Mising features, details, and such.

Post » Fri Mar 04, 2016 5:47 pm

Okay I cannot harp on this enough! Please Give us a key ring and a password book/folio to clear out the pesky misc. tab of the inventory system.



-The ability to dye certain items such as the green hood and assault gas mask's hood. I love the item but it clashes with my white heavy combat armour too much.



-The ability to rename the random "settlers" we get, not the unique ones. Please.



-The ability to rename Power Armour pieces like we can actual armour.



-More of the classic weapons/staples of the series like the .223 Pistol (That Gun), P9 Mauser, Both the Chinese pistol and Chinese assault rifle, PPK12 Gauss Pistol, BB Gun, Pankor Jackhammer, YK 32 Pulse pistol (or a Nuka Blaster to fit the looks), THE TESLA CANON (a BOS staple), Plasma Caster (heavy plasma weapon), Throwing knives, 5.56 Pistol, 12.7mm Pistol, The grenade Launcher rifle, ect, ect, ect.



-Again, I cannot stress this enough: a key ring.



Please feel free to add more or countermand the above.

User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri Mar 04, 2016 11:09 pm

nevermind



my mistake.

User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri Mar 04, 2016 11:17 pm

A missing feature that I would like Bethesda Game Studios to add back in Fallout 4 is the armor and weapons degradation system.



I have so much fun with it in Fallout 3 and Fallout: New Vegas scavenging parts and trying to maintain my Player Characters (PC's) armor and weapons.

User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sat Mar 05, 2016 3:24 am

A numerical representation of XP would be nice, as would some indication of companions maximum carry capacity on the trade screen.


There also should be some kind of indication while modding gear or PA of whether the mod we are about to create already exists in the workshop or inventory. Build mode lets you know with numbers over the icons in the bar, if you have pieces stored away. The crafting interfaces don't, and our only way of knowing is by checking the workbench or inventory beforehand.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat Mar 05, 2016 3:36 am


If you attempt to attach the mod, and you already have it in your inventory or workshop, it will attach without consuming any crafting materials.

User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Fri Mar 04, 2016 6:54 pm

They might make degradation a thing in survival mode.

User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am


Return to Fallout 4