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Name one thing you'd like to change about Fallout 4 (as it is at the moment)?

No visible holstered weapons. We had this in FO3 nine years ago!!!!

I mean, how hard can it be to simply auto-hide the weapons when you climb into power armor? You made the wrong call, Todd!!!

What... were you worried about breaking immersion and solved it by having me walk around with an arsenal tucked into my jeans pocket? Seriously?

I'm not over it. I am so not over it.
 
Lots of mods that sort it out now....... :)
You mean replacers? Because I only know of the right-handed hunting rifle and the Nuka World's right handed AK.

(As an addendum, I think that 'Kellog' as protagonist would've been better than Nora/Nate).
 
You mean replacers? Because I only know of the right-handed hunting rifle and the Nuka World's right handed AK.

(As an addendum, I think that 'Kellog' as protagonist would've been better than Nora/Nate).
yeah, and lots of animations that come with them.
 
Settlers who are so damn lazy they cant even clean up a bit.....not even pick up broken boards or sweep up a few leaves.
Although it's amazing how the Castle got cleaned up!
They should really have had an algorithm or something running, along the line of your (claimed) settlement gets tidied at X speed per day, per settler you have, until all the junk has gone.
 
My on thing i would like to change is Settlement building gui. It's so cumbersome. I'm sure it could be 100 times better. Strangely it's possible to change but no mod does that.
 
Place Everywhere has all the settlement building tweaks for positioning that you could want including precision placement. The menu system is a bit of a pain in the ass but its usable as it is.
 
...can you drown me in links? I'm intrigued.
I have no links as such buddy, I've just seen loads of different ones showcased by 'juicehead' on YouTube, he posts videos everyday, he does videos on guns all the time as well as armour and upcoming mods that people are making.
I would say that i'm too busy to hunt through his videos to find some good links for you but really i'm too lazy......lol,
 
The "legendary" system. Raiders spontaneously "mutating" to full health, radroaches carrying missile launchers, freezing shishkebabs, 'nuff said...
 
The "legendary" system. Raiders spontaneously "mutating" to full health, radroaches carrying missile launchers, freezing shishkebabs, 'nuff said...

Yeah, the legendary system is very Diablo Loot Crawl. It's a bit weird and nonsensical
 
Yeah, the legendary system is very Diablo Loot Crawl. It's a bit weird and nonsensical
I finally gave up on the loot crawl and went with craftable legendaries for this exact reason.

I play D3 as well and RNGeezus has not been kind to me this season. I don't want to be gated behind RNG in a single player game too, especially one that I largely play as a settlement sim, not a fps.
 
I wish power armor, would have been much much harder to repair and keep.... Every vanilla playthrough I have run, I end up with a power armor dump from all the frames and full sets I have extra... The way it was made, there is no reason why Raiders even need to make their own power armor.... it's everywhere, you already have the power cell, jump in a new set and go....

To fix this in modded games I use the mod Scarcity to make power armor parts more precious, and harder to repair....

Those were the near exact thoughts that led to Scarcity. Why are ragtag settlers and wastelanders showing up at my door with crappy pipe guns and somehow surviving all the dangers of the world wearing a freaking suit and tie? Fusion cores rain from the sky and you can't turn around without tripping over another PA suit just sitting out in the open.

If I have to choose *one* thing to change, it would be the root cause of all the other things too many to list I couldn't possibly choo- okay, maybe the gawdawful AI - but it's the design philosophy I'd change. They pushed the "modders will fix it" button waaaaaay too often this time around, and it's edged over the line into just plain sloppy work. This is what you get from a wholly-owned public corporation, sadly. QA? We don't need to waste the money on that, look how much I'm saving in my budget, boss! Spend another week working on this half-assed system that's causing trouble? Waste of staff time and money, upper management says if it runs it's good and move on to the next thing.

Bethesda's corporate culture seems to be skewing off in a bad direction. You always have this stuff to some degree with any corporate entity, but the cosmic balance has been disrupted, so to speak. They dug too greedily, and too deep. It's still a great framework that has allowed some amazing things to be done with it - but around every corner is another shoddy "good enough" component that seems half finished. To say nothing of so much meaningful content being cut. Kill depth, kill player agency, kill QA, push another shooter out the door to consoles. That's what shareholders know. Or think they do.

I think a while back it was mentioned that a Beth rep actually came out and said that the PC market was like 25% of their sales, and so "not a priorty." They think they're being Smrt Bsnss Ppl. In fact, this is incredibly stupid, as merely one hop further takes you to "and the PC market is 100% of modders, which you depend on now more than ever before to make your games playable and keep sales going for years past the usual video game shelf life."

TL;DR They need to get they heads right, yo
 
yeah, but if you tell them where and how they've jumped the shark, they add a mod making fun of themselves and do it anyway.

If I could change one thing about the game right at this second, it would be to make the goddamned beta update optional and a manual install. The creation club isn't worth breaking half my mods and without F4SE half the stuff I want to do can't be done anymore.
 
"Kill depth, kill player agency, kill QA, push another shooter out the door to consoles."

This seems to be the trend of what I would call "games of unique genre and particulars" --- Me personally, they ruined Assassin's Creed Series (Revelations was last release that had "genre" and interesting appealing story line). Much like Fallout series. What starts out with vibrancy ends with the above quote from Spacefiddle ... IMHO.

And. you have to wait for years in between releases - Fallout / TES ... giving them time for modders to work out the bugs for the next release.

Have to be careful or they will kill the goose. If this is continued direction, who will really care about version 6 of either Fallout or TES? Why not keep playing the old game the modders have improved/stabilized, etc...

My 3 pennies.

John
 
  1. The general uselessness of the settlers, but SS goes a long way toward fixing this.
  2. The companion threat awareness always bugs me, and can "un-immerse" me quicker than anything. I snipe 4 raiders, 2 more are rushing toward us and Nick says "I think we're not alone". (I love it in some dungeons when a companion says something about how we're the first people to be here in very long time. "Wat? We just killed a dozen guys.")
  3. The settler "defense" AI. Why build turrets and minefields, or martial plots, when every settler is going to rush away from the safe place to engage the enemy? I've just started building walls, and realize that they are just as much about keeping the settlers in as keeping the raiders out.
 
I theorize that devs become immune to repetition. I blow someone's head off, I'm firing at a second raider charging at us, and yep, "I think we're not alone." I CAN TELL WHY YOU'RE A DETECTIVE EH @_@ Makes you grit your teeth, right?

I mean you might roll your eyes or snicker the first time. But clearly no one on the team had any perspective on how often you'd be hearing these things over the course of just one play session, let alone the hundreds of hours these games get. It's why Preston became a meme. No perspective on repetition, and too much "the player is obviously a moron so I should remind them who they are and what they're supposed to be doing again." AI in general is just awful and the constant inappropriate lines are cringey.

All of it was stuff that obviously sounded good when you're planning it, but then no one actually evaluated the end result. They hear these things so often, for YEARS, during development, right? So they have no perspective on what the player experience will be - they're immune, they just tune it out. Not just dialogue, but any repetitive element, I think, suffers from this "devs built up a tolerance" thing.

I've made some adjustments to companion AI, there's a mod that overhauls their AI completely ("More Smarter Companions") - it changes their capabilities quite a bit, so it may not be for everyone, but it makes some badly needed improvements. I'm hoping to put out something that will prevent settlers from leaving fortifications and charging out into the open - i give you a sniper rifle and put you in a tower and you charge up into melee range? wtf man
 
Now that we have such great mods like Sim settlements Xbox One users really needs more than 2 gigs I know this is been said many times but it's really making it difficult to choose every update requires me to delete something else I wish they would raise it just a little they keep promising us they will but they haven't yet
 
I honestly wish they hadn't given us a back story where we're the parents of Shaun. what if we want to be single and unmarried?

It just breaks the immersion for every play-though where my character would clearly build settlements and what not instead of tearing up the entire wasteland looking for their son. This was the reason why I downloaded a mod that would let me lead an alternate life instead of being Shaun's parents.

I think the main story would still work even without the missing infant and dead spouse aspect... just need a few tweaks. like:
1) the start up scene where you switch genders, change race, etc could be explained away by being a dream. You wake up as a single unmarried person in bed and then go to the kitchen where codsworth is. you then say: "Codsworth, just had the weirdest dream. I was standing in front of the bathroom mirror while I changed genders and appearances. I guess I should lay off on the junk food before bed, huh?"

2)Instead of it being a infant kidnapped, the institute could just easily snatch a random person from the vault. After all, the baby was exposed to fallout just as much as the rest of the adults were before we went down into that elevator. So I think it's only fair that the rest of the adults in the vault could be seen as genetically pure and corrupted by nuclear fallout too. And instead of having the whole vault die, I think they could pave the way to a settlement tutorial had they been allowed to live.

3) following up on number 2, What if Vault 111 was not just for freezing people, but also for things like food, seeds, etc? Then you'd have what you need to restart civilization, so to speak.. bringing back pre-war crops, etc and what not. The residents of the vault would be frightened at finding themselves in a different world than the one they left behind in the past, but under your leadership they would become the first citizens of the new sanctuary settlement.

4) Also? The sanctuary settlement would also extend all the way up to the vault 111 surface area.

5) you would get to choose whenever to turn away the last minutemen group or take them in at sanctuary after you rescue and meet Preston. After all Sanctuary friggin' belongs to you....it was your home before the war. Why should they get to waltz in and claim the place for themselves? What if you don't even like any of them. heh. But the catch of course, would be that you would lose out on any mintuemen quests if you turned them away. But that's okay if you already did a minutemen run though on the last save.
 
2)Instead of it being a infant kidnapped, the institute could just easily snatch a random person from the vault. After all, the baby was exposed to fallout just as much as the rest of the adults were before we went down into that elevator. So I think it's only fair that the rest of the adults in the vault could be seen as genetically pure and corrupted by nuclear fallout too. And instead of having the whole vault die, I think they could pave the way to a settlement tutorial had they been allowed to live.

3) following up on number 2, What if Vault 111 was not just for freezing people, but also for things like food, seeds, etc? Then you'd have what you need to restart civilization, so to speak.. bringing back pre-war crops, etc and what not. The residents of the vault would be frightened at finding themselves in a different world than the one they left behind in the past, but under your leadership they would become the first citizens of the new sanctuary settlement.
I like these two. You wake up, gain access to all the features of 111, thaw the rest and command them around. In that process, you could find some unique... thing. Maybe some sort of a Pip-Boy addon, a "Vault-Tec Instant Nano-Fabrication Module", which allows you to turn a bunch of forks instantly into an iron wall or some random branches into a whole wooden house :D
 
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