to debug any of them because I chose to not install conflicting mods. If you use Nexus and their mod manager, it even checks for mods required by the mod you're downloading, auto-installs mods you choose to download and allows you to upgrade installed mods with new versions when available (and check your installed mods for new versions being available).

Also, of course, installing a bunch of mods that someone else has chosen means that you're not installing mods you have chosen. So you won't get the modding you want. I think that undermines the whole point of modding. Also, many mods are configurable. Someone who hasn't even looked at what mods are being added to their installation won't have even read the descriptions of the mods, let alone what configurations are possible.

A random example...I have two mods installed that add new areas inside buildings in the Lexington area of FO4 (Lexington Interiors and Tales of the Commonwealth). Almost all are in different buildings, but there's one building that both mods use as the extrance to a new area. Since I read the mod descriptions I knew there was an option to switch between which mod's new area was accessed by opening the door of that building, so I have a choice. Someone who installed a bundle of dozens of mods without even knowing what the mods were let alone reading any of the descriptions wouldn't know that, so they would be choosing to remove their choice. In this example it wouldn't matter very much because neither location is involved in a quest but in some cases it could break a mod's questline by not giving access to a key location in that mod.

If you want to dive into a clean Fallout and you don't want to make any choices about modding it, why not play the game without mods?
 
There is expansions to Diamond City which are awesome - one covers the ramparts and one the inside of the city and makes it feel so much more realistic.

Man I have a craving for Fallout 4 again. Does anyone know if there are any mega-mod packs? As in, a large selection of well designed mods that are all bundled together? I believe Skyrim had something like this.

The rooting out of individual mods and then trying to debug them all puts me off. Would just love to dive into a clean modded Fallout 4 from the get go.

Do you want a list of some of the mods I use?? What do you want to mod?? I am sure I can make some suggestions as do a few others here too.

I mean there is even a mod where you can replicate people and make your own synths!!
 
There is expansions to Diamond City which are awesome - one covers the ramparts and one the inside of the city and makes it feel so much more realistic.



Do you want a list of some of the mods I use?? What do you want to mod?? I am sure I can make some suggestions as do a few others here too.

I mean there is even a mod where you can replicate people and make your own synths!!

I'm just looking for a mod pack that is guaranteed to work together. Like STEP for Skyrim but something for Fallout 4. Does such a thing exist?
 
A website attempted to do that but ended up stealing mods. I have a few 100 mods installed and its mostly fine,so ask me what you want modded and I can probably point you towards what to look for.

I want to mod everything, but don't have the patience to optimize and debug. That the thing. STEP had upwards of 200 mods. To grab 200 random mods and make them all work flawlessly isn't easy.
 
I want to mod everything, but don't have the patience to optimize and debug. That the thing. STEP had upwards of 200 mods. To grab 200 random mods and make them all work flawlessly isn't easy.

Mine works fine,but the issue is I do get occasional crashes since I have built too many settlements and have too many NPCs and I only have an IB Core i7. Interestingly enough my previous playthrough where I cared less about settlements is much more stable.

This is with some quite early settlement mods too,which I can't remove lest its screws the playthrough.

One thing though is that some of the water mods conflict with the Nuka World DLC,so you need to be careful with them.
 
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