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I'm about a month late here, but last month, Oxhorn made a great video just going way in depth on settlement happiness. Apparently the code has been cracked, and it's been determined exactly what drives settlement happiness, and a bunch of other stuff. This video is over 17 minutes long, but you'll learn a bit from it, if you're trying to game the settlement system. If you're not, you'll probably care a whole lot less, but there's a lot to learn here. It's particularly interesting how he goes into caps on how much settlements can produce — in food, water, scrap (from the salvage workstations), and happiness daily, and how to max it out.

 

To sum up the first 5 minutes or so, he's got 24 settlers. Four are on crops, so he's got 24 Mutfruit plants, and each settler can produce 6 food (so they can work 6 Mutfruit plants, or 12 of anything else) a day. That leaves 20 settlers, 11 of whom are working bars (he has 11 bars on 3 or 4 floating floors connected by staircases), and the other 9 are working salvage stations. He also has two gorillas patrolling outside, which apparently add more happiness and defense than any other settlement pet. But you have to have destroyed the Institute to unlock gorilla cages (and of course you need Wasteland Workshop to get the cages to begin with).

 

Another interesting point he makes is, walls are basically pointless. Apparently when settlements are attacked, either the spawn points can simply be inside super generous walls (like the ones that go right up to the green barriers), or apparently attackers can teleport past the walls. So the walls just limit the movements of you and possibly your settlers. The obvious solution being, to just have turrets. And nothing happens when you're not there anyway, based on the way the Gamebryo/Creation engine works. When you're warned of an attack, you have this very generous amount of time to go there. If not, a dice roll determines what happens in your absence. Usually you just have to repair a couple things, and happiness (and therefore efficiency) takes a hit.

 

He also has a Google Sheets spreadsheet for calculating Happiness.

 

Shame you can't create the diner parts in vanilla. I think you can with Homemaker; that mod adds a ton of stuff. But I hate having my workshop menu cluttered, so I took it out of my load order ages ago. A lot of settlements could use a diner. I would like to see a mod that replaces the broken parts with good, clean parts. I think if you're building stuff, it should be in a 'new' condition. Just my opinion. Some say the stuff should be broken. I feel like if my guy built it, it wouldn't be crap, though. And I hate how, for example, you can't have a wooden doorway that looks good. Your only option is the one. Rather than various stages of wear, I'd like to see options for various types of wood, in the wood tree... or various metals used to source the piece. Like the very limited metal tree looks like everything came from a small plane, but I think there are other options out there. And we should be able to paint each wood piece like we can paint power armor pieces. We have paint cans and paint brushes, we should be able to craft paint.

 

I said I wouldn't use the perks in the Traits and More Perks mod, but now I understand it, having seen the perk crafting tree in the chemistry station, I get it, and I absolutely will. You need some super rare chems to create the perks, so it's not at all cheating. I could only afford Math Wrath, which you may remember from previous games. 10% reduction on VATS attacks. I need to get all three ranks of Swift Learner — 5, 10, and 15% buffs to XP gain — sooner than later. And they have the same-sex equivalents of Lady Killer and Black Widow — Confirmed Bachelor and the French one, I can't recall the name. Basically the same thing, the same gender is easier to persuade, and better yet, you do more damage against them. Some of the perks are new (and I can't recall any, sorry — but they're all listed at the link) but none of them are overpowered. You'll have righteously earned them once you've acquired or crafted the chems necessary to make them. Only problem with the whole thing is, you're crafting a consumable that gives you the perk, and even after consuming one, you can craft more, it doesn't disable them (and it really should). I don't think perks stack — like, I don't think you can keep crafting Swift Learner 3. Or rather, you can craft it all you like, but consuming it more than once won't make the effect stack. Or it might, but I don't think it works that way. I do think it will stack with the Memento Mori trait. So I'm already getting double XP on everything. Then 15% on top of that. Then with Piper's Gift of Gab perk I get double XP for discovering locations and speech checks. So it all adds up. This character's going well over level 100. (Still not taking the VANS perk though. That would be the absolute last one I'd take, and I might even consider leaving it still.)

 

Red Rocket's a tough nut to crack. Everyone seemingly wants to build on top of it, but the slope makes it a challenge. I haven't found anything that looks good up there. Scaffolding is about as good as it gets. Wrap some scaffolding around one of the back corners so you can get up there, and stick a few turrets up there, maybe a guard post on the very tip. Great vantage point with a view up the road toward Concord, or back toward Sanctuary. I've found that you can build a nice little 2x1 shack right out front, between the four sloped supports. It clips just a little bit, so you might need to glitch it in, but if you center it just right, it's a nice place to put a little roadside shop. There's really no limit on the length, so you can probably glitch a few lemonade stands into the walls of a long building and have a few people in there selling whatever to passers-by. But on my last character, I made this beautiful little restaurant. Spent a few hours on it. Used 'modpos' and 'setscale' to get the copper lions in, I think at 20% of their original size. With Elianora's house mod, it's even better since the windows light up at night (maybe all the time?). It's a hip little spot, and I like the inside of the shop being closed off to settlers and etc., makes you focus more on the outside.

 

Lastly, some news. New Vegas developer Obsidian has hinted that while they'd like to remain independent, they are open to being bought by someone. Personally I think Bethesda is the ideal home for them, but Bethesda isn't the only publisher they've worked with. Still, I'd like to see Bethesda just hand over Fallout to an in-house Obsidian, and then focus on Elder Scrolls. So we'd be getting games from both franchises twice as fast. Obsidian just needs to work on the fun. While New Vegas had technical qualifications over Fallout 3, like writing and multiple endings for the game and outcomes for quests, Fallout 3 was just plain more fun to play. New Vegas wasn't boring, but some parts of it were like a chore. Like if you roll a new Courier, you know you're not getting to the Strip for like, a few days at least. You gotta go down to the hotel with the roller coaster, then the NCR outpost, over to Nipton, back to the outpost, back to Nipton, then over and up to Novac, then you do the Come Fly With Me quest (a great quest, but damn those Nightkin), and then you take the road up to the Strip, but first you gotta get in... so you do Freeside stuff for a while. There are shortcuts of course, but there are also cazadores, and New Vegas Deathclaws don't play, and they travel in packs. Everything's harder in New Vegas, except the human bad guys, I guess, Powder Gangers are pretty soft, raiders are about the same, and Caesar's Legion guys are tough, but not too bad. And the guns just aren't great. None of the guns are particularly lethal. Might as well play Fallout 3 with the BB gun, .32 pistols, Chinese pistols, and your fists. Or Fallout 4 with just pipe weapons. So they need some work there. But if they could strike that balance, and Bethesda GS can stick to Elder Scrolls... I think we'd all be happier.

Vault-Tec Workshop dropped early, so I got to play it a little last night. It's cool, but if you're not big on settlement building, you just might want to skip this one. To say it's intimidating is a huge understatement.

 

No spoilers since it's so new, but you'll discover a Vault 88 and you'll help another character get it up and running. And you'll come into this wide open, cavernous area, and learn it's not the only area you can build in, but one of FIVE. Each of the five areas has their own workbench, but it's a new workbench type. It's not a container, you can't get into it, so if you scrap a container, make sure you take stuff out of it, or, I think those things are lost to you forever. I could be wrong. So, like, if you're collecting tools for the guy in Vault 81... be careful about that.

 

I had a little freak out... I was checking out one of the other areas, and the way in caved in on me. So there was no way out! Well, it turns out you can scrap walls. There are two kinds I've found so far. Uranium which is radioactive like the yellow barrels, and Limestone. So be aware of that. And there is so much crap to scrap. Huge debris piles... yet we still can't scrap the little debris piles all over the Commonwealth. If you're on PC of course you can use 'disable,' or a scrap mod, but I personally can't use one without inadvertently scrapping the wrong thing. So now I don't.

 

New (?) YouTuber to check out... Wasteland Dovahkiin. Last video of hers I watched shows a cool trick. Well, three, but one was patched and another I already knew about. The other? Apparently the ball track support poles, they come in twos, can be used to prop up the new lighted posters. So that's really cool if you don't want to stick them on walls. Also the "Hot Dogs" sign from Wasteland Workshop (but none of the others, oddly enough).

Played the Vault Tec workshop. 

Spoiler

Undecided to keep Barstow in the vault, or let her leave.  Not sure the pros/cons so I saved and ended my play last night there.  I dont think there are any pros other than an extra named NPC at V88. 

10 hours ago, dragontology said:

No spoilers since it's so new, but you'll discover a Vault 88 and you'll help another character get it up and running. And you'll come into this wide open, cavernous area, and learn it's not the only area you can build in, but one of FIVE. Each of the five areas has their own workbench, but it's a new workbench type. It's not a container, you can't get into it, so if you scrap a container, make sure you take stuff out of it, or, I think those things are lost to you forever. I could be wrong. So, like, if you're collecting tools for the guy in Vault 81... be careful about that.

Have not scrapped much but I would assume stuff in containers would go in to the workbench regardless.  And they are different work benches, but you can only send a supply line to the main on in V88 I think.  So I would assume they would all be linked some how.  Probably multiple work benches to get people to explore more.

Did some testing on the VT DLC.  The only workbench you can access the storage on is the main workbench at the entrance.  I salvaged items from other containers in other areas of the vault and they all ended up in the main work bench.  So no worries there.

 

Hell of a lot of salvage material

Edited by techbeck

So I have 6 settlers in V88.  Seems like you get an unlimited amount of vault suits and pipboys to equip your settlers.  Can even equip your companions.  Anyway, every vault suit I equip on a female settler, it is the dirty variant.  Every male settler I equip, it is a new/clean variant.  Find that kind of odd.

I was wrong about the main workbench. At first 'Activate' was the only option (quicker way into settlement building) but now I also get 'Transfer' as well. As you say, only the main one.

The way they're all linked but you can only trade with one... that's how I want all settlements to be. The master one at Red Rocket which is my personal home base. But everything available at all settlements. I have a mod that does a similar thing... Quantum boxes or containers or something. The perk requirement is somewhat high, but what it basically does is creates one container with multiple copies. Like it's the same form/ref ID or something. So even though it exists in whatever settlements you put it in, it's always the same container to the game. So you can just go to a settlement and move everything from the workshop to the quantum box when you leave, or vice versa when you get there. Haven't done it yet. Haven't met the requirements.

 

Got a short, 93 second video about a rather creepy find in Vault 88. I found this area but I didn't look close enough. Now I don't want to go near that area ever again. I think it's the northeast sector? Or maybe the north. Not east though. Anyway, here's the video.

 

Minor spoiler: You can scrap the Uranium rocks for Nuclear Material to stop getting irradiated (after a short time). Just be ready with a powerful gun for the radscorpions that spawn in when you do. Hit up the Rad-X before you go near it. I have a rank or two of Rad Resistant and at least a couple pieces of armor that offer protection (I think?) and I got hit with +10 Rads/second, and that added up, quick.

 

Disappointed with the DLC's story. It was very short and not very good... mostly this DLC is good for the parts. A lot of stuff only available in mods, like the counters, the clean beds, and dozens of other things.

 

In better news, I know I talked about my shop/apartments concept. I've got the upstairs done and it looks fantastic. The foundation is 7 wide and five deep. The shop is three wide and four deep. The sides of the shop continue all the way back, to doorways on the back. There's a door that goes in from the back, and you have the two doorways. The shops are a little spacious at 2x5, but the apartment upstairs is the same (with a staircase going up in each one, so that square isn't usable. A 1x5 balcony on each one. The stairs are bordered by the concrete kit's railing upstairs, with a 1x1 kitchenette and a 1x1 bathroom behind them, and a 1x1 bedroom area adjacent to the bathroom. And of course the floor plans are mirrored. They look good, but they're going to look a lot better with the Vault-Tec Workshop items. The Vault-Tec Rep is going in one, and Trader Rylee in the other, when I can find her. So for the visitor or trader, you go into the front, and during business hours, you can trade with one or both of the traders. (Might put a couple more shops inside, but their owners won't live there.) The traders live above where they work, and can come and go through the back. Real neat. I don't normally do settlement videos (haven't yet) but I'm real proud of this one. Can't wait to share it.

Pro tip for Vault building. All the videos are talking about this, but I gather some of you aren't watching the Fallout YouTubers like I am. So, doors work differently with the Vault kit. You want to make a door, like you see in Vaults, they slide up, you need two doorways. Not like the wood, metal, concrete, barn, and warehouse kits where you just have one wall with a doorway. In the Vault kit, you need two, one for each side. You can do this one of two ways. You can end a hallway with a cap, it looks like a regular doorway piece, except it's got yellow and black stripes and a note, something like "snap a doorway to this." So then you can put another cap on it facing the other way (like magnets, they only go one way) and then snap a hallway to that, or if it's a room you're building, you can use a piece that has a floor, a ceiling, and a doorway. Or that plus a wall (making it a corner). If you see it done in a video, you get it. It's not hard. But the game doesn't come right out and tell you, and it may take some head butting with the game (what we all do when starting out building) before it becomes second nature.

 

Due to the nature of the building blocks, having corner pieces and side pieces, it was initially assumed that the smallest room could be 2x2. Four corners, one being a doorway. But I've seen, it was either JV2017 or Wasteland Dovahkiin or maybe Oxhorn, made a 2x1 room by combining a corner with doorway, and a corner, and then two walls. I think it took some fiddling to get working though. The Vault kit is definitely an interesting one. And I hope modders come along and fix some of the inconveniences with them.

 

Another thing a lot of the videos are saying. Power works differently in the Vault kit. The two new reactors, which provide 150 and 500 (!!!) power, respectively, can be wired to things, but they're meant to push power through the floors, and both come attached to a floor. But that isn't enough. You also need a Vault-Tec power conduit. It's found in Power → Switches, a good ways past the usual ones, past the pressure plate. They snap to the center of any wall. As long as that wall is connected along a direct route to the reactor floor through any combination of snapped floors and walls, that conduit will "broadcast" power to anything that requires power but has no number (passive lighting). It also has a plug thingy you can attach wires to, if need be. It doesn't matter how far the conduit is from the reactor. But the conduit has a range for how far it can power passively powered devices.

 

Lastly on power. You can't put the reactors in a regular room. You might think the red utility room kit is where your reactor goes, but you absolutely need a two-storey room to fit the reactor. And you can't do multi-level rooms with anything but the atrium kit. My idea (I have yet to actually implement) is to build a small utility room with a window wall looking into an atrium room with the reactor, with another window wall facing the one in the utility room. You wouldn't be able to access the reactor room, but that doesn't matter because you can't interact with it in any way. It's not like the little ones you can turn off, and why would you want to anyway? Might even put a doorway and a door in the reactor room to imply that there is a way in there, but the door wouldn't go anywhere, and I could put something up against it on the other side, so any NPC who found their way out there wouldn't be able to open it.

Took me a long while after I built a simple atrium to start building the rest of my vault.  And the  way some pieces fit together, what a royal pain in the ass.  Never had something frustrate me so fricken much in a game for a long while.   Took me a while to plan and watched several vids on youtube to get ideas and figure things out.  Kept saving, experimenting, not liking what I did, reloading, starting over, saving, reloading.....you get the idea.  And rubber...pain in the ass to get rubber.  Only NPC that is in one place that sells it is in diamond city.  I thought Far Harbor and getting glass was a pain in the ass....getting rubber is worse.

 

They give you a HUGE area to build but the build limit is, well, really limited.  You can use the weapon/drop/salvage trick to increase the build area tho. (keep in mind that the build bar does not reduce much but it does increase your build limit).  I just built in the main area as well as put water pumps in the area where there is water.

 

Anyway, I finally put the reactor in my vault.  Build the 500 power one and it is surrounded by atrium windows and red utility corridors.  Looks pretty cool.  On the first level is security, bathrooms, shops (have not decided which) and the cafeteria.  Off the cafeteria is the hydroponics area.  Second level, more shops and residential off to the side (two stories so far).   3rd level, more residential, power core, and my overseers office.  Overseers office has 4 rooms.  Main office, bathroom, bedroom, and workout room. 4th floor is pretty much open and not built out.  May not build it out.  Depends.....  I have several areas/rooms build and have not decided what to do with yet tho I will probably put a bunch of slot rooms in one room and use as a casino of sorts.  Plant to have a rec room someplace as well.  I like the wide halls/red halls...but really, to big and have not found a place for them.

 

Have not put any shops in yet tho I have places for all of them.  Most areas are illuminated at all.  Hopefully start putting in shops and other stuff later.  Went to vault 81 and stole about 7 vault tech armor outfits (all v81 had to offer) to equipment my security.  So far, it is all coming together pretty good.

 

Added surgery and barber shops to my Sanctuary.  Stole the Red Rocket mechanics outfit a few times from that lady (forget her name) in Diamond City.  Every few days, the suit regens.   My barbers in Sanctuary wear that suit.  And to go off topic a little, went to the Castle and equipped every settler (40 or so) with army uniforms.  Took me a few to find enough but now it looks like a true castle/military base.  All my merchant at the Castle wear the minute men outfits.  I added minute men hats to all my guards at the guard post in the Castle as well.

 

On a side note, I went and put a vault door in Covenant.  I pillar glitched it in to the opening so now I have a secure door and a walled settlement.  What sucks tho is that you cannot do much in the way of glitching stores in to the houses there.  So covenant while an ideal place or a settlement, really is not.

FYI all, Fallout 4 1.7, which is in beta now, adds new stores. They look like counters and that's all there is to them. Here's hoping you can stick a cash register on it. People are saying this is only if you have Vault-Tec. But I don't think so. I think it's like when Dawnguard came out for Skyrim and they added mounted combat. That wasn't part of Dawnguard. It was free content for everyone. Something minor "just because." (Oh and Marcy and Jun Long are no longer marked Essential after the quest 'Sanctuary' (aka settlement building tutorial mission) is complete.

 

Can't find rubber? Have you scrapped all the tires? Sanctuary and Red Rocket both have a ton. Probably others, too. Also, I do believe I heard 1.7 was adding more shipments to vendors. I think I heard rubber was in there. Honestly though I just TGM when I build. Ain't nobody got time for that.

 

A great video if ever he's done one, norespawns has a video out about sealed Vault doors. What he's gone and done is, he's put exits to his Vault at the two paths that lead to the alternate exits to Vault 88. And so as not to have the approach from these alternate exits reveal the size of the Vault in the cavern, he's used concrete to seal off the space around the Vault doors. And pillar glitched the door in. There's a bit of a gap, but he's going to work on that, or he could just cover it up with clutter. And he's said that his Vault 88 is going to be his Silver Shroud's secret lair.

 

This got me thinking about my own plans, which I really hadn't had any of yet. In short, I'm going to take his idea and run with it, and hopefully we do things differently. I think I'm going to start with a grid of flooring, so I can see exactly where things will be. I'm going to use the, I think it's called the Overseer set. With the wood paneling. And I'm basically going to make a big (but not huge) player home with it. I think I'm going to take the subway as my secret entrance. One, because it's away from that creepy AF statue in the store in University Point. Second, I loved watching the Teenage Mutant Ninja Turtles as a kid (older kid — I'm 36) and the idea of a sewer entrance to my superhero home and then a romp through a subway station is awesome. And that entrance will be the entrance to my player home. The Shroud's home. Vault 88 will be a separate but near space that will exit at the main Vault entrance, and possibly connect to the other exit. But I'm thinking the Shroud's home will have a trapdoor — if I can use the trapdoor from the first Wasteland Workshop — that will drop me into 88. And then, wouldn't it be cool if 88 had a trap door dropping me into this other Vault space. Like some decrepit old place that had been forgotten. But in one dark corner, a trapdoor into a secret area of the Shroud's home. These would all be inaccessible to NPCs, but I'd find a way to get Codsworth into the Shroud home. Because that would just be awesome. Maybe in an Assaultron body. Shame we can't download him into a Synth body, like Curie. Maybe one day, with mods... Though I think I'm grossly overestimating the size available. I'll probably just have the Shroud's home be this luxurious but modest thing, like he survived the Great War and is living underground in style, and connect it somehow to the rest of the Vault. There could be all kinds of back stories for this.

 

Started over. Yet again. I scrapped a piece of sidewalk in Sanctuary, and there was no way to get it back. Caused some nasty tearing issues. Like you could see outside the map through that gap. Super nasty. I should have reloaded but I thought I could cover it up, and I never could. Serious blight. Fortunately the mod Spring Cleaning added an update that lets you protect things like sidewalks and buildings from being scrapped. And a few other things, like lights (because the light source would remain). I don't mind the debris piles, they add character, but they also add bulk. They can clip through stuff that is already there just fine, but we can't build stuff in it like that. We have to build things floating on top of it or way out in front of it. But if you scrap all the debris piles, it looks like someone cared enough to clean that stuff up. I think it should anyway. One pile at random per settler. Then over time the place is cleaned up like people care about where they live. But nah, they don't, so we have to do it for them.

 

I'm going to hold off on settlement stuffs until after Nuka World. I was so proud of my shops/apartment, and I still am, but so much stuff came out in Vault-Tec Workshop (and those new vendor stalls!) that I can't just switch stuff out. I got to start over. But that's okay. For a concrete bunker type place it was beautiful, but I'd like to do better. I'm thinking I'll start with a concrete building inside for the store, and use wood on the outside. So at some time after the bombs fell, someone put up a concrete structure, and then the wood was built up around that. Maybe using the warehouse or barn pieces might come in handy as well...

12 hours ago, dragontology said:

FYI all, Fallout 4 1.7, which is in beta now, adds new stores. They look like counters and that's all there is to them. Here's hoping you can stick a cash register on it. People are saying this is only if you have Vault-Tec. But I don't think so. I think it's like when Dawnguard came out for Skyrim and they added mounted combat. That wasn't part of Dawnguard. It was free content for everyone. Something minor "just because." (Oh and Marcy and Jun Long are no longer marked Essential after the quest 'Sanctuary' (aka settlement building tutorial mission) is complete.

 

Can't find rubber? Have you scrapped all the tires? Sanctuary and Red Rocket both have a ton. Probably others, too. Also, I do believe I heard 1.7 was adding more shipments to vendors. I think I heard rubber was in there. Honestly though I just TGM when I build. Ain't nobody got time for that.

 

 

Good...settlement shops look like crap in the vault.  And surprised there are not more vault items as well.  Hopefully they fix the lighting issues and where some lights do not light up.

 

As for rubber....i have scrapped everything and rubber has to be the hardest material go get in the game.  Only 2 NPCs/Drs that sell it and one is roaming and never in the same spot.  Leaves the Dr in D.City to only by shipments from.

Forgot to mention... I watched a video comparing the Vault-Tec Workshop DLC to the mod that lets you build your own Vault. Or it's Vaults now. When I played it, it was just one Vault settlement, in that cul-de-sac with the two Yao G... the two bald bears, and the dog (nearby in the woods, caged) that if you free and follow to his owner, you unlock a trader. That area. Anyway, now apparently you can put them in settlements now, though he said only a few. With the mod, you place the Vault elevator, and it takes you down to a new cell where you could build to your heart's content. And that mod came out in one of the M months... March or May, I forget.

 

Anyway, apparently some of the pieces from the mod are compatible with the DLC (for snapping) and vice versa. Hopefully the mod author will make everything compatible. And hopefully remove everything the DLC already covers, and instead focus on all the things the DLC doesn't. Though, I suppose fixing the DLC is more for another mod. Either way, it adds options, and it's available for consoles (the mod I mean). I think they said it should even be on PS4 when mods for PS4 are available.

Is there a searchable online list for the XBOX Console mods?  I know Nexusmods lists a bunch of PC mods but not sure if they list console only mods as well as there does not seem to be any indication if they are for the PC or console.  Just starting to look at mods more and plan on using them after the last DLC is released.  But finding it a pain to search on the X1.

  • 3 weeks later...

Game bugs irritate the hell out of me.  I am doing the quest in Nuka World Cappy in a Haystack.  At the end Sierra just frickn stands there and does not trigger the convo with Bradberton.  I have a save before I got to that area so hopefully it is fixed but come on now...fricken annoying as hell.

If only they put some kind of issue tracking in the copies that went out early, all the pirates who got it a week or two in advance could have submitted some useful data.

 

If you have certain UI mods installed (DEF_UI is one), when you come close enough to the Nuka World Transit Center on the Commonwealth side to trigger the icon on your compass... CTD. DEF_UI and maybe others have a patch though, it's just a matter of tracking it down and then installing it.

 

Smooth sailing for a while until I went to the Tomorrowland area (I forget the real name) and then the Vault-Tec exhibit. CTD going through the starfield tunnel.

 

This DLC is so broken. I should just set it down and get Mankind Divided and hope when I come back, they've fixed the biggest bugs.

 

Nuka World is huge, and it's impressive what they've done with the space. But it feels rushed. The initial transit area could have had more to it around the parking lot, like a hotel or something. Why would people park miles away from Nuka World and then ride a transit in? Unless they were staying at a hotel there. Disney parks have this, and that's what Nuka World is based on. And somehow, Nuka World makes you king of something faster than the College of Winterhold in Skyrim. Oh, and how raiders are murderers, rapists, drug users... but all of a sudden they'll let Mr All American Hero tell them what to do? Not buying it. I haven't finished it, either. Actually just got to the first area I'm supposed to clear out and declare for one of the three gangs. Not sure how I'm supposed to keep the peace dividing five areas between three gangs, but at least I have an idea of who's getting what areas. The Wild West area is definitely going to the Pack. That's just a natural fit. The Tomorrowland area is going to the gang with the brother and sister running it (*cough* **cough** Jaime and Cersei). Not sure what to do about the psycho ladies.

16 minutes ago, techbeck said:

Game bugs irritate the hell out of me.  I am doing the quest in Nuka World Cappy in a Haystack.  At the end Sierra just frickn stands there and does not trigger the convo with Bradberton.  I have a save before I got to that area so hopefully it is fixed but come on now...fricken annoying as hell.

Hi, techbeck.

 

Are you playing on PC? If you are, open the console ~ type tfc,hit enter. The dialogue should start. Then you can then type tfc again to go back into normal view. If you are  on console, enabling/disabling/re-enabling the dialogue camera option might fix this.

 

I had this exact issue in on of the side quests in Fallout 4 (The one where oyu need to get the Baseball memorabilia for that guy in Diamond city). I think it has something to do with the dialogue camera. If you have dialogue camera off this bug can pop up. Hope that helps you :) (

Just now, compl3x said:

Hi, techbeck.

 

Are you playing on PC? If you are, open the console ~ type tfc,hit enter. The dialogue should start. Then you can then type tfc again to go back into normal view.

 

I had this exact issue in on of the side quests in Fallout 4 (The one where oyu need to get the Baseball memorabilia for that guy in Diamond city). I think it has something to do with the dialogue camera. If you have dialogue camera off this bug can pop up. Hope that helps you :) (

No, Xbox.  Thanks tho.

1 minute ago, techbeck said:

No, Xbox.  Thanks tho.

 

 

Ahh, you missed my ninja edit. :shiftyninja:

 

2 minutes ago, compl3x said:

If you are on console, enabling/disabling/re-enabling the dialogue camera option might fix this.

 

At the very least it is worth a shot. Especially if you diabled that dialogue camera option.

2 minutes ago, compl3x said:

 

 

Ahh, you missed my ninja edit. :shiftyninja:

 

 

At the very least it is worth a shot. Especially if you diabled that dialogue camera option.

Not sure how I would g about disabling the dialog camera.  Problem is Sierra stops walking the objective.  If you try to talk to her, game says she is busy.

45 minutes ago, techbeck said:

Not sure how I would g about disabling the dialog camera.  Problem is Sierra stops walking the objective.  If you try to talk to her, game says she is busy.

 

It should be under the start/options menu. I think it is under settings>gameplay>dialogue camera. I just turned off the dialogue camera because I hate how it focuses and pans to the NPCs during conversations, anyway.

7 hours ago, compl3x said:

 

It should be under the start/options menu. I think it is under settings>gameplay>dialogue camera. I just turned off the dialogue camera because I hate how it focuses and pans to the NPCs during conversations, anyway.

Will try tonight.  THanks

 

Has doing this been a known fixed for the issue I am having?

13 hours ago, compl3x said:

 

It should be under the start/options menu. I think it is under settings>gameplay>dialogue camera. I just turned off the dialogue camera because I hate how it focuses and pans to the NPCs during conversations, anyway.

Didnt work...but I got it figured out.  There is a chair by where Sierra got stuck.  So I waited for several hours and Sierra unstuck and advanced.

14 hours ago, techbeck said:

Didnt work...but I got it figured out.  There is a chair by where Sierra got stuck.  So I waited for several hours and Sierra unstuck and advanced.

 

Ugh. I hate that. I have had to start from early saves because I have tried to hack a terminal and the player gets stuck trying to sit down. I always quicksave before hacking anything.

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