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Thread: FALLOUT 4 - DLC

  1. #1
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea

    FALLOUT 4 - DLC



    Game Revolution

    The mysterious Mechanist has unleashed a horde of evil robots into the Commonwealth, including the devious Robobrain. Hunt them down and harvest their parts to build and mod your own custom robot companions. Choose from hundreds of mods; mixing limbs, armor, abilities, and weapons like the all-new lightning chain gun. Even customize their paint schemes and choose their voices!
    Automaton will be provided "free" for season pass holders, or $9.99 standalone, on March 22nd.
    Last edited by Vae; 5th Apr 2016 at 14:00.

  2. #2
    Member
    Registered: Sep 2005
    Location: Not Kansas
    Taking Rock 'em Sock 'em Robots to a whole new level. Actually, it looks fun. Thanks for the share, Vae.

  3. #3
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    My pleasure, Dia.

    Wasteland Workshop!...


  4. #4
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    The upcoming Far Harbor DLC is probably what will finally get me to buy the Season Pass. It's supposed to be Bethesda's biggest DLC to date:

    A new case from Valentine’s Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world. Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost? Far Harbor features the largest landmass for an add-on that we’ve ever created, filled with new faction quests, settlements, lethal creatures and dungeons. Become more powerful with new, higher-level armor and weapons. The choices are all yours.

  5. #5
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Yeah, that's by far the most anticipated DLC for FO4...can't wait...

  6. #6
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Wasteland Workshop

    The very good:
    * very versatile concrete based building blocks (so, Bethesda actually can do this stuff properly !!!).
    * lots of new and sufficiently bright lights (well, at least one of the Starlight-drive-in style streetlights has the actual light at the wrong side).
    * ability to extract water anywhere for extra energy cost (10 water for 4 power).
    * electric sliding door - finally i can have "player only" areas.

    The good:
    * ability to grow plants anywhere.
    * decontamination (2 power) -
    * new power sinks in form of street lights, electric door, decontamination.
    * a 100 power reactor that needs max science skill x_x ... but nice that it exists.

    The meh:
    * don't care about the cages and stuff ... at least at this time.
    * extra traps that are slightly more useful than what vanilla had.
    * additional misc build stuff.
    * build stuff, while unusually well done, does not compare what you can get for free with mods - still, i like to avoid content mods.

    The bad:
    * no new places to actually get any of the concrete needed.

    ... well, i just modified slightly my personal mod that fixed the wood/steel problem previously (*): the 24/7 general store in diamond city now sells 30 shipments of wood/steel/copper/plastic/ceramic/concrete/glass. So, not a problem for me.



    Ran out of copper while lighting my first ugly mess ... lacks decorations also. And the settler housing is completely missing. Still, not too bad. Diamond city ... here i come.

    *) also: no minuteman quest spam, no lockpick minigame, no hacking minigame, fast terminals, triple wire length. Separately: a script that generates a mod in line of "better item sorting" by adding various prefixes for various stuff one encounters and also postfixes for junk (material yield per weight) and consumables (HP and RAD effects ... intent on adding the food and water values for survival too).

    Doing my best to resist opting into the survival beta. Wisdom of the crowd predicts it actually will be released before this month is over.

  7. #7
    Member
    Registered: Jul 2007
    Location: free koki
    Quote Originally Posted by zombe View Post
    * electric sliding door - finally i can have "player only" areas.
    Unlikely, goddamn hippies just spawn wherever they fancy when you load the cell. =)

    * don't care about the cages and stuff ... at least at this time.
    Just a heads-up, they're supposed to "significantly" increase the odds your settlement gets attacked by whatever critter you've got caught in there. Be extra careful if you're playing without fast travel.

    On that note, penny just dropped, I wonder if it wouldn't have been better to do "settlement under attack" events the same way "defend the checkpoint" random encounters are generated. As in, trigger while you're in the general post code.

    * no new places to actually get any of the concrete needed.
    I believe Beth's mentioned that they've added concrete shipments to a bunch of traders. Unless your own mod was overwriting their inventories?

    I'm rather meh on Wasteland Workshop, got the Season Pass mainly for Far Harbour and Automatron, but only had a brief skim of this one's additions last night. I like the settlement building part of the game, so all the extra stuff is most welcome, but the cages and arena mechanics leave me unenthused. Also waiting for Survival Mode to start a second playthrough. Well, Survival Mode and the necessary fixes to Survival Mode. Creation Kit's also recently gone into Beta, so we may just see that around the end of the month or next one as well.

  8. #8
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Quote Originally Posted by Ostriig View Post
    Unlikely, goddamn hippies just spawn wherever they fancy when you load the cell. =)
    Hm. iirc, they only spawn around predetermined locations (first viable nawmesh from top down if the original location is blocked off ... which occasionally means the roof for some weird reason). If they "think" they got stuck when navigating around then they teleport.

    ... i need to do some testing whether the electric door is recognized as invalid path when the door is closed - or they might just decide to teleport past it.

    Quote Originally Posted by Ostriig View Post
    Just a heads-up, they're supposed to "significantly" increase the odds your settlement gets attacked by whatever critter you've got caught in there. Be extra careful if you're playing without fast travel.
    Interesting. However, the settlement attack stuff (the miniquest ones, not the occasional non-quest tracked attacks) was originally completely broken and has not much improved since - so, i have disabled the miniquest attacks (i still always fully fortify the settlements).

    Waiting for GECK to be released and the attacks to see some modding. -> No timeout (ie, only starts when you show up).

    Have not looked at the script code that triggers the attack miniquests myself, but last i heard it was bonkers:
    * min chance of attack per day: 2%
    * each unit of water food: +0.1% (includes stored water/food)
    * each unit of safety: -1%
    * each settler: -0.5%
    Which means the complicated script ends up usually doing nothing (0 defense + 5 settlers + 25 food/water = still the fixed minimum 2%. Even a freaking spotlight is enough to cover 20 food/water).

    Basically, the script does nothing and the engine native code ends up deciding how often and where the attacks occur (ie. first come first serve + cooldown). Can't see the native part, but one can assume it assumes the script part is not bonkers and does no extra magic to reevaluate the chances to something usable when deciding an attack => hence the attack locations can see some noticeable bias based on order of acquiring the settlements regardless of defenses present (as they don't really matter). Seems to match the experience around.

    Have looked at some of the scripts myself with intent on modding them, but ... eh ... too much trouble for now (PS. if you are inclined and want a laugh - look at ANY of the settlement related scripts [my latest favorite: scraping stations] ... full of insane bollocks).

    Quote Originally Posted by Ostriig View Post
    I believe Beth's mentioned that they've added concrete shipments to a bunch of traders. Unless your own mod was overwriting their inventories?
    Yeah, noticed later that one of 100 and 200 shipments showed up in general vendors (inc. your own settlement ones). Not really enough, but nice.

    Beth wisely avoids cross dependencies with DLC stuff, so it comes from some separate DLC specific leveled item list.

    Quote Originally Posted by Ostriig View Post
    Also waiting for Survival Mode to start a second playthrough. Well, Survival Mode and the necessary fixes to Survival Mode.
    Same here. Still occasionally build/explore/test around with my current survival character. Looking what i can build with the new blocks etc ... the new set is missing some vital parts that need some thinking around. The missing parts encourage using overlapping floor parts - a big NO-NO apparently as it wrecks navmeshes preventing NPC navigation (they won't even teleport).

  9. #9
    Member
    Registered: Jul 2007
    Location: free koki
    Quote Originally Posted by zombe View Post
    Waiting for GECK to be released and the attacks to see some modding.
    Well, the Creation Kit just went into Open Beta yesterday, so if you can be arsed with it it's a few clicks away. Personally, I'll wait until it's all out and final, forums make it sound like the betas on mods and Survival are still very fiddly. Looks like the mod managers are gonna break too, some changes to mods list syntax. You've made me curious about that scrapping station scripting, though...

  10. #10
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Script extender does not work yet ... which, for me, fuels some absolutely essential mods (ie. stuff i classify the game to be strictly unplayable without). Need to check all the mods (most luckily have essentially 0 chance of being broke with the new update) - some are guaranteed to be broke (ex: all the mods that change item names etc).

    And now there are 2 more mandatory mods i have to check out:
    https://www.nexusmods.com/fallout4/mods/11834/? -> re-enable console (wtf beth? your game is way too broken to even consider playing without console).
    https://www.nexusmods.com/fallout4/mods/11542/? -> re-enable manual saves (i have enough self control, no need to enforce it. interestingly enough, i have NEVER encountered any of the wrong-lod-loaded aka glitch-quarry etc bug which can only be fixed by save-reload).

    ... it will take some time til i can seriously play the new mode. Patience, patience.

    PS. scraping station spoilers: it does not do anything (*).

    *) well, settler assigned to it is marked as having a job, which is nice -> no new settlers can arrive when there are 4 or more settlers without job (not certain this is up to date, but fairly sure it has not changed). Note: provisioners DO NOT HAVE A JOB. So, if you have sent out 4 or more provisioners from a settlement then the settlement stops growing.

    *) well*2, it produces scrap under very special circumstances (inc. a lot of food, last i tested ... ??? ... did not investigate further). The settlement must have less than "100+5*settlers" scrap (materials are actually also scrap, just with a yield of one specific "material", tested that fairly recently as the counting function is native). It takes some considerable effort to stay under this limit -> no scraping of piles of rubber etc (4 piles => scraping stations disabled ... good luck getting rid of the rubber) in fact, don't scrap anything you do not immediately use. Since you rarely can use ALL of the components from your own scavenging hunts then where-ever you offload your junk will have their scavenging stations also disabled (if not by the first time you offload anything then soon after you start to use the components as that will multiply the net scrap count).

    Not to mention WHAT the scavenging station is made to produce x_x ... sigh.

    edit: http://f4se.silverlock.org/ Beta build, to which i never opted in, is said to be compatible -> yay, at least script extender is ready to go.
    Last edited by zombe; 29th Apr 2016 at 05:00.

  11. #11
    Member
    Registered: Jul 2007
    Location: free koki
    Yeah, I'm watching those two as well to re-enable the console and saving. I haven't updated yet, will probably do it tomorrow and see if this stuff works, provided the F4SE beta runs.

    I'm still hoping that maybe one of those small mod managers people put up on Nexus gets updated to support 1.5 properly, there was even a Java one posted just last week. I'd rather not have to dick around with the files manually, though I think the asterisk thing should work... Still not entirely clear on the relevant files and syntax.


    Quote Originally Posted by zombe View Post
    Note: provisioners DO NOT HAVE A JOB. So, if you have sent out 4 or more provisioners from a settlement then the settlement stops growing.
    Well, all of a sudden I understand why my Starlight Drive-in refuses to grow, I use that place as a provisioner hub to a lot of different locations.

    The settlement must have less than "100+5*settlers" scrap
    Right... The only settlement I bothered building a scrapping station in is Abernathy Farm, which I use as an HQ. And seeing as it's the one I keep coming back, it's also the one I tend to dump most of my scrap in. Brilliant.

  12. #12
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Far Harbor!...Release May 19th!


  13. #13
    Member
    Registered: Jul 2007
    Location: free koki
    Hm. Well, this is the main one, hopefully there's enough meat to it. Question is whether to play in Survival or carry on with my old char.

  14. #14
    Member
    Registered: Jul 2007
    Location: free koki
    So I just alt-tabbed out of the game. Seriously, if you think about it, the best thing about Far Harbour will be that you'll be a full boat ride away from the mainland. And you know why? Because I was just sitting there, minding my own business at the weapons workbench, and ANOTHER SETTLEMENT NEEDED MY HELP! Fucking asshole.

  15. #15
    I found disconnecting the radio from the power supply at the castle keeps Preston from starting these quests. Haven't been to Corvega in forever. Thank God.

    Survivor mode is not fun with a high level character. It's just annoying having take a nap every 8 hours.

  16. #16
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Exploring Far harbor...With the release just 6 hours away!...Arrgh Farrgh Harrghbor!


  17. #17
    Member
    Registered: Sep 2005
    Location: Not Kansas
    Omg; I didn't know this had already been released! Definitely going to have to give it a try. I just hope Preston Garvey stays in Sanctuary Hills and stops contacting me about 'another settlement'.

  18. #18
    Member
    Registered: Apr 2000
    Location: Sweden
    Quote Originally Posted by Dia View Post
    Omg; I didn't know this had already been released! Definitely going to have to give it a try. I just hope Preston Garvey stays in Sanctuary Hills and stops contacting me about 'another settlement'.
    At least not in the beta...settlements can still be under attack.

  19. #19
    Member
    Registered: Jun 2011
    Location: Trapped in Constantine's couch
    Something I noticed that makes him stop for awhile on the quests is simply completing the quest and not returning to him until the quest completes on its own; you'll still get the XP for finishing the quest, but you won't have to talk to him and risk getting another quest.
    Preston Questin' : What I have come to term the repetitive and endless quest chain initiated by NPCs
    Last edited by Sycamoyr; 25th May 2016 at 14:08.

  20. #20
    Or just send him to the Castle when you get to that point in the Minutemen questline and never talk to him until you're wrapping everything else up. Even on my first playthrough I was largely "another settlement needs our help" free because going to the Castle was kind of out of the way.

  21. #21
    Playing Far Harbor and have seen the popups about settlements being attacked quite a lot. The last time two notices for two settlements came up at once. The boat is fast but not that fast.
    After exploring everywhere in Boston area, it's nice to try out the new survival mode in a brand new setting. This DLC is definitely as good as the main game. Small quibble, though. As tough as the enemies are, the areas I go back to/through don't respawn them. A little strange for a game, but as the setting is an island not so strange afterall.

  22. #22
    Member
    Registered: Jun 2011
    Location: Trapped in Constantine's couch
    It seems a bit ridiculous that settlements have to be so well looked after, like they can't do it on their own even if you have upwards of 100 defense. I have only seen a settlement successfully defend itself one time during the many hours I've played the game. I really want to get the DLC, but is it too difficult / disruptive to support settlements while doing it? Perhaps I could just play the game without settling anywhere but Sanctuary and just not go save Garvey and his people until after the DLC?

  23. #23
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Why not just mod out the attacks: http://www.nexusmods.com/fallout4/mods/11317/?

    ... unless there is now a mod that actually fixes the attack resolution mechanics etc. Anyone know? Have not modded out the attacks on my current playthrough, but they are getting annoying as you have to attend (well, since i am on survival then i have not managed to approach fast enough to see any attackers alive ... but you still have to show up regardless).

  24. #24
    Member
    Registered: Jul 2007
    Location: free koki
    I've been meaning to give that mod a go, but the guy's still working on rebuilding it in the CK and now he's got a separate patch for Far Harbour... I'm tempted to wait a bit longer and just ignore the settlement attacks for now. Bethesda's hung too long onto the CK and I think it's contributing to the community relying more on quick and fragmented patches, and I'd like to run a tighter ship than I did with Skyrim back when it got to the point I sometimes didn't even remember what a given .esp was for.

    Speaking of, anyone know what the deal is with the CK? It's currently in "open beta" but it requires a Beth account and I really don't wanna have to keep track of yet another login, anyone know if we can expect this to get dumped into Steam's Tools some time in the near future?

  25. #25
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Next batch of Fallout 4 DLC!...

    Contraptions Workshop...June 2016
    Vault-Tec Workshop...July 2016
    Book Your Wastland Vacation...August 2016

    Last edited by Vae; 13th Jun 2016 at 02:56.

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