Little things that annoy you

Post » Tue Jan 19, 2016 4:40 am

When you've repaired your companion's power armour and they say they can't get into it without you moving it off frame

-___-


And when you wait or sleep and it takes forever.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Mon Jan 18, 2016 4:22 pm

I didn't read through all 6 pages, so maybe some of these have been mentioned. They are not so much complaints as just minor annoyances, in my opinion.


1) The female pip boy hand uses the same model as the male (really 7 years and they couldn't make a separate model?).


2) The sound that plays when you gain XP with the Idiot Savant perk (gets pretty annoying).


3) Pack Brahmin getting stuck on roofs and inside buildings.


4) Enemies that mutate just as their health is almost gone, totally restoring their health.

User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Mon Jan 18, 2016 5:01 pm

notes being in the misc tab, stupid idea...not for sure what made them change it from their early fallout. having a tab for notes that put the newest first and greyed out when played...that makes sense right?



Other than that i was pretty gripe free

User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Mon Jan 18, 2016 5:40 pm

I have the same problem at Spectacle Island, which is a Railroad safehouse - and comes with the most useless NPC, "Caretaker". You can't talk to this guy, assign a job or a bed. And he prefers my little cottage on the hill to living with the riffraff. Can't keep him out. Stand in the doorway, he'll still get past me. Sleep in my bed, there he is in the kitchen when I wake up. Next time I'm there and he's outside I'm going to take the door off and put a wall on it instead so he can't get in, and take it off when I want to sleep there. Bet he still spawns inside though. -____-
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Mon Jan 18, 2016 4:57 pm

Taking the door off and replacing it with a wall does nothing to help. My room has become the community gathering place. ??
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Mon Jan 18, 2016 8:38 pm

"Quickly"? Once placed in the bench, items don't get broken down until all of the primary components have been exhausted entirely throughout the Supply network. Furthermore, I believe -- as in "not entirely sure" -- that resources that are still "captured" within intact items in a given settlement's workbench are NOT shared with other settlements in the Supply network. Only raw items in the local workbench will be used to be broken down into raw materials to then be used in the current Build project. The ONLY way to make the raw materials locked into Junk items that can then be used EVERYWHERE in the Supply network is to manually scrap them. It's also the ONLY way to get a Supply network-wide reading of just how many units of any given resource is available to be used in crafting projects.

User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Mon Jan 18, 2016 4:38 pm

You can keep them all out of your bed if you assign them to one. Keeping them out of a room is pretty nearly impossible if they don't have tasks assigned and the room has any sort of crafting bench or chair in it.


Making sure everybody is assigned to a task helps keep them too busy to mess with your stuff though. Assigning guard posts (3 per settler) and scavenging stations can be a big help.

User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Tue Jan 19, 2016 7:03 am

Maybe I'll just scrap it then. But it's only Caretaker that does it - everyone else has a job.




That's the problem with Caretaker though, because you can't assign him to anything. He's a right pain in the posterior.
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Mon Jan 18, 2016 9:35 pm

Operative phrase: "Carried inventory" Don't transfer them to the bench; hit craft, select item, hit scrap. Junk goes straight to the bench and is shared.


This is quicker than what was under discussion at the time, which was opening the pipboy, searching inventory, dropping items, opening the workshop menu, mousing around, and scrapping the items.


There's more than one way to manually scrap something.

User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Mon Jan 18, 2016 5:55 pm

Just reminded of one that's happened to me a few times - killed a legendary or named enemy and rush on over to loot it only to hear *beep beep beep*. Then the body goes flying. Like really, there had to be a frag mine RIGHT F***ING THERE!?!?!?!?

User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Tue Jan 19, 2016 4:10 am

Anguished Supermutants that scream "Brother!" when [VATS, right arm, critical hit] the Suicider goes up in a slightly premature mushroom cloud.


If you really cared, you could have held an intervention weeks ago and taken away his nuclear warhead, maybe unlocked the chains wrapped around his noggin or something.

User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Tue Jan 19, 2016 3:53 am

I've seen this be the case for Weapons in the Weapons bench and armor in the Armor bench. I have NOT seen Junks items being broken down going into the workbench, nor an option to do so there. "Place all Junk items in bench" is an option, but that just puts them in the bench still in their Junk form. I've read people theorizing that Junk items in one given workbench are available for scrapping at all other network-connected benches, but I haven't seen it actually done. Moreover, whenever you Build an item while in Craft mode, and it shows you how many of each resource is needed for manufacture versus how much you have in stock in the network, it doesn't show you how much more is available in stored items that would need to be scrapped. Or if it does provide such a grand total, it doesn't differentiate between raw materials and the amount of raw materials still locked within stored items.



Additionally, there are some items that I prefer to NOT scrap because I would rather sell those to a trader for caps. Leaving those things in a workbench runs the risk that they will be scrapped if you ever build something that has insufficient raw materials in stock. For example Cigarette cartons are worth 50 caps (perfect Barter ability), but also scrap down to Cloth (can't remember how many). If I start building beds like crazy (usually @20 initially at a new settlement), it's real easy to run through the entire on-hand Cloth supply. I'd rather run out of Cloth than scrap those cig cartons. Storing those items in a non-bench container runs a (minimal) risk that the container WILL be overwritten on occasion. (But then again, I am decidedly not known for my good luck.)

User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Mon Jan 18, 2016 5:22 pm


Scrapping weapons and Armor was what was originally under discussion.


It's pretty straightforward to prove empirically that unscrapped junk in workbenches connected by supply lines is broken down for crafting at remote locations, although it can take a bit of setup if you're disorganized to begin with. I just checked, and it does indeed work that way. It takes less time to test it than it does to describe it: In my current save I do all my scrapping and crafting at one settlement. All my raw materials are here, I only dump junk here. anything else at any other location is added by settlers on scavenger duty.


So I pulled absolutely everything out of my main settlement workshop, dumped all the junk and raw materials into a crafted unshared container, and opened the weapon crafting menu. Selected a weapon, added a recon scope. In the list of required materials for the mod you have two columns. The left column tells you what the source of the junk is. It tells you how much of each resource you'll be using from breaking down a particular item. It shows me I'll have to break down microscopes, biometric scanners, cameras, and telephones to get the parts. It says I have them to break down. I don't have them in this settlement workbench. I'm not carrying them. I double checked to make sure they hadn't been added to the local workbench inventory by some sneaky settler. For the sake of thoroughness, I opened that unshared container and scrapped the all microscopes, biometric scanners, cameras, and telephones I had on hand, then put the resulting junk back in the unshared container.


Same crafting result. I still need to break down those particular items, and the only ones have are in shared storage at other locations. Crafting the scope breaks them down. It does not move them here first, because the leftover junk is not added to this settlements workshop. So, mystery demystified.


As for your luck with containers, I can't help on that score. Best wishes though.


Back on topic:


  • It annoys me that the crafting and settlement system has such poor in-game documentation.

User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Mon Jan 18, 2016 10:37 pm

I stand corrected then. Still, it would be nice to have an accurate tally of ALL available resources, given that stored items would need to be broken down.



Hmm. Does the if-all-weapons/armor-stored-in-bench tally include the mod parts that you can get back by bench-scrapping weapons/armor? Such as, if I scrapped a Sniper Hunting Rifle, not only would I get Steel, I should also get the scope.

User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Mon Jan 18, 2016 8:48 pm

I tried scrapping a scoped weapon out of curiosity, and I did NOT get scope materials. In fact, I got nothing but steel. I suppose if I'd had the scrapper perk, it might have been different.

User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Mon Jan 18, 2016 5:39 pm

It is different with Scrapper. It's nothing like a one-to-one return though, you lose a lot of the mats you put into making the mod.


Worth noting that you can't scrap mods by themselves, even if you drop them first.


Yet another little annoyance.


User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Mon Jan 18, 2016 9:35 pm

For some reason Preston Garvey pulls his weapon now whenever I get near him... I also can't change the gear on Sturges anymore which is annoying because he will forever be wearing a Tuxedo, Bowler hat, and Patrolman sunglasses now. I think it all may have to do with my joining the railroad but either way its annoying.



Oh.. and getting the same settlement request for help missions over and over... seems the more secure I make a settlement, the more it gets attacked.

User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Mon Jan 18, 2016 7:55 pm

If Nick runs into the back of me one more time I swear I'm going to slap him with my rifle.

User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Tue Jan 19, 2016 4:45 am

That certain quest npcs apparently are psychic. Like a certain Diamond City detective knows that you have a certain wasteland mutt at your disposal.


I thought that was just a one time lazy writing slip, but I've seen a few instances of other npcs use their mystical mental powers.



I sure hope Bethesda reads this thread.

User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Tue Jan 19, 2016 2:32 am

Radiant quest from the Minutemen are the worst. At least you can break away from a convo if a settler bugs you but Preston is horrible. If I get asked to go and clear out dunwich again they are on their own.


Enemy attackers spawn inside my settlements. What is the point of walls? I might as well just put turrets everywhere. Also, no amount of defense, or arming settlers will prevent or at least allow you to let a settlement fight for themselves. The only exception I've seen to this was Red Rocket where I keep all my companions. I got a notice I was successful in repelling an attack I didn't realize had happened.


Misc inventory is out of hand.


Macready's perk and the Spray n Pray are basically "I win" buttons
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Mon Jan 18, 2016 7:43 pm

After having done the Taking Independence quest, you can add me to the list of people who also dislike Preston and everything about the Minutemen. Never have I been bombarded by so many radiant quest all at once against my will.



Come to think of it, this whole radiant quest fiasco with the Minutemen seems more than just a little thing that annoys me, but just a flat out issue I'm starting to have with the game. why u do dis? :banghead:

User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Mon Jan 18, 2016 6:04 pm

  • Provisioners that spawn on overpasses.

  • Being totally unable to escape the Weathervane step-and-fetch quest loop.

  • Being able to trigger the Randolph quest line stages just by repeatedly walking through a door.

  • Having to literally start running away from Preston Garvey in mid sentence when turning in a quest in order to avoid being given an identical one and told that it's different.

User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Mon Jan 18, 2016 10:36 pm

Yeah, Preston sux.


another: with 11 hours played, Codsworth tells me the fate of Shaun (the baby). It's some kind of joke?


Luckily I already know and do not care for the writing of BGS, otherwise would be enraged now.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Tue Jan 19, 2016 1:08 am

Getting killed by artillery that won't fire no matter how many times you throw a flare, but once you've given up on them, cleared the area by hand, and you start to loot, they drop a round right on your head.

User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Jan 18, 2016 11:35 pm

Running out of mini nukes and getting to the weight limit half way through a dungeon

User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

PreviousNext

Return to Fallout 4

cron