Fallout 4 - it's official! Coming Nov 10, '15

Page 60 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

pontifex

Lifer
Dec 5, 2000
43,806
46
91
Game just got a bunch easier with a silenced pistol, even just a pipe one heavily modded. At least against raiders anyway. I started to use a nice sniper rifle i found and modded. Thing is a beast! I was in lexington and sniping raiders at from several rooftops away. They had no idea where it was coming from and headshots with the 2xsneak bonus just blows their heads clean off.
 

Imp

Lifer
Feb 8, 2000
18,829
184
106
Just found out there's no level limit... Now I don't have to feel buyer's remorse with perks.
 

sze5003

Lifer
Aug 18, 2012
14,184
626
126
Game just got a bunch easier with a silenced pistol, even just a pipe one heavily modded. At least against raiders anyway. I started to use a nice sniper rifle i found and modded. Thing is a beast! I was in lexington and sniping raiders at from several rooftops away. They had no idea where it was coming from and headshots with the 2xsneak bonus just blows their heads clean off.
I found a night vision sniper rifle somewhere. I need to mod that thing and try it out. Problem is I keep running in to areas too high for my level. I should probably head to diamond city now that I'm level 11.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Huh?

I go into build-mode, highlight and click on settler to assign, then run a mile to the store if i have to and press E on the store. Hasn't failed yet.


I must be doing something wrong then because in build mode you can't move ie walk or move around area so you have to come out of build more and when you do that the settler stops moving if you tell them to "go" if you come out of build mode before he or she gets to the go location, only easy if the settler is standing next to the assigned target location, you can then just assign them to it.

My point is you have to be in range of the settler and the assigned target when in build mode, keep coming out of build more and then going back in to issue commands is a pain, my settlers never stay in one place long so you need to get to them quick and be in range of both them and assigned target location to make things easy.
 
Last edited:

pontifex

Lifer
Dec 5, 2000
43,806
46
91
I must be doing something wrong then because in build mode you can't move ie walk or move around area so you have to come out of build more and when you do that the settler stops moving if you tell them to "go" if you come out of build mode before he or she gets to the go location, only easy if the settler is standing next to the assigned target location, you can then just assign them to it.

My point is you have to be in range of the settler and the assigned target when in build mode, keep coming out of build more and then going back in to issue commands is a pain, my settlers never stay in one place long so you need to get to them quick and be in range of both them and assigned target location to make things easy.
Yeah you're doing something wrong if you can't walk in build mode.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Yeah you're doing something wrong if you can't walk in build mode.


Good to know I'm not the only one with the issue, https://steamcommunity.com/app/377160/discussions/0/496881136915981254/


So it seems to do with what Fallout 4 keys you have assigned for binding.


OK I see the problem. Because I have the arrow keys bound to movement, they are SUPPOSED to be bound to navigating around menus. So, movement is disabled while in build mode.
So, I hit X, which is always-move, and that gets me around while in build mode.
Also, I can sprint this way if I want, which is nice.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Are you guys left-handed mouse users? Because I could see the arrow keys making sense then.

Nope, to be honest does it really matter?..Some users like using game pad in PC gaming others like me prefer keyboard and mouse via arrow keys because I'm used to it and they are spaced out away from other keys, also my keyboard is to left of me slightly anyway.

Preference thing end of the day, as always anybody can use what keys or game pad they like and prefer(not having a go at you, just saying for the record).


Side note: I would of thought Bethesda would of picked that up, being a lot of gamers still use arrow keys, I know not a major issue.
 
Last edited:

DigDog

Lifer
Jun 3, 2011
13,622
2,189
126
The Minutemen are the only ones who are genuinely good and only want to help their fellow man and get others on board to help the people in turn.
Everyone else are shades of grey.

Also the institute can go either way. They aren't set in stone as evil.

i really don't like the way the storyline of the institute was handled.

couple things; first, they are making synths as mankind's future. but, "synths are not people".
wait, are they people (set to replace humans), or are they not ? if they are, then the creation of synths makes sense, but so does the railroad trying to free them, and the institute should not try to reprogram synths that escape, rather consider them paragons of the future species.

otherwise, it makes sense to reprogram them, but not to want to destroy the railroad. nor does it make sense to invest resources in hunting down a bunch of synths who think they are normal people. the institute will have gen 4 synths soon, which do not think they are human and do not run away.

there seems to be no reason to destroy the BoS. the institute continues to live underground, nobody can get in, and the only thing which even alludes to the institute exists is the occasional escaped synth (and maybe an abduction or two, which they could do without anyway).

in the end, the institute and shaun are really evil, but without any reason to be. they could literally say "we'll play the long game, ignore everyone else, and emerge in 100 years when everyone else is dead".

shaun says the institute is so well meaning, the synths are created (either to serve as machines, or to become superhumans) to make things better, they have real unadulterated tech + biotech, they are not insane; there is no reason why they could not collaborate with all the factions.

make the BoS into the new military; clear the air about the synths (i.e there were bugs we sorted out, sorry about that) or even stop making synths altogether, get the Minutemen to help you (who have no prejudice against the institute), and explain to the railroad that they are just badly informed. or not, who cares about the railroad, they are a minor faction anyway.
(or, again, ignore them. you have futuristic tech, you don't need any of them)


also...

Kellog abducted your son 60 years ago. he was, let's say, 30yo at the time?
does he look 90yo when you fight him?
all he had was a couple biotech implants, but he was still human.
 

Demo24

Diamond Member
Aug 5, 2004
8,357
9
81
I found a night vision sniper rifle somewhere. I need to mod that thing and try it out. Problem is I keep running in to areas too high for my level. I should probably head to diamond city now that I'm level 11.

Yeah, things make more sense once you go to Diamond City and start doing things there. You'll get a lot more quests when around in that area. Just a bit odd they make you walk so far from your 'home' to really start the game. If you walk more or less down the middle it's mostly low level enemies so it's not too bad to get there.


The more I play it the more I really enjoy the modding system for weapons! Why yes I wish to put a medium distance scope on my snub nose .44 revolver . However, I think some weapons need a bit of a buff. The .44 revolver feels weak as can proper sniper rifles. The 10mm feels fine though, and the combat shotgun is just damage heaven.

On the flip side though, armor crafting is...lacking. I've very few pieces I can do anything with and rarely seem to come across any useful armor these days. Kind of feels like they didn't quite get it finished in time judging by the rest of the crafting systems.


Lastly, it's really stupid that you can't put things in your safe to be..well, safe. :\
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
The issue with Workshop Build Mode having hard-coded keys, which can screw things up if you remap to say ESDF, is one reason I gave up went back to WASD. E-to-build overriding E-to-move-forward in particular is bad news.

Whoever decided WASD was a good control scheme back in the Doom era was clearly a hunt and peck typist - ESDF keeps your fingers in the correct home position, and is equally functional. I suppose you could also do WASD with pinkie-ring-middle finger, but most of use aren't that dexterous.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
Nope, to be honest does it really matter?

No, just thought it might explain the preference. If you were left-handed the arrow keys would be the natural place for the right hand to fall. Imo the wasd movement key scheme was a direct result of FPS players preference to have one hand on the mouse for aiming and another on the keys for movement.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
i really don't like the way the storyline of the institute was handled.

couple things; first, they are making synths as mankind's future. but, "synths are not people".
wait, are they people (set to replace humans), or are they not ? if they are, then the creation of synths makes sense, but so does the railroad trying to free them, and the institute should not try to reprogram synths that escape, rather consider them paragons of the future species.

otherwise, it makes sense to reprogram them, but not to want to destroy the railroad. nor does it make sense to invest resources in hunting down a bunch of synths who think they are normal people. the institute will have gen 4 synths soon, which do not think they are human and do not run away.

there seems to be no reason to destroy the BoS. the institute continues to live underground, nobody can get in, and the only thing which even alludes to the institute exists is the occasional escaped synth (and maybe an abduction or two, which they could do without anyway).

in the end, the institute and shaun are really evil, but without any reason to be. they could literally say "we'll play the long game, ignore everyone else, and emerge in 100 years when everyone else is dead".

shaun says the institute is so well meaning, the synths are created (either to serve as machines, or to become superhumans) to make things better, they have real unadulterated tech + biotech, they are not insane; there is no reason why they could not collaborate with all the factions.

make the BoS into the new military; clear the air about the synths (i.e there were bugs we sorted out, sorry about that) or even stop making synths altogether, get the Minutemen to help you (who have no prejudice against the institute), and explain to the railroad that they are just badly informed. or not, who cares about the railroad, they are a minor faction anyway.
(or, again, ignore them. you have futuristic tech, you don't need any of them)


also...

Kellog abducted your son 60 years ago. he was, let's say, 30yo at the time?
does he look 90yo when you fight him?
all he had was a couple biotech implants, but he was still human.


well Kellogg was given some institute tech to prolong his life to continue to be useful as their agent. The institute destroys the brotherhood because they are selfish and try to hog all technology so they would eventually come after the institute and their nuclear reactor. The railroad was spreading false information about synths and the institute. They didn't abduct people and replace them with synths. The people they take are already synths and they do try to obtain the services of people good in science and tech to work with them. They just don't explain the point of synths. At first I figured it was to create a being who was as close to human as possible so they can study the effects of various things on a body that wasn't actually human but reacted like one. Then they could come up with cures and treatments to help people. It really just seems like Bethesda happened here and they never were good at crafting a story that made a lot of sense in the end. Really what it seemed like is the institute was telling everyone to leave them alone and they won't try to bother them because the surface world is dead and they believe the only future is under ground.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I found a night vision sniper rifle somewhere. I need to mod that thing and try it out. Problem is I keep running in to areas too high for my level. I should probably head to diamond city now that I'm level 11.


I had a night scope but found it crap in daylight, everything was so bright could not see a thing, so I ditched it for a normal long range one, at least now I can see in daylight .
 

pontifex

Lifer
Dec 5, 2000
43,806
46
91
is anyone else seeing white flashes while playing the game? It's happened to me twice now
near the College Square area.

If this is part of a quest or something don't spoil it.
 

sze5003

Lifer
Aug 18, 2012
14,184
626
126
is anyone else seeing white flashes while playing the game? It's happened to me twice now
near the College Square area.

If this is part of a quest or something don't spoil it.
I've seen it once when the sky got all dark and everything else was very grainy for some reason. Almost looked like a ton of pollution everywhere.
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |