I did just get to the first point where I am asked to find a faction to help with big task X. How important is that choice? Am I locking stuff out with it?

But that never made any sense anyway. Why would a low intelligence character have high science skills? If anything, Fallout 4 is more consistent.

Want to do stuff with robots? Better have 8 int then.

Yep, makes total sense. Stupid people can do complex things.

I can’t have a old-timey gunslinger who’s got no use for them lazer-plasma-whatchacallits.

Uh, why not? One, just use gunpowder weapons, don’t use energy weapons. Secondly, the best, higher tier energy weapons mods require Science perks, which require a certain level of intelligence. Just don’t have that high a level of intelligence and select those perks. It’s really funny, people want choice, praise choice but when Fallout 4 actually gives them choice, they blame Fallout 4 because it doesn’t straight jacket them with the choices they make. Want to be a gunslinger, then geez, just be a gunslinger, the game isn’t going force you to play that way!

I can’t build a rugged outdoorsman who’s at home in the wastes.

Why not - Adamantium Bones, Toughness, Aquaboy/girl, Rad Resistant, Ghoulish, Rad Resistant, Lone Wanderer, Lifegiver, Animal Friend, Wasteland Whisper are all perks that enhance your survival and make you tougher in different ways. You seems to want skill to do this, when you actually have a set of perks that can do many of the same things, or give you a similar experience.

To me, these additional little stats reinforces that you’re playing the same character in game as in your head, and enhances role-playing. It doesn’t ruin my enjoyment of Fallout 4, but I miss it.

To me the multiple perks add much more personality to the game than another +5 in a skill that I can’t really measure the impact of, vs. a perk where I can usually see/feel/experience the impact.

No. You are not locked in at that point. After that point, do different missions for different factions but don’t go to far with any faction until you know which one you want to end up with. You could lock yourself into something you don’t want to do.

Exactly. And the game is inconsistent in how it warns you…

45 hours in Alistair discovered he could queue up multiple shots in VATS…

Heh. Well, the UI is a bit opaque in the game, so don’t feel too bad.

Its ok, I am a little over 45 hrs in myself, and just noticed I can change a companions clothes. :p

Also , was The Big Dig the worst quest in the game? I feel its the worst quest.

No more will bloatfly terrorise me!

Speaking of “quests” ever note that some games manage to make them smooth and others make them opaque? I recall the first half of New Vegas --heck I was doing “quests” without really doing anything except natural play. “Quests” as such make me forget my suspension of disbelief.

Later in NV there are quests and it is jarring. A lot of the early game is just natural progression. Wouldn’t it be nice to see someone come up with a natural progression realistic way to PLAY without “quests”?

Sorry I digressed. Carry on !

If by worst quest you mean worst gimmick yes. Holy shit that thing liked to get stuck. And then the very last wall had it bug out and constantly reset its position and not move. Which somehow is fixed by shooting evreyone else into down state.

Heh. My problem with bloats and stingwings is that the VATS system now is slow-time, not stop-time, and as I click for the torso I select a wing or leg or something…

Evidently there’s a beta patch currently in testing.

Fallout 4’s 1.3 Update is now available in beta for Steam users.

This beta update is a work in progress so before opting into the beta, back up your saved games.

To get the beta, you need to do the following:

Log into Steam
Right Click on Fallout 4 in your Library
Select Settings
Select Betas
A drop down menu will appear. Select Beta Update
Select OK.
Wait a few minutes and Fallout 4 should update.
When done, Fallout 4 should appear as Fallout 4 [beta] in your Library

If you decide you don’t want to run the Beta anymore, redo steps 1 – 4. At the drop down, select NONE – Opt out of all beta programs.

Beta Update 1.3.45

New Features

New ambient occlusion setting, HBAO+
New weapon debris effects (NVIDIA cards only)
Added status menu for settlers in your settlements
Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
Improved "ESDF" keys remapping support while in Workshop mode

Gameplay Fixes

General memory and stability improvements
Improved performance when looking through a scope
Fixed issue where player could warp to a different location when aiming
Companions can no longer get stuck with radiation poisoning
Fixed an issue where Vault 81 residents would not dismember correctly
Big Leagues perk now displays calculated damage correctly
Fixed issue with third person camera not displaying properly after exiting certain crafting stations
Fixed an issue where subtitles would occasionally not update properly
Effects will properly be removed on companions when items are unequipped
MacReady’s Killshot perk now calculates headshot percentages properly
Fixed an issue with NPCs getting stuck in Power Armor
Fixed a rare issue with companions getting stuck in down state
Second rank of Aquaboy now calculates properly
Fixed an issue with resistance not always lowering the damage correctly when added by mods
Enabled number of characters available when renaming an item (XB1)
Fixed issue with player becoming dismembered while still alive
Robotics expert is now usable in combat
Stimpaks can now be used on Curie after the transformation
Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked

Quest Fixes

Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
Fixed an issue where invulnerable characters would get stuck in combat
Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
Fixed an issue where killing a caravan would leave a quest open
Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
Fixed an issue where the player could get stuck exiting the cryopod
Fixed an issue where the player could no longer get Preston as a companion
In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
Fixed an issue with Minutemen quests repeating improperly
Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
In "Confidence Man," Bull and Gouger can now be killed
During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly

Workshop Fixes

Fixed a bug that would cause settler counts to appear incorrectly
Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
Improvements to snapping pieces together while in Workshop mode
Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
Player can now build workbenches in their Diamond City house
Building wires no longer uses up copper
Fixed issue with certain settlement attacks not generating properly
Fixed an issue with settlement happiness calculations
Settlers assigned to weapons stand will now stand next to it
Diamond City house now shows provided power
Repairing items will now correctly consume resources
Fixed an issue where companion would ignore commands at workshop locations
Fixed an issue with crops appearing destroyed after saving and reloading

Some good stuff in there. I’m particularly happy about:

  • Added status menu for settlers in your settlements
  • Player can now build workbenches in their Diamond City house (a reason to use it!)
  • Improvements to snapping pieces together while in Workshop mode (hopefully these are really good improvements)

It’s a start. I’ll wait until the patch is official before trying it out though.

Heh, nerfing MacCready’s OP perk.

“Fixed an issue where Vault 81 residents would not dismember correctly”

'nuff said.

Fixed issue with player becoming dismembered while still alive

Ooookay…

Also added, based on many, many comments: order of magnitude longer loading times, which will hopefully go away on final patch release.

Believe it not it happens:

The disadvantage is no perception, the advantage is that you can’t be headshot!

Oh man, that is hilarious!

By design :P

Emergent game play!

Sorry.

(not sorry)