Showers don't work whilst the watering system in a green house works.
NPC's do not interact with each other.
Showers don't work whilst the watering system in a green house works.
NPC's do not interact with each other.
They don't talk to each other without being scripted.
That is what I notice with the settlers.
They do, in fact your own companions will randomly have conversations with generic npcs as well.
Interesting.
On the xbox version, I've never seen (heard, experienced, whatever) settlers talking to each other or to my companions in 100+ hours, most of it spent building random crap in settlements.
The only exceptions are the Failtastic Five, (Team Marcy) who are scripted to talk to each other.
I'm on PC so I guess maybe Bethesda forgot to patch that in for consoles or something.
Settlers, in particular, love to talk to Preston Garvey for obvious reasons if you have him around. Then again Garvey is Satan incarnate so I doubt most people do.
I'm on Xbox and have heard settlers talk to Preston Garvey every so often when they want to thank him, but they don't stand around and chat with each other even when meeting in the evenings at the bar. Preston's group used to make comments to each other every now and then, but since inviting a bunch of random settlers into the town, no one really talks to anyone anymore. I wish Bethesda had improved on Oblivion's NPC conversation system for when settlers are idling among themselves.
I heard two drifters talking to each other a few hours ago about how one of them got bullied by raiders and the other stating that they should have called him to back him up or something. There is also this drifter who seems to always talk to one of the ghoul neighbourhood watches though I never got close enough each time to hear what they actually say.
As for settlers I do think it is a case of new settlers not being talkative. In Tenpines Bluff, I've seen the original two inhabitants (the man and woman) talk to each other several times, they guy always complaining about a headache or something. I also cannot recall correctly which one it was, but I've seen an advlt settler talk to a child settler in either Nordhagen Beach or Somerville place.
Oh yes, speaking of child settlers, do they even do anything at all or do they just take up space and resources?
You certainly cannot give them commands or anything.
Heh. Gotta love settlers thanking General-in-absentia Garvey. Like he does anything for them, ever.
By item:
About the whole difficulty issue, there's one thing that's really "IMPORTANT!" to keep in mind (and, perhaps act on): just because myself and some others are not experienceing this, doesn't mean it's not a bug. Often, bugs wind up being specific to certain operating systems or specific but valid system settings (especially when coders neglect to ask if/why there's more than one API function to do the "same" thing). However, that doesn't make it any less of a bug. So if it turns out not to be a god mode issue, you might want to try unsinstalling your mods to just rule out that possibility, before uploading your save game with a support ticket to Bethesda. For this to work, you need to be specific and accurate about the kind of issues that are clearly bug-related (e.g. player character not taking damage) and you need to be very clear about what to do to see the bug reproduced.
Anyway, I hope some of this helps in some way.
[EDIT]
PS: I missed the bit where @DovahNevarine asked you what you did. Stealth would be overpowered in any situation. After all, as long as the other guy doesn't know you're there, he'll make all sorts of mistakes and won't have a shot at you until you announce yourself with your opening move. I had loads of fun with the stealth game while not using the stealth perks. Even with the first stealth perk was not too bad. At that level I got to see lots of interesting dynamics. I haven't played enough hours on the higher level stealth perks to comment, yet, but I suspect you might have found an imbalance. It wouldn't be the first time either. The whole reason I didn't rush into the stealth perks (even though I play a stealth role) is because they've been a tad overpowered in the past and I'm not playing to beat the game so much as playing to see the game do its thing in response to me doing mine. I don't use Ninja (either I missed it or thought it would break my immersion and subsequently forgot about it). So, for all I know, that combination of perks could be the cause of your no-difficulty issue too.
[/EDIT]
Pet peev of mine which may well win the triviality award is related to the use of stealth-boy/chameleon gear with a reflex sight:
And, the punch-line? Well, if there really were stealth-boy tech, odds are it just wouldn't work quite right with some tech so I'm not sure if this is a bug or a one of those reality features which just turn out to be annoying.
Anyone else noticed this?
Dropped enemy weapons need to despawn.
It is unaceeptable that this bug has carried over from Skyrim without ever being fixed. It causes savegame bloat and very long loading times.
The completely random radiant conversations? Dude those have been gone since Fallout 3. The idea behind it was amazing... until you realized the only thing people talked about was the mudcrab they saw the other day.
Well thank god at least the ash pile problem is gone.
There are a few points that have been posted here lately, that i haven't got the chance to add yet, but will definitely do later as soon as i am back at my PC(currently using an ipad, and damm it can be frustrating at times)
Indeed, added to the OP.
Thanks!
But what do you mean about the .50?
That only works for weapons and armors(the ones that go over the clothes), otherwise most clothes(2-3 exceptions) are not modifiable and because of that, they do not show up on the armor station to begin with. So i think @Trakanon was right about that.
I like it that way. While it seems weird seeing a +++ that is telling me it's lighter and being consistent with everything good/bad. I think it would confuse me if seeing --- means lighter and it's better. It's there for a quick reference.
Unless I am mistaken on what you mean.
Agree with @Davor.
I thinks this was on purpose and i personally like it the way it currently is too, while it might be confusing from a certain point of view, it at least is consistent with the rest of the stats indicators.
It might just be me seeing this behavior - but on many of the endless Minuteman quests to go kill the raiders at location X - when I get there half the raiders are alive and fight back and half of those NPCs appear welded to the floor and still sort of alive (I am wearing targeting goggles - so the NPCs who are on the floor and don't fight back still have a 'life' which appears as a red glow in the targeting goggles), but they never fight back - they just lie there glowing red - when I shoot them they die and their shoulders twitch convulsively.
So of, say, the 20 NPC Raiders in the Corvega factory only 5-7 are actually functional and fighting back - the rest are these twitching zombies? Not sure if it is a failure to clean up the raiders I killed since I last came through a specific location or the spawn process for a new load of Raiders in a well known location like the Coverga factory is just very sloppy - where the game partially reanimates the NPCs from the last run?
So I would like to see better spawning NPC inventory control and cleanup - if anyone else has seen this behavior?
Now that you mention it, I did have to get a http://www.nexusmods.com/fallout4/mods/2928 (weeks ago) to fix the problem with some of the clothes not being modifiable (i.e. not being able to take ballistic weave or extra pockets, for example) and I think this is a design error or, perhaps, a lack of finishing. I forgot I had it until you mentioned the unmodifiable gear. So, yes, my mistake on that one.
I think there's an issue with not all of the gear being modifiable that's worth bringing up too. That might be the underlying issue, in terms of finishing.
There's a secondary issue with all of the Gunner clothing and one or two clothing pieces not having any resources attached (scrap them and nothing comes back) - which makes no sense (so, I'm tempted to think "BUG!" but who is to know, these days). That might be worth mentioning too.
I watched a Courser bring down one by himself. Muttering something about: "making it last".