Nitpick and Feedback Thread 2.0

Post » Sun Jan 17, 2016 1:47 am

Showers don't work whilst the watering system in a green house works.


NPC's do not interact with each other.

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jessica breen
 
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Post » Sat Jan 16, 2016 10:58 pm


???

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Jonathan Montero
 
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Post » Sat Jan 16, 2016 8:28 pm

They don't talk to each other without being scripted.



That is what I notice with the settlers.

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BlackaneseB
 
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Post » Sat Jan 16, 2016 6:53 pm


They do, in fact your own companions will randomly have conversations with generic npcs as well.

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Thema
 
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Post » Sun Jan 17, 2016 3:03 am

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.

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Brandi Norton
 
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Post » Sat Jan 16, 2016 11:42 am


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.

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alyssa ALYSSA
 
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Post » Sat Jan 16, 2016 1:24 pm

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.

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Anna Beattie
 
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Post » Sat Jan 16, 2016 10:43 pm


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.

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neen
 
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Post » Sat Jan 16, 2016 9:51 pm

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.

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krystal sowten
 
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Post » Sat Jan 16, 2016 11:37 pm

Heh. Gotta love settlers thanking General-in-absentia Garvey. Like he does anything for them, ever.




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Damien Mulvenna
 
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Post » Sun Jan 17, 2016 2:19 am


By item:



  1. Huge mansion (with thousands of models to render in space) is the problem, here. That's why there's limits on how much one can build in a settlement. One can, generally, use a mod to go over these limits (as I've done on Spectacle Island) without too many dramas if done in moderation. But "huge" and "mansions" do not mix so well unless one can build them up using only dozens of pieces instead of thousands of pieces. Even then you'll have rendering problems when moving from one end to the other because the structure winds up extending beyond ugrid load limit - which some people will, no doubt, discover when using the new GECK (when it comes out) to extend settlement areas beyond this length.


  2. Scrapping weapons and armour, in your inventory, can be done without having to drop anything, by using the "scrap" option at the appropriate workbench (listed along the bottom of the crafting interface)


  3. "I take no damage" isn't a difficulty slider issue - that's either god-mode or a bug. Try toggling 'tgm' in the console and see what comes back at you. And, if someone has been playin', well, there's all kinds of fun to be had with that too.


  4. Yes, it's frontier territory. Get your settlements set up right and caps become irrelevant. It makes sense to me in the context of the Fallout world.


  5. Well, I have to do that rarely enough that it just makes things more interesting for me. The excess produce is there if I really need it, but how I play cuts me more than enough slack not to have to worry about it except on rare occasions. Strategy and tactics, after all, come in all shapes and sizes - and are not always combat-related.


  6. Yes, I find load time is quite long and I think I'd feel more comfortable with a progress bar. However, with the number of mods I'm running and the savegame sizes, it's not surprising. You might want to take a peek at your savegame sizes to see what I mean. Moreover, the additional megabytes in the saved games I've been looking at does typify esp file sizes produced in "vanilla" mods built on the same scale of alteration to the worldspace - so I doubt it's bloat.


  7. I would have thought the main quest really needs more options rather than making it longer. However, I totally agree with you on the radiant quests - they do need a bit of work to make a good impact and, again, I think the player needs more options (like delegating some radiant missions to a detachment of Minuteman subordinates when the player, as General, is busy with other things)


  8. Savegame reloads make dialogue challenges pointless? Really? It's real easy to fix: Just imlement a dead-is-dead rule by removing the save function. Simple. Are you sure you want to delete the savegame function? Are you sure others want to delete this function too? I mean, why does being able to save and reload a point in playthrough make dialogue challenges any more pointless than, say, combat challenges? I think that the real problem, here, is that the dialogue options sometimes have no relationship, whatsoever, to what comes out of the Sole Survivor's mouth, how it comes out and where it leads - a bit like the way some forum posts turn out. I've been experimenting with a "going evil" playthrough-branch which fits marvelously with the Brotherhood of Steel, if Elder Maxxon's Hitleresque speech is anything to go by, and there are a surprising number of whiskey-tango-foxtrots in the dialogue options that emerge from the attached questline. The problem, as I see it, is if one can't really find the option to say what one means in the first place, then I guess there would be a need to eliminate the guesswork by saving and reloading. Considering this, I feel strangely compelled to point out that there can be too much abbreviation in a language which generally takes more than 17 syllables to paint a picture (and I really am going for the "Understatment of 2016" award with this last sentence!). But that's what I think might be wrong with this picture - at least as far as quest dialogue options are concerned.


  9. I think that there's something seriously wrong if a one-bash wonder (like a radroach or a mirelurk hatchling) is no different from a deathclaw or a mirelurk queen in terms of difficulty. I've been one-shotted (at full health) too many times by deathclaws and mirelurk queens to say otherwise. If you can't get yourself one-shotted by a mirelurk queen at any level below 40, I'd suggest that your game installation is seriously broken or someone's toggled god mode when you weren't looking. And, I reckon if you can't take damage, strategy and tactics kinda go out the window, as far as combat is concerned - so I agree, that would really take the fun out of playing.

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]

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NAkeshIa BENNETT
 
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Post » Sat Jan 16, 2016 10:55 pm

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:


  1. In position

  2. Nobody's noticed I'm here

  3. Let me just aim properly to make sure that first shot goes home

  4. Wait; where, exactly, am I pointing that thing...the reflex dot is invisble

  5. Detected! No doubt due to all the ruckus as I vent my frustrations about incompatible tech or switch to something slightly noisier. Laser rifle amplifier, anyone?

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?

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Darrell Fawcett
 
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Post » Sat Jan 16, 2016 10:35 am

Weapon Holstering is something I want to see somehow implemented. Weapons just disapper like Optimus Primes trailer when he transforms
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Kim Kay
 
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Post » Sat Jan 16, 2016 2:51 pm

Here's something small:


Crafting menu:


Mods that increase the item's weight show it affecting the Weight as "-", while the ones decreasing it show as "+". As in, "that's bad/good", not "increases/decreases weight".
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Emmie Cate
 
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Post » Sat Jan 16, 2016 11:00 pm

http://i.imgur.com/3wuV1Gj.jpg

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Anne marie
 
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Post » Sat Jan 16, 2016 10:44 am

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.

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George PUluse
 
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Post » Sat Jan 16, 2016 4:27 pm


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.

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emily grieve
 
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Post » Sat Jan 16, 2016 10:34 pm


Well thank god at least the ash pile problem is gone.

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Nick Swan
 
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Post » Sat Jan 16, 2016 2:45 pm

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?

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jaideep singh
 
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Post » Sun Jan 17, 2016 2:36 am








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.

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Chris Jones
 
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Post » Sun Jan 17, 2016 3:00 am


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.

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Amanda savory
 
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Post » Sat Jan 16, 2016 9:05 pm








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.

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April
 
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Post » Sun Jan 17, 2016 1:57 am

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?

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jessica Villacis
 
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Post » Sat Jan 16, 2016 6:09 pm

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.

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ILy- Forver
 
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Post » Sat Jan 16, 2016 8:02 pm

I watched a Courser bring down one by himself. Muttering something about: "making it last". ;)

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SiLa
 
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