Vae on 15/3/2016 at 04:12
[video=youtube;aMY0IETkDrU]https://www.youtube.com/watch?v=aMY0IETkDrU[/video]
(
http://www.gamerevolution.com/news/heres-a-look-at-fallout-4s-automaton-dlc-debuts-march-22nd-36279) Game Revolution
Quote:
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.
Dia on 15/3/2016 at 11:21
Taking Rock 'em Sock 'em Robots to a whole new level. Actually, it looks fun. Thanks for the share, Vae.
Vae on 5/4/2016 at 16:58
My pleasure, Dia.
Wasteland Workshop!...
[video=youtube;HjASHR7F79Q]https://www.youtube.com/watch?v=HjASHR7F79Q[/video]
Renault on 12/4/2016 at 16:03
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:
Quote:
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.
Vae on 12/4/2016 at 18:32
Yeah, that's by far the most anticipated DLC for FO4...can't wait...:cool:
zombe on 13/4/2016 at 20:23
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.
(
http://postimg.org/image/bimc0x75x/)
Inline Image:
http://s18.postimg.org/bimc0x75x/Screen_Shot28.png(
http://postimg.org/image/f3i7k5bph/)
Inline Image:
http://s18.postimg.org/f3i7k5bph/Screen_Shot29.pngRan 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.
Ostriig on 14/4/2016 at 22:57
Quote Posted by zombe
* electric sliding door - finally i can have "player only" areas.
Unlikely, goddamn hippies just spawn wherever they fancy when you load the cell. =)
Quote:
* 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.
Quote:
* 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.
zombe on 19/4/2016 at 16:42
Quote Posted by Ostriig
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 Posted by Ostriig
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 Posted by Ostriig
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 Posted by Ostriig
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).
Ostriig on 27/4/2016 at 16:02
Quote Posted by zombe
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...
zombe on 29/4/2016 at 07:31
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.