Patch 1.4 didn't remove Sanctuary bridge corpes

Post » Sat Mar 19, 2016 11:35 pm

I would rather they clean up the skeletons that you can't build over at the drive in. I had to waste like 20 something grenades to move them out of the way. Hmm skeleton bouncing with grenades could become a new wasteland sport!! 8)
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Lloyd Muldowney
 
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Post » Sat Mar 19, 2016 2:50 pm

I use to blow the dogs limbs off, then I could carry him around ;) Limbs are heavy!

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Marina Leigh
 
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Post » Sat Mar 19, 2016 7:19 pm

Well sure it does....and I'm getting old I guess (47) but even these eyes don't need fonts THAT LARGE when I'm only sitting 24 or less inches away from my 24 inch monitor (1920x1200). The could stand to be resized down a couple of clicks and fit MUCH more items on screen at once...but then it would be too tiny for the console folks.

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JAY
 
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Post » Sat Mar 19, 2016 11:30 pm

Its worse for us, always us. You PC guy's tend to flub our noses in everything else so this is like temporary karma you must endure. Like you said a nice ui mod will come out. However we will never know the joys of removing corpses, shrubs and bushes, or hell have a colored pip-boy map. Hell tina de luca must stay in vault 81 forever for there is no console of which one can command! Do you understand?


The Horror...the horror

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no_excuse
 
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Post » Sat Mar 19, 2016 8:39 pm

You're two months away from the beginning of mods for consoles. You'll be able to do all those things with mods. No horror, don't be dramatic

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Lizbeth Ruiz
 
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Post » Sat Mar 19, 2016 6:37 pm

Not to be an ass but is this remotely confirmed? I'm not sure what exactly is going to be a 'console' mod. I thought we were going to be fairly limited content and scope wise for mods.

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Elisabete Gaspar
 
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Post » Sat Mar 19, 2016 1:30 pm

Yeah when they announced DLC they also said expecting Xbox in may and PS the month after. That may get pushed but it was straight from Bethesda. And I don't think you're going to be as limited as you might think. Theoretically most mods out right now that don't need a script extender should work. Whether your game likes some of them is debatable. But Todd has said "we want people to be able to break their game" with console mods. They aren't going to restrict us passed software limitations (script extender) or legal limitations (nudity, licensed content, etc). Cleaning up your settlements, changing pip boy stuff, and moving a character to a different place should absolutely be doable. Maybe 5% of the stuff I used with NV needed a script extender and I had a ton of mods running

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Ana Torrecilla Cabeza
 
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Post » Sat Mar 19, 2016 10:22 pm

You made me laugh with that exaggeration.. :lmao:

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Richus Dude
 
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Post » Sun Mar 20, 2016 3:10 am

Oh my science....So do things like new quests/companions require a script extender? But still that really does make me quite happy if I'm really think about it most of what I want would probably be considered a 'minor' mod. Give me hoods dammit and more BW'able clothing.

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Sierra Ritsuka
 
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Post » Sat Mar 19, 2016 9:30 pm

Ummmm dude. I doubt this is a bug. The dog will always have a tire iron in it. It's completely intentional, a source of items for every character and a gift to melee players as far as I can tell.

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Bethany Watkin
 
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Post » Sat Mar 19, 2016 3:38 pm

AFAIK all that should be doable without a script extender. Things that add new functionality (scripts) needed it like I had a grenade hotkey in NV but the things you're talking about are just added content and assets not necessarily changing or adding functions beyond what the game is already capable of. The game already has quests and companions so that shouldn't be any problem. Even adding new areas shouldn't be an issue I believe. Now, you'll run into some things that won't work great due to lower hardware (enhanced textures and increased frame rate) but I feel like I'm with you on it, I just want added content. New quests and weapons for me. Also new building sets for settlements

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CSar L
 
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Post » Sat Mar 19, 2016 4:30 pm

No exaggeration. 10ft UI is a design term. See here:



https://en.wikipedia.org/wiki/10-foot_user_interface

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CArlos BArrera
 
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Post » Sat Mar 19, 2016 1:46 pm



DEF_UI -http://www.nexusmods.com/fallout4/mods/10654/?


Allows you to completely change the HUD to any way/size you want and changes up the inventory menus and pipboy menu to be more PC friendly. It is your friend :)
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dell
 
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Post » Sat Mar 19, 2016 3:50 pm

Man I was under the assumption we wouldn't get those things...I am so freaking happy. I just want the ability to constantly add fresh content to this amazing game, new clothing sets, radiant quests or new areas of mobs that would be the dream.

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Elisha KIng
 
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Post » Sat Mar 19, 2016 3:37 pm

I think your FoV needs adjustment. I play on a 24 inch monitor at 1920x1200 and I think the fonts are fine.



http://imgur.com/a/1nvnt



Last two pipboy pictures, is one zoomed in and one zoomed out. Right-clicking your mouse while in the pipboy menus will zoom it in or out a bit.



You can experiement with the FoV using console. Simply writing; FoV 80 100 will for example set 3rd person to FoV 80 and 1st person to 100. I noticed this right away first time I picked the pipboy up, that the FoV was screwed as default (default is 80 in 1st person which makes the pipboy enourmous) When you have found the FoV you will use, simply add it to the ini files by typing; Refreshini and it should remember it.



If not, you will have to manually do it in the ini files. http://steamcommunity.com/sharedfiles/filedetails/?id=551069501&tscn=1447077828

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Ashley Campos
 
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Post » Sat Mar 19, 2016 7:23 pm

Take a look at Todd's comments when they first announced console mods. They seem very geared to us trying whatever we want (within those legal and software limits) and they're creating a vanilla failsave incase you do break your game and need to remove mods without losing your game. I think it's going to surprise people what we can do with it, as long as the community gets behind the idea. They've mentioned that mods will pull from the bathesda.net portal so mod creators will have to upload there. Then there is a mod menu that another user dug up in one of the updates that we open, download mod, enable, and start playing.



Hines said “This is not about, ‘You have to have a PC,’ ‘You have to do it yourself.’ The idea is you go to play the game, there’s a menu option, you click on it, and there’s a bunch of stuff for you to download. And you click on the stuff that you want and you start playing a game with these new mods. So we want it to be a really streamlined, fun experience. There’s still specifics that we have to work out. It’s part of our post-launch plan.”

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Michelle Serenity Boss
 
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Post » Sat Mar 19, 2016 8:46 pm


That doesn't look any different than mine. It's perfectly serviceable...the fonts just don't need to be so large. It's a waste of space.

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gemma
 
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Post » Sat Mar 19, 2016 9:06 pm

Hehe, ok then. Well, are you sitting with your nose on the monitor? :D Just joking, but for me they are fine :) I don't find I have to use the menus that much anyways. There was a bit more micro-mamagement in FO3 and NV (repair and such)

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Destinyscharm
 
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Post » Sun Mar 20, 2016 3:39 am



You can scale them down with the mod I linked you a few posts up.
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Chris Johnston
 
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Post » Sun Mar 20, 2016 5:58 am

My character has 6 strength and just tried it and it still says "too heavy". :glare:




It makes sense that would happen. After 200 years, only in Fallout world would one find whole entire skeletons with clothes on, no less.

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meg knight
 
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Post » Sun Mar 20, 2016 4:22 am




They're meant to be there when you first find them, that's understood. The bug is that they always respawn when the cell resets, even if they've been moved, hacked up, etc. The fact that they keep coming back doesn't seem to be intended behaviour. It means for settlements like Sanctuary, Sunshine Tidings, Croup Manor, etc., you always have these dead bodies lying around that you can't get rid of, unlike regular dead bodies that go away after a while. They should stay there until something happens to them--after that, they shouldn't respawn like new.

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James Wilson
 
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Post » Sun Mar 20, 2016 3:00 am

That doesn't make sense. Are you saying that intended behavior would be for a cell to trigger that we've been there and then clean up after we're gone? Because obviously it would have to have an initial trigger saying we've visited there once already otherwise the bodies wouldn't be there by the time you got to some of those places. Doesn't seem to make much sense to me that there's bodies there that we had nothing to do with and then all the sudden they're gone next time we come around? I'm guessing no one has actual proof that these are bugs and not intended behaviors.

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Francesca
 
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Post » Sat Mar 19, 2016 7:35 pm

That's not at all what I'm suggesting. I'd rather have no clean-up of bodies (more on that later), but what I specifically don't want is for them to respawn back to their original state after they've been moved. Most physics object in the game behave properly--if you never touch them, they stay as they were. If you move them, they stay where you moved them to (like the stuff you arrange in your home, for example, it never resets back to original default state). Placed dead bodies should be the same as other placed objects--if I chuck that raider corpse into the river, he shouldn't be back on the road next time I pass by!



As far as body clean-up goes (if they must be cleaned up), it would be a fairly simple matter to treat the placed bodies like regular dead bodies only after they had been disturbed by the player (i.e. looted, dismembered, or moved). The game already tracks any item that the player has interacted with, so at the point that you touch a set-piece corpse, the game could flag it as a regular corpse from then on, to be cleaned up according to the same schedule as other dead bodies. If you haven't been to a cell yet, there is no clean-up process happening. Or, I would also be quite happy if the game treated placed bodies as permanent items, but handled them like other game objects and left them where I moved them to.



I'd prefer that body clean-up didn't happen too quickly (or at all), but I understand that it needs to happen eventually to keep the number of gameworld objects under control. In general I think things respawn much too quickly in Fallout 4 compared to earlier titles. In Fallout 3 bodies seemed to stay around a lot longer, and most containers didn't respawn at all. Personally I prefer that so that my gameworld has the feeling of persistence.



The reason I say that this corpse respawning issue doesn't seem like intended behaviour is precisely because most placed objects in Bethesda games are persistent--that is to say, when you move something, it stays where you put it. In other games like Borderlands or Far Cry, the world has no persistence, and whenever you return to an area everything resets to look just like it did the first time. I've always liked gameworlds that take account of what I do and permanently change to reflect my actions. BGS games have usually delivered this, but Fallout 4 feels like it's straying away from this a little.

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Chantelle Walker
 
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Post » Sat Mar 19, 2016 7:12 pm

This is slightly incorrect. The Sanctuary area is set as non respawning, which is why moved items remain as they are.



However, the majority of the game world is set to respawn, and things will move back to their original position after some time has passed, usually 30 days, without you entering that cell.

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Russell Davies
 
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Post » Sat Mar 19, 2016 11:30 pm

Damn console gamers are ruining the PC experience.



Not to mention the nightmare of a control scheme that's a result of console gamers. Why can't I assign different keys to grenades and melee? Because the functions are bound together to accommodate the limited number of buttons on a console controller.



There will be mods for all of that on consoles soon enough.



And you can get Tina De Luca out of Vault 81 without using console commands. If you make Bobby go aggro during the Dependency quest, and kill him after he attacks you, Tina will go to your settlement. Moving her there with console commands didn't work in my experience. Doing this did.

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Carolyne Bolt
 
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