There was also a popular mod for skyrim where you build outposts and defend it from attackers.

Really everyone likes bases. That is why you see it in games like MGS5 and dragon age inquisition. Although i do feel both of these games did bases better than fallout 4, even though you cant actually build the individual items yourself.

I’ve made it to the Institute but man, the fucked up sound is just ruining the experience for me =(

I can’t tell if the sound is weird or not. It’s the good thing about those heavy metal shows I went to when I was younger; can’t hear squat now.

Perfect description.

I had a defend settlement mission so I showed up and then there were 2 waves of synths then nothing. So I left but immediately got the “Failed” message. Is there something I need to trigger waves or is this a known bug?

There are multiple possibilities. Sometimes, you have to circumnavigate the settlement to cause all the attackers to spawn. Sometimes, an attacker will get caught on geometry in an out-of-the-way spot. And rarely, an attacker will spawn inside the concrete foundation of the cube-shaped wooden floor.

I think this can be a bug. I had a defend quest where I killed all of the attackers, then was thanked by a local settler for defending the settlement, but the quest still failed after fast traveling away. I reloaded and tried different things a few times, I was never able to change the outcome.

BoS Flight School

Thanks Oghier, Olaf. What’s frustrating was that I got the same appreciative message Olaf got but quite clearly this does not mean that the mission is completed.

Has anyone used any of the graphic enhancement mods? There are several mods I have tried to improve the trees, to make them green. I use the nexus mod manager which install them without a problem, but when I run the game the trees are just as ugly and dead as they were before.

Fallout 4 is not mod-ready out-of-the-box. You must edit the .ini files for the game to accept any mods at all. The relevant files are in documents/my games/ fallout4. Two changes are needed:

  • Fallout4prefs.ini. In the [Launcher] section, add the line: bEnableFileSelection=1
  • Fallout4.ini. In the [archive] section, edit a line to the following: sResourceDataDirsFinal=STRINGS, TEXTURES, MUSIC, SOUND, INTERFACE, MESHES, PROGRAMS, MATERIALS, LODSETTINGS, VIS, MISC, SCRIPTS, SHADERSFX\

You only need to do this once, as those changes will ready your game for all mods.

Also, be sure to use the latest version of NMM. Otherwise, FO patches tend to wipe your load order (NMM now changes the plugins.txt to read-only. That file, if you need it, is in users/your name/ app data/ local/ fallout4).

This is old info, follow the guide on nexus wiki or the latest gopher vid. Adding all that is unnecessary and supposedly drastically increases load times, at least it did for me.

Other mods work just fine, it is just the graphic ones.

Shamlessly stolen from a Kotaku comment:

So “finished” a second main-quest playthrough with a stealth character. Like my first jack of all trades character, I’ll keep playing with this one as well, but I wanted to see what siding with a different faction was like. Now I have at least one more to do the final “real” faction stuff.

What amazes me is that I keep finding new places to go and things to do. Sure, much is variation on a theme, but there’s surprises in a lot of places. And the difference between almost never using VATS and using it almost all the times make for a very different game experience. Creeping into a room where no one notices you even though you are like in pickpocketing distance, and going into VATS and killing all of them with a single headshot each, and not alarming anyone else in the building, is pretty cool. I keep running low on 10mm though for the Deliverer, and there really are no other calibers that work for sustained stealth kills. Why there isn’t a .45 ACP automatic pistol is sort of beyond me.

I do continue to shake my head, though, at these settlers. “Hey, there’s this group of raiders that’s been harassing us, can you clear them out?” And…the raiders are on the other side of the map, and probably have never heard of this two-bit farm. It’s so randomized it’s hilarious. OTOH, the emergent stuff is great. I was approaching one quest location, to talk a guy out of storming a house, and in the middle of our quest dialog the BoS attacked with Vertibirds. I’ve also been asked to help defend a place, and the fight turned into a three way as ghouls decided to crash the party, attacking all the participants with equal abandon.

Fallout 4: What happens when all the choices in an RPG become meaningless. Or, “great, but greatly disappointing”. The exploration of the world was fun (if a bit samey after a while), and it looked great. But nearly everything else felt like a giant step backwards.

I see the poor dialog system and its lack of choice mirrored throughout the game: You pick your answer based on your LARPing, rather than any actual game value. “Should I be…SARCASTIC?” Sure, if you want. Whatever. Doesn’t matter. Just click something.

“Should I build up this settlement? Should I use wood walls or metal? Where should I put these turrets? Are my settlers happy?” Doesn’t matter.

“Who should I take with me?” Every NPC is the same. With nearly no exception, they can all wear the same gear and use the same guns. They can’t die. So dress 'em up however you want them. They’re basically walking lockers. You can take any of them anywhere, including walking right into places and past people committed to killing “their kind” without so much as a rude comment. Don’t think about it, just stroll on until you get that perk, and then dump 'em! None of them get particularly upset (or happy) about anything you do. They’ll never leave, until you tell them to.

“Which faction”? Doesn’t matter. Whichever faction you choose is effectively the same outcome for you in terms of what you do, what you get, and how it affects the world. Bunch o’ people will die, shit will blow up.

The conclusion I come to is the designers figured the best RPG elements would be ones the players LARPed in themselves. There are several side bits of information that other games (including previous Fallouts!) would have used to enrich dialog with the NPCs, whether as part of a quest or just incidentally. Not Fallout 4. You can learn, for example, that a merchant is a spy. Can you confront the merchant about this? Nope.

The story has large logical and emotional holes. It’s pretty garbage. I was incredibly disappointed with the lack of choices and differentiation throughout, but particularly the end game. I particularly resented how every faction choice required the killing of relatively innocent people.

For example, The Institute:

Idiots!

You’re telling me you can create an apparently infinite number of organic machines, but you can’t fix or optimize a nuclear reactor? Jesus, as you keep telling me, I’m “not a scientist”, but I was able to make gas generators and turbines out of trash and debris.

“Why did you wake me up, o wise old man?” “uh, basically to see what happened.” COME ON!

You have the Ultimate Killing Machines (Coursers), but when you need someone killed or an object retrieved, you send…me? The valuable leader of this place?

Oh, and now I’m actually in charge of this place – The Director – but I’m totally unable to actually, you know, DIRECT it?

And your solution to dealing with synths that want to escape isn’t to fix the synths or figure out why, it’s to stop the people who are helping them after they escape? Who pose absolutely no threat to you in your underground bunker filled with killing machines? And why do you even care about synths escaping? I sat in a room and watched you make a new one in about 3 minutes.

All of that, and still no attempt at explaining what the point of creating the synths in the first place is/was, or why it was so important to get them to “gen 3” quality. Slave labor? Helping humanity? Replacing or improving people? It ends up feeling like a ton of resource expenditure for nothing. Literally creating more mouths to feed with no reason behind it.

Also I wanted to shoot “Father” in the head the minute he opened his condescending old mouth.

Or The Railroad:

Fools!

OK, you love the synths. So much that you will kill everyone in the Institute, including some of the other synths?
And then you’ll destroy the Institute, so there are no more synths ever? And so none of the existing ones can be repaired?
You’ve just “doomed” your precious synths to non-existence in some number of years.

Or The Minutemen:

Losers!

Ok, I built you a dozen well-fortified bases, armed and armored its denizens, furnished and decorated your homes, and built up a trade network. Yet you numbskulls can’t improve your own weapons or gear (or even get better ones out of a friggin’ BOX), or manage to fight off a few raiders? MinuteMEN? It’s more like MinuteMAN: Me. I’m the only one that does a damn thing.

You don’t patrol. You don’t look to find other settlements. You just take credit for all my work!

The Minecrafting was fun, but I’d have made it so the settlers collected resources and built their own stuff on their own schedule. Give a few perks if you want to be a Builder or Architect or whatever. Gated “leveling” or improving the Minutemen based on how many settlements you had. Or even kept some further crafting options gated by settlement level. Made “happiness” affect whether villages would defect to a faction or how much they’d produce (in a meaningful way). SOMETHING.

There are so many missed opportunities here, whether beats that could have easily or simply enriched the story, or gameplay tweaks that would have reduced nuisance. As Tom noted, “State of Decay” handled nearly all of this so much better.

Even if I drop the RPG stuff out, the combat is still kinda crummy. Outside of VATS, the shooting is under-developed. Inside of VATS, you quickly become a death machine. It’s entertaining, but it robs combat of any significance.

That said, I’ll probably start again on a harder level!Preformatted text

All of the criticisms of this game are valid. Whether they matter to you personally or not is of course, well, personal. I’m in the middle. I love playing the game, because the core mechanics are satisfying. I am still finding new stuff after 170 hours. But, yeah, it’s pretty forgettable in terms of traditional role-playing. As has been noted time and again, there are so many areas where the game could, and arguably should, allow for more meaningful choices and consequences, but instead hand-waves it all away.

That being said, hmm, I’m wondering if what people are asking for (myself included) is even possible? Can you actually make a game like this, with comparable or better look and feel, that has the role-playing depth and the base-building and the world building and the combat? The game is already pushing the edges of what the developers seem to be able to do, technically, given the number of glitches and bugs that pop up now and again. Think of what it would take to do all of this and have fully fleshed out politics, diplomacy, decision making, branching plot lines, and all of that. Any one of the things the game tries to do is hard enough; the fact that it does multiple things pretty well is not without merit.

I truly don’t know. Are there any games out there that actually deliver a full, any-decision-I-make-means-something RPG with full-on first-person combat, extensive stats/leveling, huge quantities and variety of loot, crafting, settlement building, etc.? And do it better? There are games that do each element better than F4, but which game does it all better?

I agree we should ask for the moon, because otherwise the developers won’t have anything to strive for, but can we really be that upset when they only delver low-earth orbit?

Witcher 3, minus the base building.

However as pointed out, the base building is mostly cosmetic.

Also the loot in fallout 4 is not good at best. It is more than not having variety beyond weapon type, but not that much more. Very few decent weapon mods (if you’re using a gun, you’re going to be using the double damage mod with VERY few exceptions) and most of the weapon types (within a weapon group) feel the same.

Fallout 4 is not an exceptional game. However bethesda deserves credit for making some small to medium changes, likely based on popular mods for previous games (crafting and settlement building). The problem is that these additions did not feel fully fleshed out. They feel like mods and not mechanics that the game was designed to seamlessly react with.

So really we should be happy they even took the few chances they did instead of playing it 100% safe.

Well, if Witcher 3 combat is anything at all like Witcher 2 combat, it can’t compete with Fallout 4 in my book because while the latter is simple to grasp and entertaining, I found the combat in both Witcher 1 and Witcher 2 not only unfathomable, but not enjoyable at all. Part of that was the controller-centric control which is alien to me.

As for weapons, I’ll agree that there are way too many options in F4 that simply don’t get used because they’re not rewarded. Armor piercing, for instance, unless there’s a lot going on behind the scenes that’s not being conveyed to the player, seems useless, and automatic weapons are hands down less effective (with all the perks considered) than single-shot weapons. Supressors, too, are pretty much a no-brainer. The potential, though, is definitely there, but it needs work. There’s also no reason ever to use pipe weapons beyond the beginning of the game.

Armor is like that as well. A lot of potential good stuff there but most builds wont’ every see any of it, or find much use for it.

But I’m not sure I’d not call it “exceptional.” It’s addictive, entertaining, and chock-full of content. No one of those is enough to make it exceptional, but it has eaten a ton of hours for me and very very few games can do that.

They play great with mouse and keyboard! :P