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

Page 39 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Harabec

Golden Member
Oct 15, 2005
1,371
1
81
think of it as an armored condom (it needs to be tight to recognize your motions). You can take the armored bits off and you're still left with the condom. I think you can see it while in the power armor station.

EDIT:the basis of any exoskeleton is an inner "skin" with pressure sensors or something similar to tell the controller to move along with your body.
 
Last edited:

escrow4

Diamond Member
Feb 4, 2013
3,339
122
106
Thanks but I guess I'm still missing it. If I drop one of the items in my inv, say the torso, then are the remaining pieces useful for anything? What makes up a full suit of power armor, i.e. that thing you're shown climbing into when you put it on? One of the reasons this confuses me is that during that quest when you encounter it for the first time, equipping/unequipping the pieces in my inv didn't have any effect on the fact that I was still in the suit.

I guess I need to google this one and read up.



Ok thanks, that makes sense. So do you only have a fully functioning suit when you have all five pieces on you?

I think the "inventory" is stored at a work bench that you "equip" when you modify it. Pieces on you drag your weight way down.
 

Harrod

Golden Member
Apr 3, 2010
1,900
21
81
I like that the vegetable starch, that can be cooked at the camp fire that breaks down into 5 adhesive.

So far I've got a ton of corn, multi-fruit plants and the tomato plants planted as well as 2 water purifiers going.
 

ZGR

Platinum Member
Oct 26, 2012
2,054
661
136
There is so much to do in this Fallout! I strongly recommend playing on Survival Mode. I was surprised to find it so playable. Earlier games always made enemies into tanks; not anymore. Survival mode also increases the chances of legendary loot drops.

I save a lot in combat. I am also finding V.A.T.S. not as useful as before which makes combat far more interesting.

My i5's core 0 is being hammered hard in this game at ultra. Surprise!
 

zinfamous

No Lifer
Jul 12, 2006
110,805
29,556
146
Yeah I didn't play the original, so all my impressions are from FO3 onward. So to me it's awesome anyway .

oh, it wasn't in FO 1 or 2, iirc. I'm just saying that it was very much there in FO3 and NV as rather substantial community mods. As Bethesda has an interesting history of sometimes picking the best of mods and releasing them as part of their DLC packages, this is kind of what this is.

FO3 had an extensive base-building and defense package, but I forget what it was called. Shady or lazy or however you want to look at it (Well, it is their IP, their Engine, and they release it for this very reason, so whatever), the crafting and building system in FO4 was long ago built by the community, and probably very few of them, and completely for free.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
Maybe bug fixing and getting the game released was their priority, end of the day you can't expect high textures etc to be the most important or highest priority, many things they can add or fix later.

Really? They claim this game took them 5 years. In 5 years you can put some better textures, animations, lighting, and character models in a game.
 

zinfamous

No Lifer
Jul 12, 2006
110,805
29,556
146
This is probably the Great Divide. I care about plot and writing in only the very thinnest sense. It's nice background noise, and the main plot gives a nice bit of overall structure to the experience, but beyond that I really don't care. I just want to be thrown into a world and left to mostly explore, fight, loot, build, etc. I like side quests, and I like crafting, and I like when those come together for some goals, but "production value" in the story aspects really isn't important to me.

I agree, especially with these games. I like story-driven stuff as much as I like braindead lootfests in some MMOs and ARPG type games.

I think with these exploration games, there is certainly room for story, but it's really unnecessary. A significant part of the immersion is being able to do what you want, in a very realistic way, in a world that should feel rather realistic: meaning somewhat inconsequential and dull...to a degree, obviously. Because if we wanted to live the real world forever, then we wouldn't play games or go to movies or read books or fap to katie perry.

FO games have really done that quite well--the original, beloved, FO1 had the most boring anti-quest that I can recall: go out and find a new water purifier for our vault! You could literally do that in 15 minutes and "win." That was obviously a very small part of the game, but when you pare it down, even with the compelling elements the developed within that, it was never anything better than cliche.

But the game was still fun, amazing, and very popular.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
I don't know about that, personally bug fixes and stable game I rate above high textures on priority, regardless I'm sure we will see them sooner or later.

Also remember when you are one of the first wave to buy F4 you have to expect some things will arrive later, ie patches,improvements to name a few.


Remember the game has only been out a few days.

Metal Gear Solid 5 was out a day and I was impressed with the textures, character models, and the environments. The Witcher 3 was out a day and I was impressed with the voice work, the story pacing, and the character models. Other open world games didn't take time after launch to release something that was pretty impressive, why does this get special treatment? It shouldn't.
 

zinfamous

No Lifer
Jul 12, 2006
110,805
29,556
146
There is so much to do in this Fallout! I strongly recommend playing on Survival Mode. I was surprised to find it so playable. Earlier games always made enemies into tanks; not anymore. Survival mode also increases the chances of legendary loot drops.

I save a lot in combat. I am also finding V.A.T.S. not as useful as before which makes combat far more interesting.

an addendum to my criticism of this current version of VATS in Warcrow's thread: I have found something great about it.

Sniping a charging Suicide Super mutant's bomb arm, from a safe distance, especially when he is next to other super mutant(s). 1 bullet, potentially half a dozen splattery kills at once.

That is satisfaction, my friend.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
oh, it wasn't in FO 1 or 2, iirc. I'm just saying that it was very much there in FO3 and NV as rather substantial community mods. As Bethesda has an interesting history of sometimes picking the best of mods and releasing them as part of their DLC packages, this is kind of what this is.

FO3 had an extensive base-building and defense package, but I forget what it was called. Shady or lazy or however you want to look at it (Well, it is their IP, their Engine, and they release it for this very reason, so whatever), the crafting and building system in FO4 was long ago built by the community, and probably very few of them, and completely for free.

Oh right, yeah I was aware of those mods but never tried them. I suppose that's where a lot of the inspiration for the current system came from.
 

Mopetar

Diamond Member
Jan 31, 2011
8,005
6,449
136
Heh, what do you mean? The whole food\water\power\# of people\happiness feels like Fallout Shelter, plus micromanaging stuff.

You don't have to do any of it, but as another poster pointed out, it can be a useful way to get crafting materials.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
I think the "inventory" is stored at a work bench that you "equip" when you modify it. Pieces on you drag your weight way down.

Ok thanks guys. I guess what confused me is I received those pieces somehow during that quest, around the time that I powered up the armor, and so associated them with "having" the power armor. From what I can tell it's more like a vehicle you build, and then it stays wherever you last exited it. So presumably these pieces I have can be assembled into a new suit? Still seems very confusing.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
Ok, regarding the Workshop feature, have anyone been able to place fences in a manner that allows them (fences) to 'stick' to the terrain itself? I'm trying to surround one of my Workshop-able bases with fences but it didn't take long until I noticed the following:



Essentially, the placement of each fence 'block' remains at the terrain elevation of the original fence block from which I started to link the others. So, am I missing something or is it in fact just impossible to have fences (or even walls) properly marrying the physical layout/shape/elevation of the terrain as we place them? I'm starting to think that I have to put some sort of pavement first, but then again would each floor 'blocks' also just depend on the terrain elevation itself and would always result in unequaled elevations?
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Those wanting hardcore story mode for a Fallout game are lulz!

Seriously, the point of the Fallout series was to be completely tongue and cheek about everything! It's about a string of silly side quests with occasional zingers and some groaning puns to basically get you from a to z where is the end after you decided you explored enough of the rest of the game. This isn't some Final Fantasy game with some major overall RPS plotline. It's a sandbox game with linear elements to allow you "finish" the game eventually if you chose to do so.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Ok, regarding the Workshop feature, have anyone been able to place fences in a manner that allows them (fences) to 'stick' to the terrain itself? I'm trying to surround one of my Workshop-able bases with fences but it didn't take long until I noticed the following:



Essentially, the placement of each fence 'block' remains at the terrain elevation of the original fence block from which I started to link the others. So, am I missing something or is it in fact just impossible to have fences (or even walls) properly marrying the physical layout/shape/elevation of the terrain as we place them?

There are ways to change the Z level of any object you are trying to place even if you don't have them snap in. I don't have the game but have been watching streams and several of the streamers were figuring that out. Sorry I can't tell you exactly how, only that it can be done.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Metal Gear Solid 5 was out a day and I was impressed with the textures, character models, and the environments. The Witcher 3 was out a day and I was impressed with the voice work, the story pacing, and the character models. Other open world games didn't take time after launch to release something that was pretty impressive, why does this get special treatment? It shouldn't.


Why should a game be about high res textures, can't Fallout 4 be a good RPG on its own two feet without trying to be no.1 in the texture department, sometimes I think some people forget gaming is not all about visual graphics, more to gaming then that.

Remember there are plenty of games with excellent graphics but crap game play out there.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
There are ways to change the Z level of any object you are trying to place even if you don't have them snap in. I don't have the game but have been watching streams and several of the streamers were figuring that out. Sorry I can't tell you exactly how, only that it can be done.

I keep trying, so far nothing.

When I have a fence (or a wall) highlighted and ready to be placed, what I can do for moving the part is:

Left Mouse Click (and hold): Rotates Clockwise
F Key: Rotates Clockwise
Right Mouse Click (and hold): Rotates Counterclockwise
G Key: Rotates Counterclockwise
Mouse Wheel Scroll Up: Moves the part farther away
Mouse Wheel Scroll Down: Moves the part closer in
E Key: Build

I found nothing so far that would allow placement of fences or walls to snap on terrain regardless of elevation (up and down on the Z axis). If there is indeed a way to do so I'd definitely like to know how to do it.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I keep trying, so far nothing.

When I have a fence (or a wall) highlighted and ready to be placed, what I can do for moving the part is:

Left Mouse Click (and hold): Rotates Clockwise
F Key: Rotates Clockwise
Right Mouse Click (and hold): Rotates Counterclockwise
G Key: Rotates Counterclockwise
Mouse Wheel Scroll Up: Moves the part farther away
Mouse Wheel Scroll Down: Moves the part closer in
E Key: Build

I found nothing so far that would allow placement of fences or walls to snap on terrain regardless of elevation (up and down on the Z axis). If there is indeed a way to do so I'd definitely like to know how to do it.


Yep!... I found this out the hard way.

I also find using those single wooden poles sometimes easier for small gaps then a fence or small barrier.

Easy to place and stack them close , you don't have to mess around with those fences trying to get them in the right position via rotation,scrolling etc on mouse.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
So can anyone explain the power armor thing? There are probably things I missed knowing since I never used it in the earlier games. In Warcrow's vid I see a couple of suits of it standing around as complete units, and that is how the first one you see is presented in the game. When you put it on you basically open the back and climb in through a canned animation.

"Power armor" itself is just a frame that you attach armor pieces to. I guess when you're in the suit they show up as part of your inventory, don't remember for sure because I haven't used it that much. When you exit the suit the armor pieces fusion core stay with the frame like a loot container. You can walk up to an empty suit and loot it's armor pieces. When you park the frame in a power armor bay, you can access the suit to upgrade and swap out armor pieces in a manner similar to modding armor or weapons. Also each armor piece takes damage and must be repaired.
 

PhatoseAlpha

Platinum Member
Apr 10, 2005
2,131
21
81
Well, I'm seriously regretting buying this game.

The interface is terribly bad. But worse, it posed the designers with a simple question.

How, exactly, do you make a quest system with peaceful options along different lines when you have 4 dialog options of which 2 need to be "Yes" or "No" for everyone?

Answer: You don't. You just remove non-combat options, heritage of the game be damned.
 

zinfamous

No Lifer
Jul 12, 2006
110,805
29,556
146
I keep trying, so far nothing.

When I have a fence (or a wall) highlighted and ready to be placed, what I can do for moving the part is:

Left Mouse Click (and hold): Rotates Clockwise
F Key: Rotates Clockwise
Right Mouse Click (and hold): Rotates Counterclockwise
G Key: Rotates Counterclockwise
Mouse Wheel Scroll Up: Moves the part farther away
Mouse Wheel Scroll Down: Moves the part closer in
E Key: Build

I found nothing so far that would allow placement of fences or walls to snap on terrain regardless of elevation (up and down on the Z axis). If there is indeed a way to do so I'd definitely like to know how to do it.

try shift or alt + mouse something. Just a guess. Took me several hours of placing crap to realize that I didn't need to keep using the arrow keys to move through the workshop menu, and that shift + A/D does the trick, which is significantly better.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
"Power armor" itself is just a frame that you attach armor pieces to. I guess when you're in the suit they show up as part of your inventory, don't remember for sure because I haven't used it that much. When you exit the suit the armor pieces fusion core stay with the frame like a loot container. You can walk up to an empty suit and loot it's armor pieces. When you park the frame in a power armor bay, you can access the suit to upgrade and swap out armor pieces in a manner similar to modding armor or weapons. Also each armor piece takes damage and must be repaired.

Ah ok, so maybe by trying to unequip them while I was wearing the power armor I essentially looted the pieces.
 
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/    |