How Will Item Storage Work?

Post » Sat Nov 28, 2015 4:30 am

So, you guys know how in Skyrim or Oblivion (and F:NV and F3) how NPCs had the chance of grabbing some of your loot in a container if they get disarmed? How do you guys think Fallout 4 will handle this? Player housing will likely be outdoors now, without its own cell. Do you guys think we'll have issues with raiders or members of our town grabbing our Experimental MIRV and blasting our towns to tiny bits in a fight? Discuss!
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Beulah Bell
 
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Post » Sat Nov 28, 2015 1:04 am

I assume NPC will not be coded to grab anything really, at least not townsfolks/guards, enemies might, but if ya so stupid as to store anything valuable at a spot any raider can reach ya kinda deserve it.
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Josh Trembly
 
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Post » Sat Nov 28, 2015 4:40 am

Not sure this will change?
Are you asking about settlements that you make, only?
Never had a problem in a FO game with an NPC taking anything

One thing I hope is fixed is followers dropping weapons, in the event that they run out of ammo.

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Teghan Harris
 
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Post » Fri Nov 27, 2015 11:10 pm

It wouldn't be impossible to script it so that player owned chests were locked to all but the player.

Kind of reminds me of this weapons mod I had in Fallout 3. There was a raider-filled building used as the testing cell. When I went in, all the raiders started grabbing weapons from the lockers. The highest damage stuff they could find. A whole battalion of raiders armed with high end US and Russian sniper rifles, machine guns and rocket launchers. I was blown to pieces.

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Danny Warner
 
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Post » Fri Nov 27, 2015 11:54 pm


In general. Past Bethesda games, as described in the post above me, codes NPCs to grab the highest level weapon available to them if they aren't armed. I've had it in Oblivion where I got disarmed of my unique weapon, only to have a summoned NPC grab it and despawn with it, causing it to be lost forever. Even in Skyrim mods, bandits have gotten to supposedly "secure" chests somehow (maybe before certain geometry fully loaded in?), taking unique weapons. I can see this happening way more often now that player housing can be outdoors. I'm fully expecting merchants around our settlement to be walking around with our weapons because they somehow glitched into our house during a bandit attack.
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Isaiah Burdeau
 
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Post » Sat Nov 28, 2015 1:56 am

In oblivion I made an moveable chest. I put it outside in the IC before I could afford the shack. Suddenly the menu for it popped up, a beggar tried to activate it to access the food.

I solved this by adding an check if opener==player then show menu, else exit. Luckily the beggars did not lock up in front of the chest but moved on.

Something similar might be used. Better idea to differentiate between player faction items and player containers.

Newer experienced followers dropping weapons who is out ammo however in NV follower weapons take damage, probably then hit as it can happen fast and tend to affect large weapons most and they are easier to hit.

After they dropped some I stopped giving them rare weapons.

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Juliet
 
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Post » Fri Nov 27, 2015 11:48 pm

Guess I'll just have to create an immersion mod that involves a combination lock. Place it on any container with a combo. You activate it, you put in the combo. Or a key.

You get pickpocketed.

The joke's on you.

Watch your bum better.

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Kyra
 
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Post » Sat Nov 28, 2015 8:35 am

i laughed at ^this more than i should have . :lmao:

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Taylah Illies
 
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Post » Fri Nov 27, 2015 5:51 pm


Oh jeez, Bethesda putting in NPCs that can pickpocket us...

gg Bethesda
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Angelina Mayo
 
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Post » Sat Nov 28, 2015 3:57 am

This kind of interests/ worries me as well. I wonder if we still can just set up shop in most places. (that garage looks well cool enough for me). Not that I would mind settlement tinkering but I am bound to blow it my first few cause its just me, would be nice to have a spot I could rest my #13 pool balls and packs of smokes.

The wait for answers svcks.

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Nikki Hype
 
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