The new beta patch fixes things...especially for ESDF users

Post » Wed Jan 27, 2016 5:21 am

For the people that use ESDF and haven't downloaded the new beta patch, do it. It really makes a huge difference in the workshop. Honestly once they fixed the issue with looting and hard-coded keys, then this, and improved performance, the game seems ready for release! =p



It also fixes some other minor issues, like not being able to activate something new after giving a companion command. In other words, you tell your companion to sit down, they do it, then you try to open the door and instead of opening it, you tell your companion to activate it. I'm getting great performance with no crashes and no noticeable bugs. Props to Bethesda for being on top of things.

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Dylan Markese
 
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Post » Wed Jan 27, 2016 1:08 pm

Hopefully soon it is no longer a beta and gets a general release. Even though I'm on pc I don't participate in the beta program, Ill let other people find patch bugs.

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Kelli Wolfe
 
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Post » Wed Jan 27, 2016 4:09 am

Unless updated, I haven't seen them address the synth/autofail attack bug, which is really disappointing. I will install the patch when final (I don't want to risk my savegames), and I'm postponing MacReady's final mission until patch is released (not willing to use a mod to fix it).



Edit: If the synth/autofail is mechanics as designed, I would like to hear an official statement on how we are supposed to think about it.

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Matt Gammond
 
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Post » Wed Jan 27, 2016 11:26 am

It cannot come soon enough. Been holding off playing completely until it drops then after which I'm gonna reroll a Robotics expert centralized build. The improvements to settlement building and object placement sound like they could make things a hell of a lot less frustrating also.

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Miss Hayley
 
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Post » Wed Jan 27, 2016 12:24 am

The patch notes look promising. I am just afraid that my mods will break because there is no official support yet.
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maddison
 
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Post » Wed Jan 27, 2016 7:42 am

:yawn:

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Heather Dawson
 
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Post » Wed Jan 27, 2016 10:08 am

None of my mods appear to be having any problems, and I'm using quite a few already. I'm not using FOSE yet, but the very competent team appears to have it up-to-speed already.



I've only messed around with the workshop at home-base, and it's much easier to place things. It's also very nice to have a weapons bench inside now.

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Timara White
 
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Post » Wed Jan 27, 2016 5:12 am

Looking forward to this dropping soon on console.



I built a weapons shop ready...

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latrina
 
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Post » Wed Jan 27, 2016 12:04 am

Just give us the damned GECK already so real work can be done instead of this selective patching that ends up breaking things that already works.

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m Gardner
 
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Post » Wed Jan 27, 2016 12:17 am

I don't understand why as a leftie you would not use IJKL instead of WASD?



I am a leftie btw.. I use mouse in right hand.

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Sophie Payne
 
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Post » Wed Jan 27, 2016 1:16 am


Except that they did not fix the issue with hard-coded keys. Many people do not play with a touch type choice of movement keys (e.g., wasd, esdf, ijkl). Instead, we use keys that make more sense when using a keyboard for movement (physically, that is) such as qasz. Not being able to move properly in workshop due to hard-coding of the "q" key is very annoying, particularly when there is no reason whatsoever to hardcode the keys.



The last patch also broke proper recognition of the Logitech G700 gaming mouse so that now proper recognition is irregular after multiple restarts.



Let's hope the next patch only fixes stuff and doesn't break already-working stuff.

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Vahpie
 
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