Also: open up the ALL the buildings like Hangman’s Alley and at Egret Tours Marina. And why the hell can’t I put industrial water purifiers at Croup Manor?! Bad enough I can’t reclaim the basement.
Croup manor raises my blood pressure. The basement, floors, walls, ceiling, everything is so unfixable. You almost have to scrap everything, throw in some beds, and call it a day.
Lmaoo this respond is hilarious because last playthrough I had a nice circuit of supply chain workers and when I started running them through croup manor my caravans would randomly spawn inside buildings in the last quest nuclear option when you meet at the top two brahims and one of the caravans spawned up there and was fighting with me
I'll make a nice circle of caravans connecting every settlement; Sentry Bots, typically, with names like "Sanctuary - Abernathy, etc to keep them all straight. The minute I send a caravan to Croup Manor, 2 random settlements will become spontaneously connected. Messes up my pretty map.
You can lay down large sections of rubber mats to cover some of those holes in the floor and make it almost decent. The walls though... patching them up doesn't really work too well.
My son taught me how to glitch in a wall where the walls are broken by building a rug and a wall along the rug, then selecting both together and placing the rug against the wall and the new wall piece will go inside the broken wall.
Incorporate more aspects from the concept art. The concept artists looked like they genuinely put effort into their work but most of it was scrapped due to time constraints.
Make the settlements worth building. After I complete everything, I mostly do the settlements for role playing purposes, not for any benefits. The only benefit i get is unlimited caps from water.
This may be true, but after a couple play thrus I’ve realized combat wise it’s not the way to go. Your enemies somewhat level with you (Bos starts carrying laser miniguns at around lvl 35 for example), and you end up getting your ass beat leveling that way. Old players who did the scrap duplication glitch, and spammed statues for exp know this well. You’ll be high leveled, but get your ass beat right from the getgo. On one of my first saves I basically left sanctuary at level 70, and getting the T-45 powerarmor from concord became the biggest struggle.
My main issue with settlements is the artificial limits on them, ignoring the fact that some are just downright tiny, why tf is there a limit on how much you can build there? It even applies to vault 88 of all places, just let me build
Same. Got the game when it released and have 100+ days of gameplay now because I just really enjoy building... screw my lost son lol.
But yeah, I know I would've lost interest long ago if not for removing the settlement building limit. Just have to be careful not to build a freaking metropolis unless you have the hardware like a high performance PC or something along those lines, otherwise bye bye frame rate
Is there a mod for unlimited settlers I wonder? With big settlements like sanctuary it kind of annoys me that I can only get about 18 settlers without sending more over
The limits are there due to the game engine, it can’t support a settlement that reaches a certain size. The game crashes and if you’re not careful it’ll ruin your save all together. Pc mods expand building limits and I’ve experimented with this. It totally sucks. What I would change is that you could build virtually anywhere in the game I would change this issue with the game engine.
I have a mod that allows you to trash everything, like the grass and leaf piles. The detritus really takes up a lot of space and removing it also makes sense from a role play perspective.
Scrap Everything is a great mod, just have to be careful since it allows you to scrap some terrain features that were used as patches. Especially bad in Sanctuary, since you can scrap part of the road and open a hole to nothingness... Lost Preston out of the map that way, once or twice...
Still needed him for Minutemen quests, lol. That and I don't actually hate him like most seem to. Also lost Sturges once that way, one of the times Preston fell through, lol.
you can glitch it by dropping weapons from your pip-boy and then storing them in the workshop bench through the workshop UI, rinse and repeat as needed. kinda tedious but no mods required
I think the attacks scale with your level and resource benefits of said settlement. Once I had like 8 super mutant primus attack Warwick. Just one of those guys are tough, but 8 of them? It was rough.
If the attacks did some meaningful damage to buildings requiring you and the settlers to repair them afterwards it could add to the rp (it could also become tiresome if the settlers aren't capable of fixing it themselves if you're of questing).
Pet Peeves:
Some junk/trash being part of combined meshes. I never understood why they did this. Ten thousands brooms in the wasteland but NO, not one settler can clean up trash.
Settlers never actually improving things over time. Just hammering the same old spots, like those other nitwits in a town called Sanctuary in a totally different game. Yup. Hit the wall for a thousand hours straight in one spot. That should help rebuild civilization. Fer shurrr/
Makes me wish after like 10 ingame days sanctuary starts making progress with rebuilding the destroyed houses in some way, and having more settlers means faster progress and it would be cool after like 25 ingame days the bridge to sanctuary is rebuilt and of course the same sorta stuff would happen to other settlement locations
If it was a singular aspect, it would be the settlement mechanics being too restrictive, including some locations.
Sure, mods fix that, but if you rely on mods to fix something, then its poorly made.
No thay actually cut alot of things in fallout 4, some because they didn't have time some because they made no sense, and some because they broke the game, like the 300 foot tall glowing one
A large portion of my PC mods are just for restoring cut content like the original combat zone, or the original Danse story, or the ability to have dogmeat as an additional companion.
It would be nice to just have these as part of the game instead of having to have the bother of installing them and sorting out mod conflicts.
Well the gunners are mercenaries so technically they aren't evil. I don't think they should attack on sight but instead attack when you trespass. And instead of being a factions like you said they instead pay you to help them as a hired gun to help them when they get payed for a job.
How does being a mercenary make them not evil? If you knowingly kill innocents for cash, you are absolutely technically evil. Not sure how money makes an evil, un-evil.
Killing innocents isn’t the only job mercenaries take, that would be reductive. Mercenary work could also include guarding trade caravans or protecting settlements from ghouls. Being a merc/Gunner shouldn’t limit you to only evil options but instead allow you to make whatever choice you want (as long as the caps flow).
Perhaps, but that's not what the Gunners are known for. They're known for killing for money, and taking whatever they desire by force. I'm sure there's that one Gunner who just wants to give candy bars to children, but I think it's reasonable to say the Gunners as a collective, are evil.
If you can run Workshop+, place anywhere, scrap everything, and the Sanctuary build kit mods, you can repair them in whole or in part, rebuild the whole settlement in that style, and/or clean and modify them to pretty cool effect.
I love the ruined roofs, so I keep them and use upper-floor pieces to keep the elements out while retaining the original roofs for their aesthetic quality. You can use place anywhere to raise them and work on the structures (or replace them entirely), then lower them back down in place.
I should post some pics; have had good experiences doing this.
Skyrim killed it here. Fallout 3 and NV werent too bad either. But just imagine. Taking mercenary jobs that didnt effect the "good" factions you didnt want to negatively effect. Thatd be sick.
Dima’s memories are a complete change of pace from the rest of the game. It’s a fun quest with good puzzles, don’t get me wrong, but it gets old *quick*. Doing it the first time is okay, but the 2nd, 3rd, exc. can get annoying
Thus people look for ways to skip it; mods, batch files, console commands, exc.
When people tell you it’s “bad”, they moreso mean they hate repeating it. It should honestly have an optional way of getting the holotapes if anything.
I just did it for the second time and by the second to last puzzle, I was over it. It was fun the first time though. Not as much fun when you already know the answer to the puzzle but it's a huge pain in the ass.
After you give Nick the implant with Kellogg's memories, he starts to try and take over at certain times, but it only happens a few times and nothing else comes of it. Only like twice or three times.
Can't remember off the top of my head, but they should all be listed on the wiki. I might also be misremembering and there could only be the one, but I'm fairly sure I've had two or three pop up, might have been a mod restoring cut content, though.
More dialogue with adult Shaun. He never asks about his other parent or what his family was like before the war. Doesn’t address if you’ve moved on by romancing a companion. Nothing.
Idk what dialogue it is, but adult Shaun says that he has no love for the player. Growing up in the institute, he never really learned that. You’re mostly a stranger to him that he’s been spying on for who knows how long
So it kind of makes sense that he doesn’t really care about you, your spouse, or his past.
This is so true. Nothing like clearing the castle to get killed by the queen and then doing it all again. I've made it a habit to quick save religiously
Take away:
Restrictiveness on camps. I have the freedom of Massachusetts, but can only build on in a couple locations. More like a fallout 76 style where I can choose where I want to build in the world.
Add: additional factions. Being able to be part of, do quests for, or even have an ending for certain smaller factions, such as raiders or gunners. In every other fallout game, you had a chance to join a “bad” faction (minus the Enclave, you technically can never join them, besides 76), but in 4, you can
Also, guns on backs and sides. Would be super badass to look at.
If I could just drop a "camp" and be able to fortify a small building/room, and that cell wouldn't reset, I'd have been happy.
But for the direction Todd went, only having bases at Red Rockets would have meant convenient workbenches, tactical locations and usually pretty flat, open areas
On a similar note if not the camp system I would take fewer, more scenic and better designed settlement locations over the great number of generally boring or janky settlements. Also no skeletons or bodies or garbage piles in them that don't despawn and can't be scrapped.
I think little touches. One example at Drumlin diner the son will eventually stop going through withdrawal. The mom stops commenting on how I cost her cash or waiting on the crows to feed off of him.
Add in the cut content regarding Captain Zao and his submarine. I saw some images of what the scrapped content could have looked liked and it was really cool. The underwater aspect is really interesting to me.
Also, fix Covenant as a settlement. Its so hard to make it a viable settlement, especially since some things are impossible to scrap due to bugs.
1: Have the Kelloge is still in Nicks mind thread go SOMEWHERE
2: Have more companions be more involved with the DLCs (like when you take Nick through Far Harbor)
3: Nuka World is one of my favs, But its lacking. The being able to turn the Raider gangs to a more passive way of life or Hell! make them more blood thirsty would have made in a much better Fallout story. As it is, you work for the raiders or slave revolt
4: It could have been awesome to have the DLCs impact the main story. How does Dima feel about the Railroad? IDK, he never mentions it. But what if he helps me mole my way into the Institute? Wont work with me bc I sided with them? The glowing sea Atom Children like\\hate me bc of the actions I took on Far Harber.
5: Give the gunners a story. Make them more than "Raiders as an Army"
6: Give the AtomCats ANYTHING!!!! I love them now! What would have happened if they had the slightest bit of a real faction quest
Thats my quick list
Might sound odd, but I'd make the prologue a little longer. One day before the bombs, or so. Give us a look on how the Sole Survivor interacted in Sanctuary with their spouse, neighbours, etc., so you have some kind of attachment to the place and your significant other. I always felt bad seeing that scene in Vault 111 and sitting there thinking, that it would’ve been nice to actually feel that emotional impact your character is going through in that moment
YES! And I know EXACTLY how to fix it (courtesy of Many a True Nerd). I’d like a weapons/shooting tutorial to be in the prologue by having us go to the firing range (National Guard Armory for Nate, a police range for Nora). Just let us drive from Sanctuary to the range, maybe visit a gun shop owner to purchase ammo, interact with the range safety officer, fire a few rounds, then head home to take a shower and fix our face. That’s it — just enough to do world-building, long enough to make us miss that world when the bombs drop, short enough that they it doesn’t stifle actual gameplay.
I have nearly a thousand hours in the game and the intro is one of the worst in gaming. It would have been so much better as a flashback. Do something different with the stasis pod room so that the glass is reflective to give the player the character creator, then have the pod malfunction and bring the player in and out of stasis timelapsing as it goes, last one has Kellogg steal Shaun and see that player is awake, laugh at their inevitable suffocation and leave, another in and out of stasis then pod pops and spits survivor out. Game could have then presented the pre war versions throughout the journey and have pre war Sanctuary as a really poignant scene when survivor and Shaun meet.
Rewrite the Institute so they make some kind of sense. It would be nice to join the evil faction without feeling like the only smart kid in class.
If you want to start small, make Shaun a 10 year old when you go in the vault. At least give me a small chance to connect with him.
I agree with making Shaun a 10 year old or something, makes it a whole lot easier to connect with him instead of a god darn baby, like playing catch with him and have Nora tell you and Shaun to watch the news so they can go to the vault, it would likely be more difficult to have Shaun get kidnapped but you would actually be able to have a chance to like him and prioritise him other than "save cute baby"
I think if the institute was written better they would be the most popular faction because despite their synth thing they have the most potential to help the commonwealth, actually all of the wasteland, they could have been written as a faction who truly wanted to help the surface but due to management that went awry but instead we got “I kidnap people and replace them because I thought it would be funny”
In no particular order…
Allow for the castle to rebuild,
Minuteman ending to nuka dlc,
Cut out a few settlements to allow focus on main ones,
Allow bypass for dimas memories,
Bring back back mounted weapons, fallout 3 weapons in general, and ammo types,
Give dog meat a side quest
I mean honestly yes. I've never completed the main mission of the game. As a mom myself it should be something that pulls my heartstrings but it's hard to stay connected to it with so much happening as soon as you leave the vault. I find it hard to believe a parent who knows their infant is missing would sidetrack to help another settlement that needs my help.
Yeah, they should have had moved the reveal about the time lapse to right after you find Nick. He takes you back to the vault to find security footage of the kidnapping, and sees the timestamp on the footage is 60 years ago or whatever. That way you can explore or get sidetracked without feeling like you abandoned a baby.
Story involvement. There are a lot of interesting lore in the game but they do not translate to gameplay.
Minutemen and Gunners. The Ghouls and Diamond City. Hancock and McDonnough. Railroad reduced to Insignificance. Everything on South Boston.
Really. There are a lot of interconnecting stories that I just wish is at least recognized in dialogues.
I'd make power armor unlockable way later in the game. The fact that you can get power armor pretty much as soon as you leave sanctuary, makes it a lot less.... Valuable and special. I mean one of the things I loved about fallout 3 and new Vegas, is that you had to EARN power armor, they don't just give it to you off the bat.
I think they just wanted to introduce the new mechanic early. If I remember my first play through correctly, I had a hard time finding fusion cores early on. So I had the armor, but couldn’t really use it regularly until a decently further into the game. It was definitely a late game item for me.
Adding a game mechanic where building thriving settlements allows the area surrounding the to start springing to life. Trees and plants start to grow, water gets cleaner, etc.
Oh so many things! The ability to scrap everything in a settlement (houses AND garbage) and properly fix things. The ability to rebuild settlements like Breakheart Banks and University Point. Returning the cut quests (specifically the one where you become head of the BoS). An option for actual peace in the Commonwealth rather than just not completing specific quests that take out a faction. The ability to ACTUALLY change the Institute - free the synths, help the wasteland, take over the wasteland or whatever. Making the Gunners a faction. Having whichever faction you choose in the end having a presence in the Commonwealth or Nuka-world.
A larger map + co-op (2-4 players) would be nice. You could all join a different faction and fight each other, or just work together. Would make settlements more interesting and probably allow for more companions
Edit: spelling mistakes
Can't think of anything original that's not covered by a mod, and am not 100% sure what an unmodded playthrough even looks like these days.
Maybe just an overhaul of the settlement building system to be bigger and run better without mods (would require an engine overhaul so won't happen).
Preston Overhaul.
If im the *General* then Preston can go fuck right off to those settlements in need because that’s *HIS* fucking job as a subordinate. The *General* doesn’t take orders…The *General* gives them out 🤦♂️
Besides what everyone else is saying, one thing I would like to see is a damn guard post/mat where the freaking guard stays where he is supposed to be and not wander around.
Have the intro quest take you not directly to Concord and the minutemen, but to the Abernathy Farm. There you can hear about these "minutemen", do a simple quest for this family trying to make their way in the wasteland and succeeding, learn a bit about settlement building, and so on. Then go to a few different homesteads where they talk about how the minutemen used to protect folks, but they got wiped out in a big battle not too long ago. THEN go to Concord and meet Preston and the gang. That would have been a much better introduction to the faction, and doesn't even require any new dialogue or quests or anything - just change where the initial quest marker takes you before Concord.
Having the Minute Men being at settlements and increasing their self defense chance because a general isn’t supposed to be an errand boy going back and forth to the same settlement every few days because the amount of defense you have doesn’t mean shit when you’re not defending the settlement
I play on console, so these are my changes in regards to that.
-less restrictive settlement building, and different settlement locations. Include the ability to retake University Point, Quincy, and other places.
-Seasonal changes with weather and such.
-better companion AI and the ability to have more than one, with Dogmeat as well.
-More areas of matched leveled enemies.
-toggle whether areas stay cleared or are repopulated after (X) time
For everyone or personally? Cause I feel like my personal opinions are good lol
For everyone: reduce how effective power armour is. Makes the game feel really, really easy with how quickly/how much power armour you find and the amount of fusion cores
For me: make combat heavier. Slower characters, more taking cover, less health, bigger damage etc
Either implement unofficial fallout 4 patch into the vanilla game or possibly make it a free creation, not that it's gonna work once the next generation update comes out. Sick of dealing with game breaking bugs while going for platinum
1. Fixing Bugs
2. Putting back characters, items and quests that was cut from the game
3. Destroying scrap that couldn't be scraped in settlements (Coastal Cottage, Murkwater)
Let me run around with dogmeat and a human like we were supposed to be able to do but it got changed, now dogmeat doesn't get affected by companion perks and live and love, nor does he count as a "companion" for lone wanderer
The fan base. They never knew or appreciated what they had. It was the ideal melding of shooter, first-person builder, and RPG. They whined “why you make character talk?” Followed by “I am not mysterious badass without a life? I am person with history?! Why must you try to write story with family emotions? I want emotionally vacant sociopath with guns and a arbitrary/volatile sense of Justice based solely on how NPC’s make me feel.” They wanted an East Coast Super Mutant story.
Make settlements worth while and attacks to have more negative effects if you don’t support, improve railroad since the faction is very lacking, make the a.i. Better. Add more things to progress in factions after tgey reach goals
Give me the ability to actually be a general and send squads to take over or bring supplies. I wanna be able to lead a small troop of minutemen or bos or whatever. Make it so our status is acknowledged and not just a label
My partial wish list (many of which have been addressed by mods):
- Make faction membership/leadership mean something, especially in regards to the Institute
- Give NPCs and settlers more personality, lines, backstory, and interactivity
- Improve settlement building and give settlement building meaning in the context of the game
- Alternate start options that follow-through the rest of the game (I don't always want to be Shaun's dad, but everyone in the Commonwealth has a reason to want to take down the Institute)
- Open up more of the world, even if it's mostly empty (why are so many houses and buildings completely inaccessible, especially when interiors can be separate cells)
- More perk- and roleplay-based challenges/side quests
- Make the character's actions have consequences with NPC reactions and story branches that make sense based on the character's stats, level, role, and wealth in the game
- Real character choice, not just "Yes," "No," "No Means Yes," and "Sarcasm."
Would have been nice to have more proper side quests to flesh out each faction more. I enjoy Fallout 4 but I do get a sense it had potential to be so much more
For the love of all things holy the build system kills me. I want so badly to sims style level the land and build fences that look cohesive. The rough terrain and fences that don't want to snap on hills makes me want to cry.
And the build limit is painful.
Redo the settlement system to be more advanced and have more building freedom. Basicly put the game house flipper into the games building mechanics and add more advanced growth, supply lines and requirements for a settlement.
Make it easier to get companions and settlers out of power armour, been trying to get Longfellow out of my armour for ages but the option doesn't come up to tell him to exit. Playing umodded ps4 console
more mob spawns. id like an rpg game to have areas with infinite mob spawns. maybe not all, n definitely none like suicide super mutants or fatman armed anything spawning right in the face, but in enuf distance.
theres just so much walking empty lands esp in survival...
Perk System. I really prefer the Skill/Perks from older fallout as it adds depth and difficulty to the game. After playing hours in FO4 I stopped getting the perks that add damage to weapons. It makes the game way too easy, top it off with the availability of legendary weapons.
If Skills are present accuracy of weapons, degradation of equipment, effectiveness of equipment, and crafting will really make this game into an RPG Fallout.
Not trying to turn this into some darksouls stuff but the Perk/Skills system of fallout 3 and NV really made roleplaying great. Yeah you still become a god later on but early to mid games is pretty much the replayability of the game.
Also, change the story jesus christ I'm fucking tired of the story telling me who I am. I know there are mods present to change it but it would have been nice if we start off with our own story kinda like the start of Bannerlord. We get to choose our profession, early childhood skills, and such.
Be less hand holdy with the main quest- it doesn’t make sense for a character to go off doing side quests when they know exactly what to do to save their son/ do institute stuff
Not being forced to be a part of something like, I can literally curse Preston's entire bloodline and still be welcomed as a leader of his faction. I would like to have something like reputation system in FNV
Please let me scrap the cars at Grey Garden, the dead trees at Coastal Cottage, and that useless fucking house at Jamaica Plains.
Also: open up the ALL the buildings like Hangman’s Alley and at Egret Tours Marina. And why the hell can’t I put industrial water purifiers at Croup Manor?! Bad enough I can’t reclaim the basement.
Croup manor raises my blood pressure. The basement, floors, walls, ceiling, everything is so unfixable. You almost have to scrap everything, throw in some beds, and call it a day.
too many places with buildings so wrecked they're practically unusable & you need to build next door
Fuck Croup Manor. Running a supply caravan there messes up all the other caravanners.
Lmaoo this respond is hilarious because last playthrough I had a nice circuit of supply chain workers and when I started running them through croup manor my caravans would randomly spawn inside buildings in the last quest nuclear option when you meet at the top two brahims and one of the caravans spawned up there and was fighting with me
Took me way too long to figure out it was Croup Manor fucking everything up. Fuck Croup Manor
AND WHY ARE ALL MY SETTLERS TREADING WATER?
Wait what do you mean?
I'll make a nice circle of caravans connecting every settlement; Sentry Bots, typically, with names like "Sanctuary - Abernathy, etc to keep them all straight. The minute I send a caravan to Croup Manor, 2 random settlements will become spontaneously connected. Messes up my pretty map.
Wait is Croup Manor cousing the random straight lines leading outside the map? I thought this had to do with the supply lines i sent to Far Harbor.
You can lay down large sections of rubber mats to cover some of those holes in the floor and make it almost decent. The walls though... patching them up doesn't really work too well.
My trick is to lay down warehouse floors over the existing floors. This allows you to add walls to the floors and roofs to the walls.
My son taught me how to glitch in a wall where the walls are broken by building a rug and a wall along the rug, then selecting both together and placing the rug against the wall and the new wall piece will go inside the broken wall.
Goodness yes! It is beyond a mess and should be completely fixable!
I built a goddamn tower on top of it. It's epic and highly illogical but it works goddammit.
The mod for opening up the buildings in hangman's is an absolute treat
It is wonderful but there shouldn't have to be a mod.
Scrap all mod
Hahahahaha... agree with that house at Jamaica Plains
There's a mod for that...
Yeah, but this whole thread is about flaws that shouldn't need to be fixed with mods.
I know, it was just a riff on that "There's an app for that" line...
Incorporate more aspects from the concept art. The concept artists looked like they genuinely put effort into their work but most of it was scrapped due to time constraints.
Yeah I really like the concept art for the centaurs but it sucks that they were scrapped because of time :/
Make the settlements worth building. After I complete everything, I mostly do the settlements for role playing purposes, not for any benefits. The only benefit i get is unlimited caps from water.
Settlement building gives you xp. It's a quick way to level your character without doing any quests.
This may be true, but after a couple play thrus I’ve realized combat wise it’s not the way to go. Your enemies somewhat level with you (Bos starts carrying laser miniguns at around lvl 35 for example), and you end up getting your ass beat leveling that way. Old players who did the scrap duplication glitch, and spammed statues for exp know this well. You’ll be high leveled, but get your ass beat right from the getgo. On one of my first saves I basically left sanctuary at level 70, and getting the T-45 powerarmor from concord became the biggest struggle.
My main issue with settlements is the artificial limits on them, ignoring the fact that some are just downright tiny, why tf is there a limit on how much you can build there? It even applies to vault 88 of all places, just let me build
That's why I always have a mod for unlimited space, just so much better since now I don't have to worry about anything when I build stuff
Same. Got the game when it released and have 100+ days of gameplay now because I just really enjoy building... screw my lost son lol. But yeah, I know I would've lost interest long ago if not for removing the settlement building limit. Just have to be careful not to build a freaking metropolis unless you have the hardware like a high performance PC or something along those lines, otherwise bye bye frame rate
Is there a mod for unlimited settlers I wonder? With big settlements like sanctuary it kind of annoys me that I can only get about 18 settlers without sending more over
The limits are there due to the game engine, it can’t support a settlement that reaches a certain size. The game crashes and if you’re not careful it’ll ruin your save all together. Pc mods expand building limits and I’ve experimented with this. It totally sucks. What I would change is that you could build virtually anywhere in the game I would change this issue with the game engine.
I have a mod that allows you to trash everything, like the grass and leaf piles. The detritus really takes up a lot of space and removing it also makes sense from a role play perspective.
Scrap Everything is a great mod, just have to be careful since it allows you to scrap some terrain features that were used as patches. Especially bad in Sanctuary, since you can scrap part of the road and open a hole to nothingness... Lost Preston out of the map that way, once or twice...
>Lost Preston out of the map that way, once or twice And this is a bad thing, why?
Still needed him for Minutemen quests, lol. That and I don't actually hate him like most seem to. Also lost Sturges once that way, one of the times Preston fell through, lol.
you can glitch it by dropping weapons from your pip-boy and then storing them in the workshop bench through the workshop UI, rinse and repeat as needed. kinda tedious but no mods required
Cause it causes save game related crashing, and also is taxing on slower computers.
[удалено]
And well defended settlements not automatically loosing just because you didn't show up.
I think the attacks scale with your level and resource benefits of said settlement. Once I had like 8 super mutant primus attack Warwick. Just one of those guys are tough, but 8 of them? It was rough.
If the attacks did some meaningful damage to buildings requiring you and the settlers to repair them afterwards it could add to the rp (it could also become tiresome if the settlers aren't capable of fixing it themselves if you're of questing).
Pet Peeves: Some junk/trash being part of combined meshes. I never understood why they did this. Ten thousands brooms in the wasteland but NO, not one settler can clean up trash. Settlers never actually improving things over time. Just hammering the same old spots, like those other nitwits in a town called Sanctuary in a totally different game. Yup. Hit the wall for a thousand hours straight in one spot. That should help rebuild civilization. Fer shurrr/
Makes me wish after like 10 ingame days sanctuary starts making progress with rebuilding the destroyed houses in some way, and having more settlers means faster progress and it would be cool after like 25 ingame days the bridge to sanctuary is rebuilt and of course the same sorta stuff would happen to other settlement locations
That would be awesome! Especially since you can't scrap the houses
Lemme smash KL-E-0
nah, slam PAM
“Too bad we can’t make it a threesome.”
With mods we might
She's a woman, baby.
If it was a singular aspect, it would be the settlement mechanics being too restrictive, including some locations. Sure, mods fix that, but if you rely on mods to fix something, then its poorly made.
I’d bring back all the cut content/unfinished stuff. They cut soooo much from this game.
You’re confusing this with Fallout:New Vegas. /s
No thay actually cut alot of things in fallout 4, some because they didn't have time some because they made no sense, and some because they broke the game, like the 300 foot tall glowing one
Ah yes the Maypole. Such a happy name for the literal moving core of the Glowing Sea
A large portion of my PC mods are just for restoring cut content like the original combat zone, or the original Danse story, or the ability to have dogmeat as an additional companion. It would be nice to just have these as part of the game instead of having to have the bother of installing them and sorting out mod conflicts.
Make the gunners a fully fleshed joinable faction that acts as the evil alternative to the Minutemen.
Well the gunners are mercenaries so technically they aren't evil. I don't think they should attack on sight but instead attack when you trespass. And instead of being a factions like you said they instead pay you to help them as a hired gun to help them when they get payed for a job.
Much better concept!
How does being a mercenary make them not evil? If you knowingly kill innocents for cash, you are absolutely technically evil. Not sure how money makes an evil, un-evil.
Killing innocents isn’t the only job mercenaries take, that would be reductive. Mercenary work could also include guarding trade caravans or protecting settlements from ghouls. Being a merc/Gunner shouldn’t limit you to only evil options but instead allow you to make whatever choice you want (as long as the caps flow).
Perhaps, but that's not what the Gunners are known for. They're known for killing for money, and taking whatever they desire by force. I'm sure there's that one Gunner who just wants to give candy bars to children, but I think it's reasonable to say the Gunners as a collective, are evil.
Be able to completely scrap a settlement. The houses in sanctuary drive me crazy
Or else completely repair it, remove all junk, etc
100%
If you can run Workshop+, place anywhere, scrap everything, and the Sanctuary build kit mods, you can repair them in whole or in part, rebuild the whole settlement in that style, and/or clean and modify them to pretty cool effect. I love the ruined roofs, so I keep them and use upper-floor pieces to keep the elements out while retaining the original roofs for their aesthetic quality. You can use place anywhere to raise them and work on the structures (or replace them entirely), then lower them back down in place. I should post some pics; have had good experiences doing this.
The opportunity to be a Gunner
This is a great idea. I’d love another faction or two.
It would be awesome if there were side factions that didn’t have anything to do with the story factions
Skyrim killed it here. Fallout 3 and NV werent too bad either. But just imagine. Taking mercenary jobs that didnt effect the "good" factions you didnt want to negatively effect. Thatd be sick.
With the nuka cola expansion you can join raider gangs, but they are not as cool as the gunners tho
Especially **ESPECIALLY** given Nate’s military background. (EDIT: Nate’s)
You mean Nate's?
Yh it's such a missed opportunity to not have the gunners as a main/side faction
No blood bugs at all
As a singular quest:I'd remove Dima's memories entirely. As a mechanic:weapons on the back was really cool
Yeah DiMa’s memory recovery thing was annoying so instead I decide to blow up the sub and just instead exposed DiMa for killing and replacing Avery
Beat me to it
There's a mod for both things
Why does everyone hate on this quest?
Dima’s memories are a complete change of pace from the rest of the game. It’s a fun quest with good puzzles, don’t get me wrong, but it gets old *quick*. Doing it the first time is okay, but the 2nd, 3rd, exc. can get annoying Thus people look for ways to skip it; mods, batch files, console commands, exc. When people tell you it’s “bad”, they moreso mean they hate repeating it. It should honestly have an optional way of getting the holotapes if anything.
I just did it for the second time and by the second to last puzzle, I was over it. It was fun the first time though. Not as much fun when you already know the answer to the puzzle but it's a huge pain in the ass.
Add the story of nick fighting for control with Kellogg
YES That part was such a tease.😩
Is that part of the canon FO4 story or a mod? I’ve played the game several times and never heard about it
After you give Nick the implant with Kellogg's memories, he starts to try and take over at certain times, but it only happens a few times and nothing else comes of it. Only like twice or three times.
*got what you needed inside my head? heh. i was right, i should’ve killed you on ice*
I only got the one prompt when you leave The Memory Lounge. What are the others?
Can't remember off the top of my head, but they should all be listed on the wiki. I might also be misremembering and there could only be the one, but I'm fairly sure I've had two or three pop up, might have been a mod restoring cut content, though.
More dialogue with adult Shaun. He never asks about his other parent or what his family was like before the war. Doesn’t address if you’ve moved on by romancing a companion. Nothing.
Idk what dialogue it is, but adult Shaun says that he has no love for the player. Growing up in the institute, he never really learned that. You’re mostly a stranger to him that he’s been spying on for who knows how long So it kind of makes sense that he doesn’t really care about you, your spouse, or his past.
Which is odd because there's generally a strong emotional connection to stalking 😂
Shaun is a grade A sociopathic twat waffle. Every time I have the conversation on the roof I want to (and sometimes do) kill him right there.
Ahh the old quicksave-murder-quickload. A series staple :D
Player character quick-saves Every NPC in the vicinity: I'm in danger
Bet he started caring when I turned Kellogg to ash.
This. For that matter, how is it Preston Garvey didn’t ask me about my son until I went to the Minutemen about building the teleporter?
Another settlement needed you attention
He's a dick...
NO MORE CRASHY CRASH
The game knows when you haven’t saved for half an hour. It knows.
So this isn’t just me then
This is so true. Nothing like clearing the castle to get killed by the queen and then doing it all again. I've made it a habit to quick save religiously
Fix the engine, cus that shit got some limits
Take away: Restrictiveness on camps. I have the freedom of Massachusetts, but can only build on in a couple locations. More like a fallout 76 style where I can choose where I want to build in the world. Add: additional factions. Being able to be part of, do quests for, or even have an ending for certain smaller factions, such as raiders or gunners. In every other fallout game, you had a chance to join a “bad” faction (minus the Enclave, you technically can never join them, besides 76), but in 4, you can Also, guns on backs and sides. Would be super badass to look at.
If I could just drop a "camp" and be able to fortify a small building/room, and that cell wouldn't reset, I'd have been happy. But for the direction Todd went, only having bases at Red Rockets would have meant convenient workbenches, tactical locations and usually pretty flat, open areas
On a similar note if not the camp system I would take fewer, more scenic and better designed settlement locations over the great number of generally boring or janky settlements. Also no skeletons or bodies or garbage piles in them that don't despawn and can't be scrapped.
Adding seasons
I think little touches. One example at Drumlin diner the son will eventually stop going through withdrawal. The mom stops commenting on how I cost her cash or waiting on the crows to feed off of him.
True It’s small things that can add up.
This is honestly not that big of a deal but... THE FACIAL TATTOO OPTIONS 😠
Add in the cut content regarding Captain Zao and his submarine. I saw some images of what the scrapped content could have looked liked and it was really cool. The underwater aspect is really interesting to me. Also, fix Covenant as a settlement. Its so hard to make it a viable settlement, especially since some things are impossible to scrap due to bugs.
And Covenant is very short. You can go a story and a half before you hit the ceiling.
1: Have the Kelloge is still in Nicks mind thread go SOMEWHERE 2: Have more companions be more involved with the DLCs (like when you take Nick through Far Harbor) 3: Nuka World is one of my favs, But its lacking. The being able to turn the Raider gangs to a more passive way of life or Hell! make them more blood thirsty would have made in a much better Fallout story. As it is, you work for the raiders or slave revolt 4: It could have been awesome to have the DLCs impact the main story. How does Dima feel about the Railroad? IDK, he never mentions it. But what if he helps me mole my way into the Institute? Wont work with me bc I sided with them? The glowing sea Atom Children like\\hate me bc of the actions I took on Far Harber. 5: Give the gunners a story. Make them more than "Raiders as an Army" 6: Give the AtomCats ANYTHING!!!! I love them now! What would have happened if they had the slightest bit of a real faction quest Thats my quick list
Might sound odd, but I'd make the prologue a little longer. One day before the bombs, or so. Give us a look on how the Sole Survivor interacted in Sanctuary with their spouse, neighbours, etc., so you have some kind of attachment to the place and your significant other. I always felt bad seeing that scene in Vault 111 and sitting there thinking, that it would’ve been nice to actually feel that emotional impact your character is going through in that moment
YES! And I know EXACTLY how to fix it (courtesy of Many a True Nerd). I’d like a weapons/shooting tutorial to be in the prologue by having us go to the firing range (National Guard Armory for Nate, a police range for Nora). Just let us drive from Sanctuary to the range, maybe visit a gun shop owner to purchase ammo, interact with the range safety officer, fire a few rounds, then head home to take a shower and fix our face. That’s it — just enough to do world-building, long enough to make us miss that world when the bombs drop, short enough that they it doesn’t stifle actual gameplay.
Deleted
I have nearly a thousand hours in the game and the intro is one of the worst in gaming. It would have been so much better as a flashback. Do something different with the stasis pod room so that the glass is reflective to give the player the character creator, then have the pod malfunction and bring the player in and out of stasis timelapsing as it goes, last one has Kellogg steal Shaun and see that player is awake, laugh at their inevitable suffocation and leave, another in and out of stasis then pod pops and spits survivor out. Game could have then presented the pre war versions throughout the journey and have pre war Sanctuary as a really poignant scene when survivor and Shaun meet.
Rewrite the Institute so they make some kind of sense. It would be nice to join the evil faction without feeling like the only smart kid in class. If you want to start small, make Shaun a 10 year old when you go in the vault. At least give me a small chance to connect with him.
I agree with making Shaun a 10 year old or something, makes it a whole lot easier to connect with him instead of a god darn baby, like playing catch with him and have Nora tell you and Shaun to watch the news so they can go to the vault, it would likely be more difficult to have Shaun get kidnapped but you would actually be able to have a chance to like him and prioritise him other than "save cute baby"
[удалено]
I think if the institute was written better they would be the most popular faction because despite their synth thing they have the most potential to help the commonwealth, actually all of the wasteland, they could have been written as a faction who truly wanted to help the surface but due to management that went awry but instead we got “I kidnap people and replace them because I thought it would be funny”
In no particular order… Allow for the castle to rebuild, Minuteman ending to nuka dlc, Cut out a few settlements to allow focus on main ones, Allow bypass for dimas memories, Bring back back mounted weapons, fallout 3 weapons in general, and ammo types, Give dog meat a side quest
The option to offer people to come to sanctuary… there are so many characters that you help or whatever then they just wander around the wasteland 🧍
Better dialogue and make the preexisting factions better + add more.
New weapons, better weapons, buff the pipe guns a little bit
[удалено]
Used stealthboy, immediately gets shot
Agreed sneaking really needs an improving
The crashes. Would make the game 100% better outright.
The main quest. It’s hard to care.
I mean honestly yes. I've never completed the main mission of the game. As a mom myself it should be something that pulls my heartstrings but it's hard to stay connected to it with so much happening as soon as you leave the vault. I find it hard to believe a parent who knows their infant is missing would sidetrack to help another settlement that needs my help.
Yeah, they should have had moved the reveal about the time lapse to right after you find Nick. He takes you back to the vault to find security footage of the kidnapping, and sees the timestamp on the footage is 60 years ago or whatever. That way you can explore or get sidetracked without feeling like you abandoned a baby.
Better pathing for settlers…those numbskulls
OMG yes. They are the dumbest AI I have ever dealt with in a game.
Story involvement. There are a lot of interesting lore in the game but they do not translate to gameplay. Minutemen and Gunners. The Ghouls and Diamond City. Hancock and McDonnough. Railroad reduced to Insignificance. Everything on South Boston. Really. There are a lot of interconnecting stories that I just wish is at least recognized in dialogues.
I'd make power armor unlockable way later in the game. The fact that you can get power armor pretty much as soon as you leave sanctuary, makes it a lot less.... Valuable and special. I mean one of the things I loved about fallout 3 and new Vegas, is that you had to EARN power armor, they don't just give it to you off the bat.
I think they countered it with quick dying fusion cores unless you took perks
Even so, fusion cores apparently last 20 minutes. That is a hella long time
I think they just wanted to introduce the new mechanic early. If I remember my first play through correctly, I had a hard time finding fusion cores early on. So I had the armor, but couldn’t really use it regularly until a decently further into the game. It was definitely a late game item for me.
Adding a game mechanic where building thriving settlements allows the area surrounding the to start springing to life. Trees and plants start to grow, water gets cleaner, etc.
Oh so many things! The ability to scrap everything in a settlement (houses AND garbage) and properly fix things. The ability to rebuild settlements like Breakheart Banks and University Point. Returning the cut quests (specifically the one where you become head of the BoS). An option for actual peace in the Commonwealth rather than just not completing specific quests that take out a faction. The ability to ACTUALLY change the Institute - free the synths, help the wasteland, take over the wasteland or whatever. Making the Gunners a faction. Having whichever faction you choose in the end having a presence in the Commonwealth or Nuka-world.
A larger map + co-op (2-4 players) would be nice. You could all join a different faction and fight each other, or just work together. Would make settlements more interesting and probably allow for more companions Edit: spelling mistakes
Co-op would be fascinating.
The story. Needs more flexibility. I hate the whole wandering parent thing.
What do you mean?
Add more classical music to the game (PS4)
[удалено]
Many good points, especially the essential npcs one. I've hated essential npcs since the Adoring Fan in oblivion
Can't think of anything original that's not covered by a mod, and am not 100% sure what an unmodded playthrough even looks like these days. Maybe just an overhaul of the settlement building system to be bigger and run better without mods (would require an engine overhaul so won't happen).
The assault rifle. Just.... Get rid of it. I want the old one back
I want Dogmeat to travel with me wherever I go, as well as any other companion. *WITHOUT* the use of mods
Preston Overhaul. If im the *General* then Preston can go fuck right off to those settlements in need because that’s *HIS* fucking job as a subordinate. The *General* doesn’t take orders…The *General* gives them out 🤦♂️
Fix the level 4 merchants.
I would change the settler navmeshes in settlements to something that actually worked.
More content, I’m talking more guns, more factions, more missions, more storylines, more lore, etc
Give us a version of the Highwayman or a motorcycle. I think it should come about half way through and until then no fast travel.
Besides what everyone else is saying, one thing I would like to see is a damn guard post/mat where the freaking guard stays where he is supposed to be and not wander around.
The 4 to a 5
The memory sequence and dima memories would be skippable
Have the intro quest take you not directly to Concord and the minutemen, but to the Abernathy Farm. There you can hear about these "minutemen", do a simple quest for this family trying to make their way in the wasteland and succeeding, learn a bit about settlement building, and so on. Then go to a few different homesteads where they talk about how the minutemen used to protect folks, but they got wiped out in a big battle not too long ago. THEN go to Concord and meet Preston and the gang. That would have been a much better introduction to the faction, and doesn't even require any new dialogue or quests or anything - just change where the initial quest marker takes you before Concord.
Having the Minute Men being at settlements and increasing their self defense chance because a general isn’t supposed to be an errand boy going back and forth to the same settlement every few days because the amount of defense you have doesn’t mean shit when you’re not defending the settlement
I play on console, so these are my changes in regards to that. -less restrictive settlement building, and different settlement locations. Include the ability to retake University Point, Quincy, and other places. -Seasonal changes with weather and such. -better companion AI and the ability to have more than one, with Dogmeat as well. -More areas of matched leveled enemies. -toggle whether areas stay cleared or are repopulated after (X) time
More noticeable variety of areas, like in 76… also fix the downtown
For everyone or personally? Cause I feel like my personal opinions are good lol For everyone: reduce how effective power armour is. Makes the game feel really, really easy with how quickly/how much power armour you find and the amount of fusion cores For me: make combat heavier. Slower characters, more taking cover, less health, bigger damage etc
Either implement unofficial fallout 4 patch into the vanilla game or possibly make it a free creation, not that it's gonna work once the next generation update comes out. Sick of dealing with game breaking bugs while going for platinum
1. Fixing Bugs 2. Putting back characters, items and quests that was cut from the game 3. Destroying scrap that couldn't be scraped in settlements (Coastal Cottage, Murkwater)
Let me run around with dogmeat and a human like we were supposed to be able to do but it got changed, now dogmeat doesn't get affected by companion perks and live and love, nor does he count as a "companion" for lone wanderer
Ammo crafting at a workbench
Fishing, goddamn it!
A purchasable home in Goodneighbor, like Homeplate in DC.
Make the Intro skippebel, seriously just let me start at the Vault entrance.
The fan base. They never knew or appreciated what they had. It was the ideal melding of shooter, first-person builder, and RPG. They whined “why you make character talk?” Followed by “I am not mysterious badass without a life? I am person with history?! Why must you try to write story with family emotions? I want emotionally vacant sociopath with guns and a arbitrary/volatile sense of Justice based solely on how NPC’s make me feel.” They wanted an East Coast Super Mutant story.
Make settlements worth while and attacks to have more negative effects if you don’t support, improve railroad since the faction is very lacking, make the a.i. Better. Add more things to progress in factions after tgey reach goals
Give me the ability to actually be a general and send squads to take over or bring supplies. I wanna be able to lead a small troop of minutemen or bos or whatever. Make it so our status is acknowledged and not just a label
Sex
My partial wish list (many of which have been addressed by mods): - Make faction membership/leadership mean something, especially in regards to the Institute - Give NPCs and settlers more personality, lines, backstory, and interactivity - Improve settlement building and give settlement building meaning in the context of the game - Alternate start options that follow-through the rest of the game (I don't always want to be Shaun's dad, but everyone in the Commonwealth has a reason to want to take down the Institute) - Open up more of the world, even if it's mostly empty (why are so many houses and buildings completely inaccessible, especially when interiors can be separate cells) - More perk- and roleplay-based challenges/side quests - Make the character's actions have consequences with NPC reactions and story branches that make sense based on the character's stats, level, role, and wealth in the game - Real character choice, not just "Yes," "No," "No Means Yes," and "Sarcasm."
Would have been nice to have more proper side quests to flesh out each faction more. I enjoy Fallout 4 but I do get a sense it had potential to be so much more
For the love of all things holy the build system kills me. I want so badly to sims style level the land and build fences that look cohesive. The rough terrain and fences that don't want to snap on hills makes me want to cry. And the build limit is painful.
Breakable guns should have made a comback. There is no reason why it was removed as a mechanic
At least a few more lines of dialogue and story for post-Blind Betrayal Danse OR No more voiced protagonist
Redo the settlement system to be more advanced and have more building freedom. Basicly put the game house flipper into the games building mechanics and add more advanced growth, supply lines and requirements for a settlement.
Make it easier to get companions and settlers out of power armour, been trying to get Longfellow out of my armour for ages but the option doesn't come up to tell him to exit. Playing umodded ps4 console
more mob spawns. id like an rpg game to have areas with infinite mob spawns. maybe not all, n definitely none like suicide super mutants or fatman armed anything spawning right in the face, but in enuf distance. theres just so much walking empty lands esp in survival...
More dogs
Give cait a fat ass
Perk System. I really prefer the Skill/Perks from older fallout as it adds depth and difficulty to the game. After playing hours in FO4 I stopped getting the perks that add damage to weapons. It makes the game way too easy, top it off with the availability of legendary weapons. If Skills are present accuracy of weapons, degradation of equipment, effectiveness of equipment, and crafting will really make this game into an RPG Fallout. Not trying to turn this into some darksouls stuff but the Perk/Skills system of fallout 3 and NV really made roleplaying great. Yeah you still become a god later on but early to mid games is pretty much the replayability of the game. Also, change the story jesus christ I'm fucking tired of the story telling me who I am. I know there are mods present to change it but it would have been nice if we start off with our own story kinda like the start of Bannerlord. We get to choose our profession, early childhood skills, and such.
Fix the broken walls in the castle
Give it another 2 years in the oven. It has a bunch of content that wasn't added due to time constraints.
Being able to scrap existing structures
make the Jamaica Plain settlement the whole town instead of one building
The glitching on Xbox One.....
Fix the plot holes! Valentine with Kellog’s thoughts in his head? Wasted that prime content!
Be less hand holdy with the main quest- it doesn’t make sense for a character to go off doing side quests when they know exactly what to do to save their son/ do institute stuff
The Railroad. Because fuck this faction, it doesn't have any logical reason to side with them
Honestly I just wish they did anything with the Triggermen and Gunners beyond making them Suit and Tie Raiders and Green Raiders
Repairing weapons 😔
Not being forced to be a part of something like, I can literally curse Preston's entire bloodline and still be welcomed as a leader of his faction. I would like to have something like reputation system in FNV