Fallout 4 Settlements  Tagged Articles RSS Feed | GameSkinny.com Fallout 4 Settlements  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Fallout 4 Settlement Mods You Need To Install https://www.gameskinny.com/ocwts/fallout-4-settlement-mods-you-need-to-install https://www.gameskinny.com/ocwts/fallout-4-settlement-mods-you-need-to-install Fri, 30 Sep 2016 15:50:47 -0400 Ty Arthur

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There are a ludicrous number of mods currently available for Fallout 4, from changes that turn the post-apocalyptic setting into a full-fledged horror game to mods specifically themed around Nuka Cola.

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After you try out some of these settlement improvement mods, let us know what you thought of our picks, and be sure to recommend us more excellent settlement mods below!

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Workshop Rearranged

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Get It Here!

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Note that this mod requires you to have the Nuka World DLC in order to function, but if you've got that expansion it us well worth picking up. Workshop Rearranged does exactly what it sounds like: streamlines the disorganized workshop menu, revises the snapping system to be more user-friendly, and as a bonus, adds in hundreds of new objects to use!

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Snap 'n Build

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Get It Here!

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If you don't have any of the DLC that covered this territory already, the Snap 'n Build mod adds in some great structure options that line up and snap together well, such as bunkers and greenhouses as well as new roof and window sets.

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The best part is that they get their own sub-heading in the workshop menu, instead of each piece being flung around the already convoluted settlement building screen.

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Better Settlers

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Get It Here!

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This nifty mod massively expands the settler options so you don't get repeats, with a huge range of facial options, skin tones, outfits, weapons, etc. The Better Settlers mod ensures each settlement will look unique and have a more visually appealing (and combat-capable) cadre of settlers.

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Precise Object Movement

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Get It Here!

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Do you absolutely hate the workshop's method for placing objects? This essential mod takes out all the hard work for you, instantly putting in console commands so you have far more precise control over exactly where an object is placed and how its oriented. You can tilt left, right, up, down, diagonal and so on in a much better way than Bethesda's original clunky system.

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Better Settlement Warning Messages

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Get It Here!

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This mod changes the warning messages about settlements being under attack so you can't miss them. Instead of in the top corner, they pop up as main system message at the center of the screen, and also warn you as to what type of invader to expect (ghouls, synths, raiders, etc.).

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Fallout Custom Paintings

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Get It Here!

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While the various settlement-focused DLC did add in new aesthetic options for your town creations, there were still some seriously lacking areas. For a cool indoor area, this mod gives you 22 different paintings featuring iconic Fallout art from throughout the game's history.

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Longer Power Lines

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Get It Here!

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Sweet mother of apocalyptic god, if you only install one mod with this frustrating settlement system, make it this one! With this nifty mod, your power lines can extend all the way from one edge of town to the other.

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No more guessing which item (totally lacking a description...) is meant to extend your power lines across larger settlements, and no more having to wonder how many power sources you can hook up to junctions.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_360,q_80,w_640/v1/gameskinnyc/s/e/t/settlementsexpanded-4331d.png","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_85,q_80,w_97/v1/gameskinnyc/s/e/t/settlementsexpanded-4331d.png","type":"slide","id":"135291","description":"

Settlements Expanded

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Get It Here!

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An overhaul of settlements entirely, this mod increases the maximum number of placeable objects, gives you all the required perks for building various objects, places 1,000 of each building material in your inventory, and greatly expands the number of items in the building menu.

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Basically this one's a starter kit of sorts if you want to give settlements a try but don't have the patience to go hunt down a ton of materials manually.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_360,q_80,w_640/v1/gameskinnyc/m/o/d/modscover-c3028.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_85,q_80,w_97/v1/gameskinnyc/m/o/d/modscover-c3028.jpg","type":"slide","id":"135290","description":"

The biggest new feature in the long-awaited Fallout 4 (aside from customizable power armor) also happened to be one of the game's biggest disappointments. Yep, we're talking about settlements again, which has caused a serious love/hate (or just maybe hate/hate) relationship with Fallout fans.

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While a steady string of DLC over the last few months added in a ton of settlement options, it still overall didn't quite make the game live up to the earlier entries in the series.

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Where developers fail to deliver, modders step in to pick up the slack. If you've been hesitant to pick up settlement building or tried it and didn't care for the limited options, these mods will completely change your perception of how settlements can work.

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Become an evil overseer with Fallout 4's Vault-Tec Workshop https://www.gameskinny.com/3439d/become-an-evil-overseer-with-fallout-4s-vault-tec-workshop https://www.gameskinny.com/3439d/become-an-evil-overseer-with-fallout-4s-vault-tec-workshop Wed, 27 Jul 2016 08:23:55 -0400 Ty Arthur

With the strong focus on building settlements, the inability to design your own vault seemed like a major oversight in Fallout 4, since that's one of the first things that comes to mind in the Fallout universe.

Of course modders got on fixing that quick, and there are in fact free mods that let you create your own vault already. Bethesda may be a little behind the fans with this second-to-last DLC for the game, but there's actually reason to play this over the fan mods.

Like with Automatron, the Vault-Tec Workshop doesn't just add new settlement pieces to build, it also features a new quest line based around all the new goodies.

Frankly the naming convention was a mistake on Bethesda's part though, as the Wasteland Workshop didn't actually have any new content, so plenty of gamers may take a look at the title of this DLC and go “nah, got enough settlement objects already.”

New Fallout 4 Quests

The Vault-Tec Calling and Better Living Underground quests that kick off the DLC are fairly by-the-numbers and nothing spectacular. It's standard Fallout fare: raiders want into an unplundered vault and when you finally get inside its of course filled with ghouls.

Once that's out of the way though, you are sort of playing your own personal episode of Doomsday Preppers, building your own post-apocalyptic underground wonderland.

Kill raiders, plunder another vault, yada yada yada...

Building your vault is just like building a normal settlement, and that actually leads to some oddly jarring moments where mechanics are placed over story continuity.

Part of the quest has you entering Workshop mode so you can clear out rubble with the tap of a single key and free the trapped Overseer – but why does that work?

The Sole Survivor doesn't suddenly turn into the Sole Team Of Excavators just because you have access to Workshop mode. How was he able to dig the Overseer out instantly when she couldn't dig herself out with all that digging equipment?

With my trust yellow highlighter, I can remove any object!

The same leap in logic applies for building the Vault-Tec terminal shortly thereafter. Why do I suddenly have the knowledge, programming skills, and equipment necessary to build this pre-war computer system?

Ignoring that odd issue, things do get better in the next stages when you get to have some vault fun in ways the modders haven't quite matched yet.

Diabolical Vault Fun!

I'll admit that when going through the vaults in the various Fallout games and seeing the end results of all those awful mental and physical experiments, my first thought was always “when do I get to run the awful mad science?” Well now you can!

Just don't use the term “guinea pig,” no matter how accurate the phrase, as the Vault-Tec handbook discourages such colloquialisms, especially in the presence of said guinea pigs.

Sorry.

More importantly, did you ever want to take Noober from Baldur's Gate and hook him up to painfully shocking electrodes? Oh boy, that's what you get and more with the ever-cheerful Clem, who is always ready to help the vault anyway he can by taking part in your increasingly unethical experiments.

Bethesda didn't skimp on the evil mad science at all (although you can take the morally upstanding route... but that's silly), like when the Overseer explains the need to cure the “societal ill” of exercise and longevity.

There's a bit of a hilarious Rick And Morty vibe there as she lays out a compelling case for why its actually bad for the vault to have a bunch of fit people who are going to live long enough to become elderly.

I'm willing to let Clem accept that risk.

Clunky Mechanics In Need Of Repair

While the experiment quests are easily the highlight of the DLC, the mechanics of building a vault are actually the low end. At this point, Workshop mode needs a massive overhaul.

A better organization of the various settlement building options would be nice, but a better idea would be to scrap the system entirely and start it over from scratch, because its a mess with how many options are now available between all the DLC releases.

All the same problems with settlement building on the above ground map still exist here, and some of them are actually made worse. I mean sure, you can build that awesome new Vault-Tec Reactor that supplies 500 power... but you've still got to run the miles of wire all throughout your massive underground complex, which quickly kills the fun of building a vault to begin with.

...and then Clem just breaks everything anyway.

There also continues to be very little in the way of settlement building explanations provided. For instance, after building the Power Cycle 1000 for starting your mad science experiments, you've got to build a terminal (which it doesn't actually tell you to do). I couldn't recall where the terminal was located in the Workshop menu since I hadn't played in a month, which was more than a little annoying.

Then, of course, you've got to build more generators and run wire to get the terminal up and running before firing up the bike.

Another issue that sort of kills the fun is how the vault options are restricted to below ground only. While you can build the window dressing stuff like chairs, you can't actually build most of the vault structures or the vault power supplies in your normal above ground settlements, and that's a serious let down.

The Bottom Line

As part of the Season Pass, the Vault-Tec Workshop is a fun diversion, and the mad science segments are hilarious, but honestly I wouldn't recommend it as a standalone. There's not a ton of new content, and what's there is starting to get seriously unwieldy.

With the Vault-Tec Workshop out of the way, now we wait for Nuka World, the final DLC that will have a sad goodbye to the Fallout 4 saga.

 Farewell old friend, it's been quite the ride.

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Coolest things we can build in Fallout 4's Contraptions Workshop DLC https://www.gameskinny.com/clhas/coolest-things-we-can-build-in-fallout-4s-contraptions-workshop-dlc https://www.gameskinny.com/clhas/coolest-things-we-can-build-in-fallout-4s-contraptions-workshop-dlc Thu, 23 Jun 2016 05:21:30 -0400 Ty Arthur

Another settlement and crafting expansion, the Contractions Workshop DLC is meant to be a little more zany than the Wasteland Workshop while expanding your building repertoire.

I'll admit at first I thought the whole thing was sort of pointless... until I realized how addicting building a Willy Wonka style factory in the heart of Sanctuary was going to become. For those who avoid cheating, it's officially time to pull up those console commands and give yourself a couple of hundred thousand lead, asbestos, steel, etc. and absolutely go to town on creating contraptions.

Will your factory look this good?

As with the base settlement building system, Bethesda didn't feel the need to put any sort of tutorial in there for any of this, and the settlement screen doesn't in any way mark what objects are new to the DLC, so you pretty well have to figure it out yourself by trial and error.

For a full run down of the new additions, what crafting materials are required to make them, and the three new Contraptions Workshop achievements, head over here.

Become An Industrial Giant

Builders, Forges, Auto-Looms, Pyrotechnics Plants, and Explosives Mills now allow the opportunity (without mods) to mass produce pretty much anything you want.

You can create your own ready supply of ammo using all that junk found out in the Commonwealth (with enough lead and fertilizer, you'll never run out of ammunition for that minigun), put together nearly any weapon you've never found on enemies, or even ensure all your settlers are properly armed and armored.

1st bowling pin fresh off the factory line!

Of course, there's more than just weaponry that the Forges let you create, as the Builder offers up a host of non-combat options, either just for hijinks' sake, or for filling up your pitching machine to constantly send a stream of objects at whoever you have incarcerated in the stocks.

 I'm not sure if I have enough bowling pins yet...

After you've created your giant factory of Forges, you can use a maze of sorters, hoppers, and conveyer belts to automatically distribute the needed items to each factory... but honestly it doesn't save any time over just putting the crafting materials in the appropriate places yourself.

There is something to be said for building a fully functioning gigantic factory in your settlement that works all by itself with no human labor necessary though (other than throwing all the ingredients in and changing the settings at a terminal).

Storing 5MM ammo with conveyer belts

What the conveyer belts are most useful for (other than looking awesome) is moving all your items either to an area away from everything else, or even into a storage facility you can easily access.

Thankfully you don't have to guess as to the ingredients for each type of ammo or item, as building a terminal gives you info on what to put into any factory that is connected to the same power supply,

Using a terminal to select ammo build options

Fireworks Displays

You can file this one under “useless, but fun.” Haven't you ever wanted a fireworks display to celebrate your many victories over the enemies of the Commonwealth? How about fireworks that somehow magically change the weather in your area?

Now both are available to you. If you build a Firework Mortar and either craft the appropriate shells at chemistry lab or make them using a Pyrotechnics Plant and an attached terminal.

Necessary? No. Fun? Oh yeah.

Crime And Punishment... And Annoying Your Settlers

The Pillory was perhaps a long-overdue addition to the Fallout 4 settlement building options. Can you never find your settlers? Is there one who is just always annoying the ever loving nuka-cola out of you like Preston Garvey or Marcy Long?

Build yourself some stocks (referred to as the “Pillory” here) and assign a settler to it! No fuss (and no trial) – they'll just meekly walk there and remain incarcerated until you say otherwise.

But that alone isn't nearly all the fun to be had. Why just leave them to sit in their own filth when you could also pitch a host of inanimate objects at them?

That's where the Pitching Machine and Junk Mortar come into play. The Pitching Machine is super simple – just plop some items in and they will automatically fire at regular intervals in whatever direction you've chosen.

Yes... I am pitching bowling pins at that settler's head. What of it?

The Junk Mortar on the other hand takes a little bit more work, and you can set the firing angle and force with a connected terminal. Unlike with the Pitching Machine where you can bring up the item menu, you have to manually set something inside the junk mortar each time (by holding “E” in the PC edition).

And yes, somebody immediately realized you can in fact launch YOURSELF out of the junk mortar.

What did you think of what we came up with using these wacky new settlement tools? Let us know what crazy designs you've created using the Fallout 4 Contraptions Workshop DLC in the comments below!

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Fallout 4 Contraptions Workshop building guide https://www.gameskinny.com/gw136/fallout-4-contraptions-workshop-building-guide https://www.gameskinny.com/gw136/fallout-4-contraptions-workshop-building-guide Wed, 22 Jun 2016 06:07:35 -0400 Ty Arthur

It seems like the Fallout 4 DLC train just got out of the station, but sadly we're already almost at the end. The latest offering is the Contraptions Workshop, which is a sort of companion to the Wasteland Workshop, offering more options for settlement building.

While that might not be as exciting as the huge land mass from Far Harbor or the ability to create new robots in Automatron, the total number of settlement options now on display has finally reached a critical mass. With so many different variations, its now possible to get truly unique structures and settlements to match your preferred post-apocalyptic Feng Shui.

While some of the additions in the Contraptions Workshop are sort of baffling and pointless (did we really need to build rolling steel ball parks?), others are incredibly necessary (yes, we absolutely needed cool powered cases to show off our legendary weaponry).

Some of them even negate the fan-made mods and offer up similar items, so you can probably get on un-installing a few of those. For the most part these new additions only require regular components like steel or circuitry to build, but several of the automated manufacturing plants require different skills, which are all noted below.

Contraption Workshop Achievements

All the Fallout 4 DLC provides new opportunities to boost your gamer score, and this time around you get three new achievements to unlock:

  • Mass Production Achievement – Have your builders produce 100 objects (note you have to actually stay at the settlement near the builders and can't leave the area)
  • Time Out Achievement – Punish any settler in your pillory (AKA the “make Preston shut up device”)
  • Show Off Achievement – Display a weapon, armor, and suit of power armor in their respective displays

New Settlement Objects

This huge update rivals the Wasteland Workshop DLC offerings and adds in some entertaining new things to do with your settlements.

Note that even when there's only one entry listed (like with the walls and roof segments of the warehouse object), there's usually still at least a dozen different styles to choose from that all have the same component requirements. The end result is hundreds of extra parts to use to build any sort of structure you like.

Structures - Warehouse - Prefabs
  • Warehouse – Wood 20, Steel 40, Glass 8
  • Wall (Corner) – Wood 4, Steel 12 (some also require Glass 4)
  • Roof – Wood 4, Steel 12

 Warehouse

Structures – Warehouse
  • Floor – Wood 6 to Steel 12, Concrete 8
  • Wall – Wood 3, Steel 8 (some also require Glass 2)
  • Roof – Wood 2, Glass 2 to Wood 6
  • Stairs – Steel 5
  • Door – Wood 4 to Steel 4, Glass 2
  • Rolling Metal Door – Wood 6, Steel 12
Structures – Warehouse – Miscellaneous
  • Post – Steel 2 to Steel 4
  • Roof Cupola – Steel 4, Glass 2, Wood 2

Roof Cupola

Structures – Scaffolding
  • Scaffolding Tower – Wood 8, Steel 20
  • Scaffolding Floor – Wood 5, Steel 2
  • Scaffolding Frame – Steel 6
  • Scaffolding Ramp – Wood 2, Steel 4
  • Scaffolding Stairs – Steel 5
  • Scaffolding Railing – Steel 4
Structures – Boxcars (Red, Blue, and Orange)
  • Boxcar Door – Steel 6
  • Boxcar – Steel 16, Wood 4
Structures – Elevators
  • 2 Floor Elevator – Steel 16, Copper 2, Wood 4, Gear 3, Circuitry 2
  • 3 Floor Elevator – Steel 24, Copper 3, Wood 6, Gear 4, Circuitry 2
  • 4 Floor Elevator – Steel 32, Copper 4, Wood 8, Gear 6, Circuitry 2

2 Floor Elevator

Structures – Ball Track
  • Straight Ramp High (Normal, Double, or Supported) – Wood 3
  • Straight Ramp Medium (Normal or Double) – Wood 3
  • Straight Ramp Low (Normal or Supported) - Wood 3
  • Curve Left - Steel 3
  • Curve Right – Steel 3
  • Funnel Edge – Wood 3
  • Funnel Floor – Wood 3
  • Merge – Wood 3
  • Steel Ball – Steel 1
  • Ball Drop – Wood 3
  • Ball Drop Powered – Wood 3 (requires 1 electricity)
  • Ball Track Supports – Wood 3
  • Ball Track Split – Wood 3

Curving Ball Track

Decorations – Display
  • Armor Rack – Wood 4, Cloth 1
  • Display Case – Wood 4, Glass 2, Screw 2 (powered version requires 1 electricity as well)
  • Power Armor Display – Gear 6, Oil 4, Screw 4, Plastic 4, Aluminum 12, Fiberglass 6, Circuitry 1 (requires 1 electricity)
  • Weapon Rack – Wood 3, Steel 2 to Steel 4
  • Pistol Rack – Wood 3, Steel 2

Power Armor Display

Decorations – Statues
  • Statue – Copper 10
Decorations – Wall Decorations
  • Poster – Steel 2, Cloth 1, Copper 1, Glass 1

 Nuka Cola Poster

Power – Conduit
  • Conduit Junction – Steel 2, Rubber 1, Copper 1
  • Conduit Wall Pass Through – Steel 2, Rubber 1, Copper 1
Power – Manufacturing – Conveyer Belts
  • Elevated Power Junction – Steel 10, Rubber 4, Gear 4
  • Conveyer Belt (Straight, Left, and Right) – Steel 10, Rubber 4, Gear 4
  • Rollers – Steel 8, Gear 4
  • Diverter – Steel 6, Spring 2
  • Conveyer Belt Lift – Steel 8, Screw 2, Rubber 2, Gear 4
Power – Manufacturing – Machinery
  • Builder – Circuitry 2, Gear 3, Rubber 4, Steel 10 (requires 8 electricity)
  • Armor Forge – Steel 10, Rubber 4, Gear 3, Circuitry 2 (requires Armorer 1 and 12 electricity)
  • Weapon Forge – Circuitry 2, Gear 3, Rubber 4, Steel 10 (requires Gun Nut 1 and 12 electricity)
  • Auto Loom – Steel 10, Rubber 4, Gear 3, Circuitry 2 (requires 4 electricity)
  • Ammunition Plant – Circuitry 2, Gear 3, Rubber 4, Steel 10 (requires Gun Nut 1, Science 1, and 8 electricity)
  • Energy Weapon Forge – Circuitry 2, Gear 3, Rubber 4, Steel 10 (requires Science 2 and 15 electricity)
  • Explosives Mill – Circuitry 2, Gear 3, Rubber 4, Steel 10 (requires Demolition Expert 2)

  Ammunitions Plant

Power – Miscellaneous
  • Pitching Machine (launches objects) – Steel 3, Rubber 2, Wood 1, Copper 1, Spring 1 (requires 3 electricity)
  • Junk Mortar (launches objects) – Steel 8 (requires 1 electricity)
  • Firework Mortar (shells crafted at chemistry station) – Wood 2, Steel 2, Asbestos 1 (requires 1 electricity)
  • Hoop Switch – Steel 10, Copper 2
  • Powered Speaker – Copper 1, Wood 1, Steel 2, Circuitry 1
Power – Advanced Switches
  • Logic Gate – Copper 2, Steel 2, Circuitry 1 (requires 1 electricity)
Power – Marquee
  • Marquee Arrow – Steel 3, Copper 2, Glass 2 (requires 1 electricity)

 Power Marquee Arrow

Defense – Traps
  • Stationary Gun – Copper 2, Wood 1, Ceramic 1, Steel 3, Circuitry 1
  • Stationary Paintball Gun – Copper 2, Wood 1, Ceramic 1, Steel 3, Circuitry 1
Resources – Miscellaneous
  • Pillory (assign a settler here to put them in the stocks!) – Wood 4, Concrete 1

 Pillory

That's all the new items you can construct utilizing the Contraptions Workshop update! Let us know what kind of settlement you built up using these items, and stay tuned as we show you step-by-step how to build the craziest combinations possible!

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Fallout 4 Far Harbor gets new workshop items https://www.gameskinny.com/1b3be/fallout-4-far-harbor-gets-new-workshop-items https://www.gameskinny.com/1b3be/fallout-4-far-harbor-gets-new-workshop-items Mon, 23 May 2016 12:17:36 -0400 Skykat30

Fallout 4’s new DLC, “Far Harbor”, doesn’t just come with a new map expansion to play. It also has some interesting items added to build within your settlements.

One of the new items is the outhouse. Yes, you can now build your own private bathroom in your settlements. There are several selections to choose from; including the outhouse, an outhouse seat, and doors. You can even sit down on the seat and wait for a number of hours like you can when seated anywhere else, just in case you need that extra private time.

Another item that is new in Fallout 4’s “Far Harbor” DLC, is the barn. The addition of the barn allows more creativity when building your settlements. You can create your barn as you wish, with different prefabs, doors, stairs, floors, and roofs. There is also a concrete floor foundation, for that uneven ground you wish to place it on.

There are a lot more additional items for settlements in Fallout 4’s “Far Harbor” DLC -- including fish racks, tanner hides, lobster cages, crates, signs, buoys, and a grill.

Of course, the main reason to get “Far Harbor” for most people is the massive map expansion, but it is nice to know that there are a few new workshop items worth looking at as well. So, don’t forget the outhouse next time you are building in your settlement!

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Fallout 4 Wasteland Workshop arena building guide https://www.gameskinny.com/1xw34/fallout-4-wasteland-workshop-arena-building-guide https://www.gameskinny.com/1xw34/fallout-4-wasteland-workshop-arena-building-guide Tue, 12 Apr 2016 14:57:03 -0400 Ty Arthur

The second add-on pack for Fallout 4 has arrived, vastly increasing the options for building up your own personalized settlement.

While Automatron added in the ability to craft robots, the Wasteland Workshop DLC now gives you the option to trap raiders and creatures that roam the wasteland – and then battle them against each other!

With the right materials you can now create just about any building imaginable, populate it with a horde of decorations, and even earn a few extra achievements along the way.

Perk Requirements

While Automatron required you to have high rankings in the Science, Armorer, Blacksmith, and Gun Nut perks to build the best robotic equipment, the perk requirements are much less stringent for the new additions with Wasteland Workshop.

The Beta Wave Emitter and Fusion Generator are the primary additions that have any perk requirements at all. Before capturing any wild animals to use in your arena or assign to defense of a settlement, make sure you have the Animal Friend and Wasteland Whisperer perks at level 1. The Fusion Generator also requires a Science perk at level 4.

A few of the new items (particularly the cages) require power to properly function, so make sure you've got the spare materials on hand to build new generators.

Wasteland Workshop Achievements

Although there's not a quest to complete or new villain to overcome, there are three new Wasteland Workshop achievements to snag and increase your gamer score:

Docile – Have 5 tamed creatures in a settlement at one time by building any cage (or a combination of cages) and using the Beta Wave Emitter to tame whatever you catch. See below for info on building cages.

Instigator – This one unlocks when you start a spectated arena fight in a settlement. After building the Arena Contestant Blue Team and Arena Contestant Red Team objects, assign a settler (or companion) to each and have them battle. Keep in mind that your settlement's happiness will drop if your settlers fight to the death.

Trapper – Simply build one of every cage type. The only hard part about unlocking this achievement is gathering all the various meats you'll need, as each different cage has a unique material requirement. See the list of settlement objects below for a full break down of the materials needed.

New Settlement Objects

Aside from a load of little knick knacks and slightly upgraded objects, these are all the major additions to Fallout 4's settlement building (along with their material requirements):

Structures – Concrete
  • Floors - Steel 2, Concrete 4 to Steel 4, Concrete 8
  • Walls - Concrete 4 to Steel 4, Concrete 8
  • Roofs - Steel 4, Concrete 6
  • Stairs - Steel 4, Concrete 4 to Steel 6, Concrete 8
  • Railing - Steel 4 to Steel 6

Structures – Doors
  • Powered Door - Steel 2, Copper 2, Concrete 6 to Wood 8, Steel 4, Copper 2 (requires power 1)
Wall Decorations – Mounted Heads
  • Bloatfly Head - Wood 2, Cloth 2, Bloatfly Gland 2, Bloatfly Larva 1
  • Mounted Bloodbug - Wood 2, Cloth 2, Bloodbug Probiscis 2, Empty Blood Sac 1
  • Cat Head - Wood 2, Cloth 2, Cat Meat 2
  • Deathclaw Head - Wood 2, Cloth 2, Deathclaw Hide 2
  • Dog Head - Wood 2, Cloth 2, Mongrel Dog Meat 2
  • Feral Ghoul Head - Wood 2, Cloth 2, Skull 1
  • Glowing One Head - Wood 2, Cloth 2, Skull 1, Glowing Blood Pack 1
  • Gorilla Head - Wood 2, Cloth 2, Synthetic Gorilla Meat 1
  • Hound Head - Wood 2, Cloth 2, Mutant Hound Meat 2
  • Mirelurk Hunter Head - Wood 2, Cloth 2, Mirelurk Meat 2
  • Mirelurk King Head - Wood 2, Cloth 2, Morelurk Meat 3
  • Mirelurk Queen Claw - Wood 2, Cloth 2, Queen Mirelurk Meat 2
  • Mongrel Head - Wood 2, Cloth 2, Mongrel Dog Meat 2
  • Radroach - Wood 2, Cloth 2, Radroach Meat 2
  • Radscorpion - Wood 2, Cloth 2, Radscorpion Meat 2, Radscorpion Stinger 1
  • Stingwing - Wood 2, Cloth 2, Stingwing Meat 2
  • Yao Guai Head - Wood 2, Cloth 2, Yao Guai Meat 2, Yao Guai Hide 1

 

Wall Decorations – Lettering
  • Pre-Spelled Signs - Steel 4 to Steel 10
  • Letters and Numbers - Steel 2
Power – Generators
  • Fusion Generator -  Gear 12, Screw 10, Copper 20, Aluminum 25, Nuclear Material 12, Crystal 8, Rubber 2 (requires Science perk rank 4 and grants a whopping 100 power!)
Power – Miscellaneous
  • Decontamination Arch - Copper 4, Aluminum 8, Circuitry 4, Fiber Optics 6, Rubber 5 (requires power 1)
Power – Neon
  • Signs or Letters and Numbers - Glass 1, Steel 2 (requires power 1)
Defense – Traps
  • Trapdoor - Wood 6, Steel 2, Screw 4
  • Radiation Emitter - Screw 2, Nuclear Material 3, Lead 2, Steel 2
  • Flamethrower Trap - Screw 2, Rubber 4, Aluminum 4, Oil 6
  • Spring Trap - Screw 3, Aluminum 5, Wood 2, Spring 2
  • Powered Spring Trap - Screw 3, Aluminum 5, Wood 2, Spring 2, Circuitry 1 (requires power 1)
  • Sawblade Trap - Spring 4, Gear 2, Circuitry 2, Aluminum 10, Wood 2
  • Spike Trap - Steel 9, Spring 3, Concrete 6, Gear 3

Cages – Small
  • Cat Cage - Steel 6, Copper 1, Softshell Mirelurk Meat 2 (requires power 1)
  • Dog Cage - Steel 6, Canned Dog Food 3, Copper 1 (requires power 1)
  • Mole Rat Cage - Steel 6, Radroach Meat 4, Copper 1 (requires power 1)
  • Mutant Hound Cage - Steel 6, Brahmin Meat 2, Copper 1 (requires power 1)
Cages – Medium
  • Feral Ghoul Cage - Steel 10, Mongrel Dog Meat 4, Copper 2 (requires power 1)
  • Gunner Cage - Steel 10, Bottlecap 500, Copper 2 (requires power 1)
  • Insect Cage - Steel 10, Copper 2, Mole Rat Meat 4 (requires power 1)
  • Raider Cage - Steel 10, Jet 6, Copper 2 (requires power 1)
  • Super Mutant Cage - Steel 10, Brahmin Meat 5, Copper 2 (requires power 1)

Cages – Large
  • Brahmin Cage - Steel 16, Razorgrain 4, Copper 4, Gear 4 (requires power 1)
  • Deathclaw Cage - Steel 16, Yao Guai Meat 4, Copper 4, Gear 40 (requires power 1)
  • Mirelurk Cage - Steel 16, Mirelurk Egg 4, Copper 4, Gear 4 (requires power 1)
  • Radstag Cage - Steel 16, Carrot 4, Copper 4, Gear 4 (requires power 1)
  • Yao Guai Cage - Steel 16, Radstag Meat 4, Gear 4, Copper 4 (requires power 1)
Cages – Arena
  • Arena Contestant Blue Team - Wood 4, Steel 10 (requires settler)
  • Arena Contest Red Team - Wood 4, Steel 10 (requires settler)
Cages – Miscellaneous
  • Beta Wave Emitter -- Copper 5, Aluminum 8, Crystal 4, Circuitry 3, Nuclear Material 5, Rubber 2 (requires Animal Friend 1, Wasteland Whisperer 1)
  • Quitting Time Siren -- Copper 3, Steel 12, Rubber 1, Circuitry 2, Glass 3 (requires power 1)

That's everything – be sure to share with us how you built your perfect arena or let us know if you find any other interesting additions that we should be putting in our settlements!

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Fallout 4 Wasteland Workshop offers sandbox mayhem and post-apocalyptic feng shui https://www.gameskinny.com/2wrwm/fallout-4-wasteland-workshop-offers-sandbox-mayhem-and-post-apocalyptic-feng-shui https://www.gameskinny.com/2wrwm/fallout-4-wasteland-workshop-offers-sandbox-mayhem-and-post-apocalyptic-feng-shui Tue, 12 Apr 2016 12:12:07 -0400 Ty Arthur

Just a month after the launch of the robot-building frenzy that was Automatron, we've already got another Fallout 4 DLC to play with at half the price for those buying piecemeal instead of picking up the season pass.

The lower price should tip you off to the amount of content here. At only $4.99 (as opposed to Automatron's $9.99) it's a bit of a trade off: there are no new quests or story lines but lots of extra features added for your settlements.

New Toys To Play With

Wasteland Workshop is primarily a cosmetic add-on, providing more features and options when building your ideal post-apocalyptic town (or dozens of them, if you made the mistake of continuously talking to Preston Garvey...).

Aside from the lack of interesting dialog options in the previous two games, the settlement building feature of Fallout 4 is probably the element of the game that gets the most criticism. While Wasteland Workshop probably isn't going to make you love building settlements if you didn't enjoy it before, it does significantly expand your options.

Of course there's plenty of new aesthetic pieces added in, from taxidermy to add to the walls of your tin can home (you've always wanted a mounted radroach on the wall, right?) to new interior decorations. Concrete walls and floors mean you can craft more sturdy, less broken down establishments - perfect for your own secret lair / death chamber.

More pre-made signs are available, and now we have the added benefit of being able to put up individual letters and numbers to name any of your buildings. You can imagine how this ability is immediately being abused by kids across the world at this very moment.

Welcome to my humble establishment, the Radroach Inn!

Commonwealth Catch And Release

Besides the basic settlement additions, now you can build cages to capture all sorts of creatures, from adorable little kitties to angry raiders and even monstrosities like mirelurks and deathclaws.

If you build a beta wave emitter, these creatures will stop being hostile and can be assigned around your settlement, and that's actually a pretty huge change that's tons of fun.

And this time, there's actually some instructions on settlement building! 

Who doesn't want an army of monsters roaming around your settlements alongside your robotic creations and regular civilians?

There's some of the good ole' post-apocalyptic humor you'd expect from Fallout hidden in these new additions, like how the cage used to catch raiders is just a metal shack with “free caps and ammo” written on the side.

Seems legit, better check it out.

Remember the glory of setting godzilla loose on civilization in those old Sim City titles? If you capture a deathclaw and let him out without taming him first, that's essentially what you are going to get. You can also have your town annihilate itself in a Hatfield and McCoy war of genocide if you build opposing team arenas and assign people to them without first putting up any walls.

With all the new options, you could conceivably spend hours or even days constructing your perfect arena and then pitting your settlers against each other or captured creatures. Even though there's not a new quest line here, these tools are basically letting you make your own.

The Bottom Line

With how different the Wasteland Workshop is from Automatron, I'm at a bit of a loss as to how to rate this one. Considering it on the same rating scale as a full game like Quantum Break seems a little unfair, so it would be better to rate this against other DLC instead.

On the one hand, this is a very limited add-on in comparison to either the previous Automatron or the upcoming Far Harbor, but on the other it does offer up more sandbox opportunities to just have fun designing things (and it is significantly cheaper than other expansions).

If you want more options for turning Sanctuary or Tenpines Bluff into your ideal death match arena / legendary drinking establishment, then this is a cheap and fun little addition to the Fallout 4 experience. If you literally ignored settlements and just went off exploring or following the main quest line, then Wasteland Workshop can probably safely be skipped.

Between last month's expansion and the new additions here, Fallout 4 has really been given a new lease on life. There is one unavoidable thought I'm struck by while playing these new DLCs however: all of this content probably should have been in the base game.

Can you imagine how the reviews would have changed if the robot crafting and extensive home-building options were there from the start? This really is the Fallout 4 we wanted – it just took five months and two expansions to get there.

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Organizing Fallout 4 Companions - the Companion Settlement Method https://www.gameskinny.com/kdkou/organizing-fallout-4-companions-the-companion-settlement-method https://www.gameskinny.com/kdkou/organizing-fallout-4-companions-the-companion-settlement-method Mon, 29 Feb 2016 11:17:59 -0500 BlackTideTV

If there is one thing about Fallout 4 that I've seen mentioned on forums more than anything else, it's losing companions. People can't seem to keep track of their sidekicks. After dismissing them and traveling with a new partner a lot of players simply forget where the former went. Today I have a super simple trick to keep all of your companions, from Dogmeat to Strong, in line.

The Method

There are a ton of empty settlements in Fallout 4. What you'll need to do to kick off companion organization is find one of these settlements. If you can find a settlement with pre-equipped crafting stations, beds, food, water, or defenses, it would be preferable, but the only real requirement is that it is spacious enough to fit around 15 NPCs.

Red Rocket Truck Stop Map Location Fallout 4

As long as you haven't begun settling it, the Red Rocket Truck Stop at the beginning of the game where you find Dogmeat is the preferable option. The Red Rocket is easily defended by placing turrets around the perimeter and offers plenty of land for expansion and crops. It is also the very first empty settlement the Sole Survivor should come across. It is very easily cleared and comes with all crafting stations. 

Fabrication

Enter your new "Companion Settlement" and destroy next to everything (keeping workstations, beds, food, water, defenses, and desirable furniture intact of course).

Once this is complete, you'll need to give your companions somewhere to sleep. At the Red Rocket, I built a couple prefab wooden shacks and threw some beds inside. You can expand the number of houses, rooms, and beds, but if you don't want to be building all day, this can wait until you gather more companions. 

Next, if you don't want to receive an alert for your settlement every other hour, you'll need food and water. Unbelievably, companions actually require these things as well. Water can easily be generated with pumps, but food is a different beast entirely - it requires farmers. As you might've guessed it, companions, although they will sometimes farm for something to do, can't actually be assigned to farm crops. Now, the whole premise of the Companion Settlement is that standard settlers don't interfere, so who do we get to farm our food?

Sheffield Farmer Friendly NPC Fallout 4

Simple. There are in-game NPCs that can be hired by the Sole Survivor. These players act somewhat like standard settlers, but have names and unique character dialogue, giving them a special place in our hearts. You can simply send over the people from Sanctuary, but having these unique NPCs work at your settlement is the way to go. For your first two farmers I suggest Sheffield and the Vault-Tec Rep. One is located in the Diamond City Marketplace, the other in Hotel Rexford, Goodneighbor. Do what they ask of you and be polite, and they'll go to any settlement you want. 

Finally, install some defenses so that you have a higher defense rating than food/water rating, and build a doghouse. You're officially ready to have a companion open house!

Gameplay

From this point on, send every single companion or friendly NPC that wants work to your Companion Settlement. Boom, instant organization.

Send Deacon To Red Rocket Truck Stop Companion Settlement

As long as you found a half decently sized area (not too big and not too small) all of your companions should be easy to locate when you head there. The easiest companion to find will be Dogmeat as he will always return to his doghouse when he is sent to the settlement. If you're still having trouble locating a certain companion, you can install a special bell that when rung, attracts all nearby settlers.  

Benefits

You might be wondering what happens when you collect a super mutant, synth, synth sympathizer, Paladin of the Brotherhood of Steel, robot, dog, ghoul, Minuteman, and more all under the same roof. Apart from some of the funniest interactions you'll find in all of Fallout 4, absolutely nothing! All of your companions will get along when brought together. 

Companion Settlement Synth Getting Along

On top of this, a lot of companions like it when you craft items or mod armor and weapons with them around. With all of your companions present you can mix some chems, equip a suppressor, and more to gain a large amount of affinity with multiple characters at once! As long as you aren't moving power armor around too much (Strong doesn't like it when you enter power armor) you have much to gain from doing your crafting at your Companion Settlement.

It is obviously very easy to swap companions when they are all located in one area, and earning Lover's Embrace has never been so easy. Whenever you travel home to drop your junk or do some crafting, hit the hay first and you'll wake up with your romantic partner. 

As long as you keep an eye on the food, water, and defense rating, this settlement is superior to any other you'll have in the game. The happiness of the settlement will skyrocket and it will never successfully be attacked as enemies are shredded instantly between your companions and the settlement's defenses. 

Recap

If you plan on organizing your companions so that you never need to look for them again, you'll need to find an empty settlement, build it up with the necessary features (this includes finding friendly NPCs for farming), and invite all of your companions to that settlement. They will all get along and make your life orders of magnitude easier. 

I bet you never thought BlackTideTV, the guy that hates settlements in Fallout 4, would ever suggest a settlement idea! To be honest, neither did I! Let me know in the comments where you chose to make your Companion Settlement and how it turned out!

For the best of Fallout 4, Assassin's Creed, and Guitar Hero Live news, guides, and opinion pieces be sure to follow BlackTideTV on GameSkinny! To stay up to date, head over to my Twitter page @BlackTideTV.

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Beware of disappearing power armor in Fallout 4! https://www.gameskinny.com/17kiu/beware-of-disappearing-power-armor-in-fallout-4 https://www.gameskinny.com/17kiu/beware-of-disappearing-power-armor-in-fallout-4 Sun, 07 Feb 2016 15:46:02 -0500 BlackTideTV

Bethesda Softworks' player ignorance has become painfully apparent to me recently. Not telling Fallout 4 players that they can activate a flashlight, activate and hold objects in order to carry them without adding them to the inventory, and neglecting to provide any type of tutorial for settlement expansion, I can live with. What I cannot, however, is the fact that perfectly good suits of power armor can go missing - as part of a game mechanic that Bethesda never told us about! 

As you can probably tell, I have a strong personal connection with today's topic, so there may be attitude and language in this piece - you've been warned!

Before I can explain how power armor can go missing and how to prevent it, I'll need to tell the story of how two, not one, but two sets of fully upgraded, pristine power armor - frame and all - went missing from my most heavily fortified settlement.

Of course, if you fear for the safety of your X-01 or similar highly leveled armor, I wouldn't blame you for heading to the "How is this possible?" section of the text.

What happened?

I think it's safe to say that we all see power armor similarly - it's damn heavy. If you see a frame with pre-built armor you take the whole frame, not the pieces off of it, or you'd be over-encumbered in ten seconds flat. This is how I ended up with six power armor frames standing around the Red Rocket Truck Stop.

Two were built as T-45s, one had Raider Armor, one was an incomplete set of T-51, and then there were my babies: a non-Brotherhood of Steel T-60 and a full set of T-51 armor, both pristine, fully modded and upgraded (I bet you'll never guess which two went missing).

Remaining Fallout 4 Power Armors - T-45, T-51, Raider

My remaining suits are a shadow of the greatness that once was.

Being the sole settlement I use, the Red Rocket is heavily fortified with a much higher defense rating than necessary for the minimal amount of crops and water I produce there. The property has no random settlers, only companions and trusted NPCs like Sheffield and the Vault-Tec Rep.

(Note: this "companion settlement" is the subject of a article that we'll be tackling some day soon, so stay tuned.)

Having too many to store indoors, I posted my power armors around my base of operations as sentinels to ward off any evildoers. Apparently that plan backfired.

Suppressed Two Shot .50 Cal Sniper Rifle Fallout 4

My affinity for suppressed sniper rifles and the stealth perks means that I often travel light, in other words: no power armor. My best pieces stood firm at the Truck Stop, waiting to be used for retaking the castle or some other difficult battle. 

I recently began The Silver Shroud questline which requests you talk with John Hancock, mayor of Goodneighbor and eligible companion. Hancock had been my companion for a while before I left him with the others at Red Rocket. I went and talked to him to receive my quest. Upon finishing the required assassination, I went to receive my prize. I noticed on my mini-map that Hancock was moving. He was in Red Rocket... now he was at Abernathy Farm... wait there he was at Bunker Hill. He finally arrived at his office in Goodneighbor; I assume he had to go back to finish the quest.

When I talked to Hancock he wouldn't let me finish the quest without bringing him back on as my companion. "Go home MacCready." I talked to Hancock and BAM! 750 caps! Rejoice! "While you're here you can carry some stuff Hancock." That's when I saw it. 

Flames T-60 Power Armor Helmet Fallout 4

A brand new Flames T-60 power armor helmet. Hot Rod Flames is a special paint job only available to the player after acquiring a special skill magazine. "Why in God's name do you have my helmet, you bastard?" I fast traveled back to the Truck Stop to replace it. That's when I started crying. The entire T-60 and T-51 power armor sets - frame and all - were entirely missing. GONE. 

I figured that the pieces might be in the workshop. NO. Maybe my other companions have them? NO. Maybe it got misplaced and I'll find it somewhere around the compound. NO. I even went back to the secret area where I found the T-60 suit hoping that it would have respawned. NO.

How is this possible?

Frustrated, I began to research the strange case of missing power armor. Not a single credible video game news site had posted anything on the issue (hence this article). However, I found a few forums with an absolute TON of people with the same problem. Some even had answers:

  • Power armor never goes missing, there's always a logical explanation.
  • Settlers can STEAL power armor from you.
  • Settlers can EQUIP power armor to fight off enemies and leave it in stupid places.
  • Raiders and other enemies that attack your settlements can STEAL power armor.
  • This is all possible through the player leaving fusion cores in power armor frames.

Here's the funny part. I was never told that my settlement was under attack. My settlers only consist of companions and trusted NPCs so they wouldn't steal from me. The four high-grade suits of armor I own were placed under the weather shield at the gas pumps, surrounded by four heavy machine gun turrets. The suits were nowhere to be found.

Hancock had the helmet, so I followed his exact path from Red Rocket, through Abernathy Farm, over to Bunker Hill and down to Goodneighbor, and never found a damn thing. 

Now, I've been told that players can even witness thieves stealing their armor. Pickpocketing fusion cores will forcibly remove them from armor. The other option is to kill the thief and loot the armor off of them. Unfortunately in my situation, I'll probably never find my armor again.

Fallout 4 Power Armor Fusion Core

To make a long story short:

TAKE YOUR FUSION CORES OUT OF UNUSED POWER ARMOR OR SOMEONE WILL TAKE IT!

Of course losing my prized power armor upsets me, but not nearly as much as the lack of knowledge on this purposeful game mechanic. Bethesda should have told us that power armor can be stolen this way. The tips we are given or "tutorials" if you dare call them that, are so pathetically simple, disregarding things that players actually need to know, that it's clear the company put little to no thought into them.

I'm sure anyone who has lost their favorite armor this way feels the same when I say that the exclusion of this information is absolutely disgraceful; and that's all I have to say on the matter.

Now if you'll excuse me, I'll need to start my Brotherhood of Steel questline so I can find some half decent armor again...

For the best of Fallout 4 guides, tips, tricks and opinion pieces be sure to follow BlackTideTV on GameSkinny! To stay up to date, head over to his Twitter page @BlackTideTV.

Check out the most recent Fallout 4 article: The secret use of Overdue Books!

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How Bethesda should solve Fallout 4's settlement construction capacity problem https://www.gameskinny.com/g90d3/how-bethesda-should-solve-fallout-4s-settlement-construction-capacity-problem https://www.gameskinny.com/g90d3/how-bethesda-should-solve-fallout-4s-settlement-construction-capacity-problem Mon, 25 Jan 2016 07:30:12 -0500 BlackTideTV

It's that time of day again, let's complain about the Fallout 4 settlement system. Today's column is a little on the shorter side as it will focus on a smaller subject within the system itself.

If you haven't been keeping up with the series, check out these articles:

Without further ado, let's talk about capacity.

Capacity, or size, dictates how much junk you can pile into the confines of a certain settlement. I believe different settlements have different limits based on their overall size, but I could be wrong. 

Building Capacity Fallout 4 Settlement

To easily see the amount of capacity you have left in a specific area, open the workshop and look to the far right of the utility tab at the top of the screen. At the end you'll find a large bar labelled "size" that will fill up with each item you place.

What fills up the bar? EVERYTHINGAlthough it doesn't seem like much of a hassle and most simple settlement users will never fill the bar in any area, the bar will fill extremely fast when you place more decorations and try to spiff up your settlement.

At the drive-in settlement I attempted to create a large junk fence spanning the perimeter, and a couple bunk houses on the interior. Once this was completed I had room for a few defenses, a water purifier and 4 chairs. Why should my fence dictate how many chairs I can have?

Solution? Here's the best I can do.

Resize the "size" bar, or eliminate it completely.

I know what you might say. "If there was no limit then people will put thousands of 'whatevers' in their settlements and break the game." 

If Bethesda was to eliminate the size bar (which I'm sure there are mods out there to make this possible anyways), they would have to put some handrails in place. By which I mean item limits. Rather than a total limit on everything, have individual limits on decorations, furniture, buildings, and utilities. 

Allow a high number of useless items such as decorations and furniture and disallow a high number of defenses, generators, and buildings. As far as fences go, I should be able to surround my camp threefold. 

Junk Fence Fallout 4 Settlements

Do you have anything to say about the capacity of settlements in Fallout 4? Have you ever reached the maximum capacity while in the middle of a project? Let me know in the comments.

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Will Fallout 4's settlement system carry into The Elder Scrolls VI? https://www.gameskinny.com/aamj8/will-fallout-4s-settlement-system-carry-into-the-elder-scrolls-vi https://www.gameskinny.com/aamj8/will-fallout-4s-settlement-system-carry-into-the-elder-scrolls-vi Mon, 18 Jan 2016 10:16:40 -0500 BlackTideTV

Being the closest thing to a consistent column for me here on GameSkinny, to the delight of Fallout fans everywhere I've decided that it's high time to resume complaining about the settlement system in Fallout 4. However, I couldn't write an article based on Fallout 4 all on its own lest I be accused - again - of writing the same article twice!

So, in today's ramble, we'll be talking about the possibility of the settlement system rolling over into The Elder Scrolls VI.

If you haven't been keeping up with the "series" check out these articles:

Essentially, what we've established so far is that I'm the antichrist because I don't believe the settlement system in the newest edition of Fallout is up to par. It seems to me like a tacked on addition that could've been skipped in favor of a more dungeon sprawling, dynamic game. Now the question at hand: what about The Elder Scrolls VI 

Let the Speculation Begin!

It is high time speculation began on the next Elder Scrolls game by Bethesda. The Fallout 4 crazy train is slowly coming to a halt after a few months of utter chaos and The Elder Scrolls Online is still slowly chugging along. Not to mention it has been five whole years since the last epic release of The Elder Scrolls V: Skyrim

We're possibly on the eve of a major game announcement from the developer and there will certainly be some differences this time around. 

How will The Elder Scrolls Online Impact TES6?

The Elder Scrolls Online was great, but it wasn't the game fans were looking for when "an Elder Scrolls project" was announced way back before its release. However, there is a core element from that game that will likely carry over.

The Elder Scrolls Online, like many MMOs, focus all of the players' time on their own character. Their image, build, class, choices, and more are all focused around them. Hundreds and thousands of other players around them, but the Sun revolves around the player. Just because KhajiitGuy43 chose to kill that servant doesn't mean you will never be able to accept the servants quest again, he'll just respawn eventually. There's no worrying about the trifling lives of NPCs, other players, or anyone else, it's all about you. 

So, how will that impact The Elder Scrolls VI? The ridiculous success of having a player-driven online game is now a forerunner in Bethesda's mind. The next Elder Scrolls single player game will be entirely player based. More so than previous titles, players will seriously be focused on the development of their character. 

Learning things through crafting, reading, or magika to increase a knowledge level, or battling enemies to increase fitness, strength, and combative capabilities, players will train their characters. Perks will play an essential role in development as will general skill levels. The original race, gender, class, and image of your character will likely impact the entirety of the game as it has in previous titles.

So, let's get back on track here. How will all of that blah blah blah affect the settlement system in the next Elder Scrolls game?

If you haven't discerned it by now, I'm thinking that settlements will be completely forgotten in TES6Let's go through some other examples before you freak out at me.

The Elder Scrolls - Settling

The Elder Scrolls have never really been games where the player cares about NPCs. Comparative to Fallout where we've been taking care of settlers and whatnot, the most "settling" we've done in Skyrim is building a house in the Hearthfire expansion. 

Unfortunately - for those of you that enjoy the settlement system in Fallout 4 - this is one of the reasons the settlement system won't rise again in TES6

However, I should mention the other side of the story. Fallout 3 and Skyrim were close enough to the same page in their version of "settling." In both games the player could buy a house and then see an NPC to buy "furniture" which would completely decorate an entire portion or room of the house.

Skyrim leaped forward with Hearthfire where we could build our own house, and now Fallout 4 has us building whole communities. 

Perhaps, using this example doesn't provide a compelling argument. Moving on...

The Creation Engine

When Fallout 4 was announced to be running a "new and improved" Creation Engine everyone cried out in glee! Then the community got a hold of it and collectively went, "Whiskey Tango Foxtrot?!" The engine was essentially the same one ran in The Elder Scrolls V: Skyrim, which was simply a reboot of the Gamebryo engine ran in every game since The Elder Scrolls III: Morrowind

So, what does the game's engine have to do with the settlement system carrying over? Everything. The ideal thing for Bethesda to do before another major release like TES6 is to revamp their engine and start fresh. With an entirely new engine, we don't know if the settlements will stay, go, or change drastically. My money is on go, but I'm sure a lot of you would like to see it improve and stay in the game. This leads me to my last point.

The Elder Scrolls - Crafting

What does the player craft in Fallout games? Guns, melee weapons, armor, chems, food. Most of these things are made up of salvage. Rusty pieces of metal found in old tin cans or toy cars, adhesive grown from farming or found in sticky leftover glue bottles, lower tier drugs, and random scavenged vegetables.

What does the player craft in The Elder Scrolls games? Swords, bows, armor, runes, potions, food. Fairly similar to Fallout but the ingredients are much more different. Purified metals worked into ingots from metal ores make up the majority of supplies, but wood, leather, rune stones, and some plant life makes up the remainder.

A lot of the response I received whilst criticizing the settlement system in Fallout 4 was negative. A lot of players thought that settling was a major source of resources that could not be replaced. Simply having a settlement provided spare salvage, water, food, and adhesives.

If the system were to carry into The Elder Scrolls there would be quite a difference. Crafting in The Elder Scrolls takes leather, purified metals, and training in the art of the smith to accomplish. In Fallout, any old metal will work in the do-it-yourself apocalypse. 

Immediately, the need for settlement supplies would diminish in an Elder Scrolls game. Unless settlements all included a mine and a cattle ranch, there's nothing they could provide. Sure they could send you plants, but the majority of the community only crafts potions as a hobby, not as a defining character trade. 

Conclusion

I feel as though I've rambled enough. There are a lot of reasons I can't see the settlement system remaining a defining feature of Bethesda's next game - presumably The Elder Scrolls VI. The system fits in with the post-apocalyptic world of Fallout 4, but would struggle to find a place in Tamriel.

The Elder Scrolls is much more character-driven with so many more traits, perks, abilities, classes, races, and more to choose from, making it harder to take the players' focus off of their own improvement. The Elder Scrolls has yet to dabble in settling NPCs and settlements would provide less of an advantage in that universe. Furthermore, the community is hoping for a new engine, which could seriously offset everything we know about Bethesda games as a whole. 

With all of this in mind, this article is speculation and only time will tell what The Elder Scrolls VI will have to offer. Expect to see some sort of leak or announcement in the next year or two regarding TES6. It has been five years since Skyrim's release and it's high time that the current console generation gets into Tamriel. 

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BioShock Infinite's floating city recreated in Fallout 4 https://www.gameskinny.com/s92fd/bioshock-infinites-floating-city-recreated-in-fallout-4 https://www.gameskinny.com/s92fd/bioshock-infinites-floating-city-recreated-in-fallout-4 Wed, 13 Jan 2016 04:32:35 -0500 Daniel Williams_2179

A lot of things have been made in Fallout 4 settlements so far -- cool little towns, towns surrounded by massive walls, and loads of pixel art. Now someone has created the floating city of Columbia from BioShock Infinite.

This settlement was created by the blogger GirlPlaysGames. A lot of detail has gone into it, from the lighthouse that is underneath the platforms, to the random bits of BioShock artwork put up across the town. Surprisingly, very few mods were used in making this settlement. According to the GirlPlaysGames blog post, 99% of the materials used came from the base game. One mod that GirlPlaysGames created to help her with the settlement was the BioShock Paintings mod. This mod adds more than 20 pieces of artwork from the BioShock series, including posters to advertise Vigors and a welcome to Rapture poster. 

If you are interested in building this settlement in Fallout 4, check out GirlPlaysGame blog post to see what mods were used in making the settlement, though her page is down at the moment. 

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What's wrong with Fallout 4 https://www.gameskinny.com/s231w/whats-wrong-with-fallout-4 https://www.gameskinny.com/s231w/whats-wrong-with-fallout-4 Fri, 11 Dec 2015 06:13:20 -0500 Dennis Adame

This article may come as a surprise to some of you because of my love for Fallout 4 and the amount of articles I have written about Fallout. Yes, Fallout 4 is an amazing game and likely my game of the year, but the game is not without its faults.

Auto saves

It's 2015 people get it together. If I set up the game to auto save every time I open my Pip-Boy then the game had better auto save. There is nothing more annoying than having to replay through the last 20+ minutes of roaming the Commonwealth, looting houses and killing raiders, just because the stupid game didn’t save. Would it be that hard to have the game auto save like every 5 minutes or so? I sure hope so, because I am getting sick of having to replay half the game when I die. This was never a problem in the previous games, why is it an issue now?

Settlements

Tons of articles have been written about settlements alone and the frustration that comes with them, but here is my personal experience with them.  I start out the game and I build one settlement, and then the next thing I know I have ten settlements all with issues and everyone is looking to me to help everyone. “Help we need water.” ”Help we need beds.” “Help we need food.” People! I have more pressing matters to attend to. Do you want a bed to sleep on so you’re comfy or do you want me to save my son?

Also, on the topic of settlements, let’s talk about the building system. I play on Xbox One, so I can’t speak for others, but why does select an item button and pick up a piece have to be the same bottom? I cannot tell you how many times I am in my house, and I want to navigate through the menu of things I can build, but I have to go all the way outside or look through a window because select in the menu and pick something up is the same button. All I want to do is look at furniture. Instead I start picking random things in my house and walk around with them.

Where is karma to bite me in the as$??

The best thing to me about the previous Fallout games was being able to decide what kind of character I wanted to be. Do I want to make this run through a Jesus type character, who gives to everyone and does anything to help or do I want to be a jerk and kill everyone and everything just because I can? You can do either in Fallout 4, but neither really has any consequences other than your companion loving or hating you. There is no incentive for helping or hurting others, regardless, people talk to you, you can do the same missions, and the ending isn’t affected all that much.

These are just the top four things that bug me about the game. I get it; it’s different and more accessible to non-RPG players, but did you really need to make it so streamlined? I still love the game and will likely be playing it for a long, long time. Maybe someone will come along and mod it so all my complaints are fixed. I can hope, right?

Header Image

Settlement image source

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Fallout 4's Home Plate: the perfect, hassle-free one-man settlement https://www.gameskinny.com/b2qk8/fallout-4s-home-plate-the-perfect-hassle-free-one-man-settlement https://www.gameskinny.com/b2qk8/fallout-4s-home-plate-the-perfect-hassle-free-one-man-settlement Thu, 03 Dec 2015 06:09:15 -0500 BlackTideTV

There has been some wild controversy over some of my more recent articles on GameSkinny regarding settlements (links can be found at the bottom of the article under "Additional Reading"). Where I choose to neglect settlements, many players tell me that they like to keep at least one settlements purely for personal purposes. A base of operations, if you will.

Besides the small benefits of random junk gathering, purified water generation, and adhesive farming, settlements are often more trouble than they are worth requiring repairs and supervision on a regular basis. 

Home Plate is a small home found in the market of Diamond City. Purchasable for 2,000 caps from the Mayor's secretary, Geneva, this home is on prime real-estate and offers more than you might think.

Despite one small issue, which we'll discuss later in this article, Home Plate can serve as a hassle-free personal settlement area. Fully customizable with decorations, furniture, power, and more, Home Plate offers an owned bed to get the Well Rested bonus, as well as infinite storage to put all of your goodies. 

Home Plate vs. Settlements

Settlements offer players a lot of benefits, and Home Plate can compete with the best of them. A topical comparison is available below.

Storage

The number one use of settlements, according to commenters, is storing junk. In the Commonwealth you'll pick up tons of scrap that needs to be dumped nearly every time you finish a quest or after every dungeon you clear.

All settlements, including Home Plate have a workbench with infinite storage capacity. In addition, furniture can be built within Home Plate to store certain items of value.

For instance, I keep an epic collection of all of the trendy items I find in my travels. I have magazine racks for my Grognak-and-company comic books, a safe for my wedding rings and other important jewelry/expensive items I find, containers for legendary weapons and armor, filing cabinets for notes and holotapes, etcetera, etcetera, etcetera. 

Ease of Access

I might as well get this small topic out of the way before anyone gets any ideas. No, you don't need to walk all the way through Diamond City to get to Home Plate. Using the mini-map, a player can fast travel to the interior of Home Plate. This works in reverse as well. No need to go back outside to fast travel, just open the Pip-boy and away you go.

On a side note, Diamond City is conveniently located in the center of the map, making it an ideal spot to begin a random adventure, whereas Sanctuary or other settlements aren't so nicely placed. 

Crafting

Of course, players often like to do something with all of the junk they collect, and what better than to craft things out of it? Most settlements come with a cooking station, though Sanctuary (among others) comes with a weapons, armor, Power Armor, and chemistry station as well. If you want to build work stations in settlements you'll need the second rank of the Local Leader perk (Level 14, 6 Charisma) and a bunch of scrap materials.

Home Plate offers the more useful of these workbenches for your crafting pleasure. Just outside of the townhouse you'll find a weapons and an armor workbench next to Diamond City Surplus. There is also a Power Armor station conveniently placed on the side of Home Plate. 

There is a small downside to this portion, though it isn't so large that you can use it as a scapegoat to scoff at the entirety of Home Plate. Because the work stations are technically in a different area from Home Plate, the storage isn't transferable.

In other words, you can't open up the armor workbench and find all of your junk in it, whereas in settlements you can. On the bright side, this is pretty easy to get over. Just find out what you'll need by looking at the upgrades you want in the workbenches, then grab the junk from Home Plate and go craft. 

Trading

There are a few items that you simply can't craft with, or maybe you already crafted and are now obsolete. What do you do with those items? Sell them!

A few larger settlements will have a merchant caravan roll through them every once in a while, though this in no way can compare to the Diamond City marketplace, a few steps from Home Plate's front door. Clothing, weapons, food, medicine, general merchandise, you can find it all right downtown Diamond City. Each merchant will refill their caps stock by the time you get back from your questing so you never need to worry about them running out of coin, and if you need to sell a big ticket item, you have multiple NPCs to sell to! Don't worry about selling too much to one guy and having to make up for it by buying 397 .45 shells. 

You may argue that merchant shops can be built in any settlement, and I'm sure it would be a good argument with earning extra caps on the side, etcetera, etcetera, but those shops cost an initial amount of caps and junk to produce - and you can't just build them, you need special perks to do so. 

Collecting

This is one instance where a settlement will do you more good than Home Plate will. Mentioned very briefly in the introduction, settlements constantly provide players with purified water, scavenged junk, and adhesive from farming. There isn't a water source, garden, or settlers to scavenge at Home Plate, so you don't receive these benefits. 

Home Plate users will have to search for some extra wonderglues during their travels. As for purified water, find a nearby vault. A single vault-run can get you between ten and twenty purified waters. 

Personalization

Despite my dislike for the settlement system, I quite enjoy crafting and customizing a small area to my liking. A single house can be fun to decorate to your personal style. Fallout 3 and The Elder Scrolls V: Skyrim (among other Bethesda titles) played with customization on singular homes. 

Home Plate comes with its own brand of nostalgia, allowing the player to completely personalize their own home to their liking. As mentioned above, I have a showroom of collectible goodies, but I also keep a small sitting room complete with jukebox at the opposite end of my house. I've decorated the entirety of the place with special futuristic lamps which required a skill magazine to unlock. 

Of course, settlements can be customized just as well as Home Plate, but they will fill up quicker. Settlements have a size restriction keeping them from getting too large. If you want to craft a large bunkhouse for your settlers and make it appealing with some nice furniture, you won't have the room to put up decorations as well. 

Home Plate takes the cake in this category!

Sleep

Even though the vault-dweller in Fallout 4 is super-human and never actually needs sleep, it can be beneficial to grab some shut-eye from time to time. The Well Rested status effect will give the player 10% bonus XP for a limited time. Additionally, Lover's Embrace, available when sleeping with a romantic companion, will give the player 15% bonus XP for a limited time. The thing is, you can't just sleep anywhere to grab these perks. 

Beds that grant the Well Rested/Lover's Embrace perks can't be owned by anyone but the player. Naturally, the easiest beds to use for the bonus are settlement beds. Home Plate comes with a pre-installed bed, and other, fancier beds can be added.

Although it isn't a huge issue, it can be annoying to go into your special, customized room in Sanctuary and have someone sleeping in your bed. Home Plate can be nice for its privacy. 

Companions

This is the dreaded difference between Home Plate and a standard settlement. The one area where the small Diamond City home falls short. When splitting up from companions, you can't send them to Home Plate. Companions will go to any settlement you send them to, or they will go back to their natural home (which can be a pain to return to). 

On top of this, there is a character towards the end of the game that must be sent to a settlement, and they cannot be sent to Home Plate.

However! If you use the console on PC, you can skirt this problem.

In Conclusion

All-in-all Home Plate makes for a great base of operations for those of us that don't have the time or energy for the creation and maintenance of a full-fledged settlement. You have storage, crafting opportunities, ease of access, a fresh bed to snooze in, a fully stocked market place, and the ability to personalize to your heart's content. You're missing out on collecting some extra materials, and building actual structures, but you'll probably find this isn't a big problem.

The serious issue with Home Plate exclusivity is with companions and the issue of sending that special someone somewhere. It can be worthwhile to build a very small settlement in Sanctuary. Early in-game you're asked to help build Sanctuary as part of a mission, so a little extra maintenance can go a long way, but if you're a lone ranger or a one companion type of survivor, don't even bother.

Additional Reading
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Why I restarted Fallout 4 and began completely ignoring settlements https://www.gameskinny.com/ysbn7/why-i-restarted-fallout-4-and-began-completely-ignoring-settlements https://www.gameskinny.com/ysbn7/why-i-restarted-fallout-4-and-began-completely-ignoring-settlements Wed, 25 Nov 2015 09:41:49 -0500 BlackTideTV

Fallout 4 is massive. One of the biggest, craziest free-roam worlds we've ever seen. There are tons of missions, side-quests, miscellaneous jobs, and random dungeons to explore, on top of simply roaming the Commonwealth as it is. So why did I feel so bogged down and confined during my original playthrough? Settlements.

Settlements, though they might throw in their own flair of creativity to the Fallout franchise, suck the life out of Fallout 4. During my original playthrough roughly 80% of my time was spent on the creation or discovery of settlements. Being a well-rounded gamer with multiple interests, a journalist here on GameSkinny, and a YouTube content creator, I simply do not have the time for crafting and maintaining settlements. 

Lots of Minecraft-friendly players may disagree with my choice to completely disregard the settlement system. It is a highly creative area of the game, and can be quite attractive to players of the previously mentioned stature. However, there are too many bugs in the crafting system to make it enjoyable for an architectural noob like myself, and the entire mechanic seems like it was tacked on at the last second.

Settlement Crafting Problems - a brief rundown
  • There are little to no tutorials on settlement crafting. Players are essentially given the tools and told to build, without knowing much in the process.
  • The camera angles are terrible. It is extremely hard to see the bigger picture when players have to create their entire settlements from first-person. We need a free camera or an overview camera to really see what's going on.
  • Agriculture is glitchy. Whenever players try to cultivate their gardens with the multiple food sources in the world, they'll find that they can't plant as much as they thought. Plants take up an enormous amount of room and are decidedly ridiculous to lay in the dirt. Players could spend an hour on their gardens alone, just turning the same melon over and over again waiting for it to finally figure out that it's in dirt and can be planted.
  • Settlers are stupid. The settlers that come to a player's establishments are, without a doubt, dumb as nails. Take the drive-in movie theater (I believe it is called Starlight Drive-In) for example. I created my best settlement there with beautiful facilities, decorations everywhere, very high class establishment. Nine out of ten of my settlers just stood inside the drive-in movie screen. Furthermore, whenever you try to give settlers a job to do they just stare at you blankly and often refuse to tend to whatever crops or guard post you want them to attend.
  • Junk. In order to build sprawling, fancy settlements you'll need junk. Which means you'll need to pick up every toy car and stick of duct tape you find in the wild, significantly shortening the time you'll have on the outside before traveling back to the settlements (learn more: Fallout 4 takes crafting too far for the average player).

With all of these problems and more, the settlement crafting can definitely be seen as quickly tacked on to check a box. The problems don't end there! Settlements require your constant attention, pulling you away from the actual game. Players can't go ten minutes without having to go check on their poor settlers. There is always, ALWAYS, a stupid notification next to one or more settlements on the Workshop page of the Pip-Boy. 

"Your settlers need food." "Your settlers need water." "Your settlers aren't happy." "Your settlers have no defense." It's exhausting! You'd swear that you're playing some cheap mobile game where you need to care for your little town. Am I playing Smurf Village or am I playing Fallout 4?! 

When you restart the game and decide to completely neglect (apart from the mandatory sections) the settlement crafting system, you'll find that you're doing so much more in-game. Sure crafting is fun, but the real point of the game is to get out exploring and completing missions. I've done more in my first 10 levels of my new character than I did in 25 levels with my previous one. I've entered Diamond City, began a relationship with Piper, joined the Brotherhood of Steel, searched the world for my child, and fought Swan (and died). 

If you ever feel bogged down with things to do in Fallout 4, try giving up on your settlements (the easiest way to do this is restarting the game). When you don't have the responsibility of wiping for every settler in the Commonwealth, you'll get a lot more of the adventuring done, and enjoy yourself more. 

If you're still hung up on crafting settlements, take a look at this step-by-step guide how to craft a better settlement (for beginners)

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Fallout 4: Beginner tips and tricks to know before you boot up the game https://www.gameskinny.com/r5wc7/fallout-4-beginner-tips-and-tricks-to-know-before-you-boot-up-the-game https://www.gameskinny.com/r5wc7/fallout-4-beginner-tips-and-tricks-to-know-before-you-boot-up-the-game Mon, 09 Nov 2015 03:17:07 -0500 Synzer

Fallout 4 has a ton of content and you can spend several hours on every portion of the game. Fans of the series, and veterans, have a lot to look forward to in this game. There are many things you will want to know when starting that can help you save time.

I'm going to give you the basics on the game and tips that will help you create a character and stick with it throughout the game.

This guide will go over getting started in Fallout 4, including:

  • Controls and Info - Basics on how to play, the mechanics, and items in Fallout 4.
  • S.P.E.C.I.A.L. - How stats and perks work in Fallout 4.
  • Crafting and Mod Basics - Basics on how crafting and mods works and the types available.
  • Settlements - Info on how settlements and building works.
  • Tips and Tricks - Helpful things to get you started in the wide world of Fallout 4.

Controls and Info

The controls are different for each platform, and you can customize them, so I'm going to go over what they do.

  • V.A.T.S. (Vault-Tec Assisted Targeting System) - Slows down time and allows you to target specific body parts for extra damage.
  • Bash/Power Attack - This is the melee button.
    • You can also hold this button to use any throwing weapons, like grenades.
  • Toggle POV - This switches between 1st and 3rd person view.
  • Pip-Boy - Brings up the Pip-Boy menu, where most of your information is shown.
  • Favorites - This brings up the menu with all the items you set to favorite. This is a quick way to change weapons or armor, and use items.
Pip-Boy

Early in the game you get a Pip-Boy and it is basically the menu/inventory.

  • Stat - This shows your health, weapon damage, armor, resistances, level, experience, and action points.
    • You can also see how many S.P.E.C.I.A.L. points you have and which perks are active. More on that later.
  • Inv - This shows everything in your inventory, broken into categories. This shows weapons, armor, consumables, misc., junk, mods, and ammo.
    • You can set an item to your favorite menu while in the Pip-Boy. There are 4 sections and you can assign 3 to each section for a total of 12 favorite items.
  • Data - This shows your quests, which workshops you have unlocked, and specific stats for things like number of crafted items, or how many crimes you've committed. 
  • Map - Shows a world or local map with places you've been, quest locations, and allows you to fast travel to places you've discovered.
  • Radio - Lets you listen to a radio station you have unlocked.
Lock Picking and Hacking

Picking locks works just like in previous Fallout games, Elder Scrolls games, or nearly any game that lets you pick locks.

  • You have to rotate the bobby pin and turn the lock until you find the sweet spot.
  • When you try to open the lock, the bobby pin will shake if it is not in the right location.
  • Keep turning until you find the right spot.

Hacking is confusing at first, but not so bad when you understand how it works. 

Fallout 4 hacking

  • A list of symbols and words appear on the screen and you have to find the correct one.
  • When you select a word and it is wrong, the word "likeness" appears, followed by a number.
  • This number indicates how many letters in that word are in the right position.

Let's take 3 words for example to show how this works. Hope, Only, and Some. Let's say you choose Hope and it displays Likeness: 2, choose Only and displays Likeness: 0, then choose Some and it unlocks.

This means that two of the letters in, "Hope" were in the correct spots. Only had none because even though, "O" is in the correct word, it was not in the correct spot. Since "Some" was the correct word, this means that the "O" and "E" in "Hope", were in the correct spots.

You can also hover over the symbols and if it highlights multiple ones at once, it will give you a bonus. These bonuses can either take away a wrong word or reset your tries.

If you run out of tries, the terminal locks you out for 10 seconds and randomizes a new set of words.

S.P.E.C.I.A.L.

These are the 8 attribute points in Fallout: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. At the beginning you can choose where to put these points. You get another chance to change them later in the game, after you've had a chance to look at the perks.

Each attribute point gives you a passive effect that increases with each point you put into it. They also give you access to perks related to each attribute. There are 10 for each attribute. There are also perks you can find throughout the game that only come from special perk books.

  • Strength - Affects how much you can carry, and the damage of melee attacks
  • Perception - Affects weapon accuracy in V.A.T.S.
  • Endurance - Affects total health and action point drain from sprinting.
  • Charisma - Affects your success to persuade in dialogue and prices when you barter.
  • Intelligence - Affects the number of experience points earned.
  • Agility - Affects the number of action points in V.A.T.S. and the ability to sneak.
  • Luck - Affects the recharge rate of critical hits.

Each time you level you earn a point to use for one of the S.P.E.C.I.A.L. perks. There is no level limit, but choose wisely because some perks help more at the beginning and others help later in the game. You can also use these points to increase one of the attributes. Let's say you have 5 Strength, but want the perk for 6 Strength, you can put a point into Strength instead of choosing a perk.

There are bobble heads you can find throughout the game, and some permanently increase one of the attributes by one point. Since there are multiple ways to increase attribute points, just focus on the ones that give you perks you want at the beginning.

Crafting and Mod Basics

Fallout 4 crafting

There are many things you can craft or modify in Fallout 4. You can also rename all of your weapons and armor.

  • Weapons - Craft mods for your weapons. These change several things, including scopes, grips, and barrels.
  • Armor - Craft mods for your armor. These change things like damage resistance, increase sneak, carrying capacity, and more.
  • Power Armor - Craft mods and change paint job on your Power Armor. These can increase certain attributes, increase resistances, and more.
  • Cooking - Make dishes from from crops or ingredients you take from enemies. These can recover health and give you temporary bonuses for a short time.
  • Chemistry - Craft stimpacks and other drugs to give you health or temporary boosts.

You'll need to gather materials from enemies or scrap items to craft.

Settlements 

This is the housing feature in Fallout 4. Any place that has a workshop can be made into a settlement. Sometimes you have to complete quests to unlock an area for a settlement.

You can use the workshop to add nearly anything you can think of -- walls, roofs, generators, turrets, and more. Some things require certain perks, such as the Local Leader perk at Charisma 6. I suggest getting at least 6 Charisma if you plan on doing a lot with settlements.

Fallout 4 local leader perk

There is too much to talk about in this guide, so please check out my detailed Fallout 4 Settlement Guide.

Tips and Tricks

There are many unknowns when you first start the game, and I can give you some tips to help you have a smoother beginning.

  • Focus on attributes for perks you want at the beginning.
    • You can get bobble heads and raise attributes later for other perks.
  • Get at least one damage perk.
    • Regardless of build, you'll want some kind of damage perk. Melee works as well and is actually really strong.
  • Search everything and do as many missions you can early on.
    • You will not have much at the beginning, so take everything you can find. You'll also want to level up quite a bit to start getting perks.
  • Don't worry about crafting perks during the first few levels.
    • You won't have a lot you can do, or the required materials early on.
  • Be ready to run from fights.
    • Sometimes you get in over your head, and that's okay! There are times where you just need to run from a fight if it is not required. or come back later if it is.
  • When you are at a settlement, you can drop junk, then open the workshop menu to scrap it.

That's it for my Fallout 4 Beginner Tips and Tricks. Be sure to check back for more guides! Let me know if you have any questions.

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Fallout 4 Guide: Settlements Info and Tips https://www.gameskinny.com/mann9/fallout-4-guide-settlements-info-and-tips https://www.gameskinny.com/mann9/fallout-4-guide-settlements-info-and-tips Mon, 09 Nov 2015 03:16:00 -0500 Synzer

Fallout 4 added a huge system called settlements. This is a housing system that allows you to build multiple communities/towns. There is so much to the settlement system that it could have been an entire expansion or DLC on its own.

People who have played Fallout Shelter will recognize many of the features in settlements. The building process also reminded me of The Sims. I'm going to help you get started by explaining everything about settlements and give you tips to create the best communities you can.

If you're looking for more help with the game, visit my Fallout 4 Beginner Tips and Tricks.

This guide will go over everything about settlements in Fallout 4 including:

  • Settlement Basics - Info on what you can do with this feature, perks to look out for, and tips.
  • Structures - The basics of building things like houses.
  • Furniture and Decorations - How to keep the interior looking good.
  • Resources, Power, and Defense - What you need to keep your settlements running, and how to defend your settlements when they get big enough.
  • Crafting and Stores - Ways to bring in extra money and items.

Settlement Basics

The biggest part of building a settlement is the actual building. You'll want to build houses, forts, or whatever to make an actual home. Any place that has a workshop can be used as a settlement.

Fallout 4 settlement workshop

Most of the time, you'll need to clear the area out or do a quest to unlock it. Here are some things to look for when getting started.

  • Structures - The buildings and fences to keep your settlement enclosed.
  • Furniture - Things to put in your building, or even outside if you're into that.
  • Decorations - If you're going to live in a post-apocalyptic world, you might as well make the most of it.

Go to the workshop of your settlement to start building. When you pull the menu you up, you can move around and select any of the features.

You can exit the menu at anytime and bring it up again without going back to the workshop, as long as you don't go anywhere else. You can also build defenses, power, resources, crafting areas, and stores. I'll explain those later.

You'll need resources, such as metal or wood, to build anything. There are a wide variety of materials needed, depending on what you want to build.

Tips
  • You can scrap things you don't need while in build mode.
    • Use this to scrap everything at a new settlement that you don't want. You can focus on one building at a time and scrap everything else for more materials.
    • If you use an item during crafting instead of breaking it down for materials, you lose any extra materials that the item has that are not used in the recipe.
  • You can also scrap items in your inventory.
    • Just drop them on the ground, then open the workshop menu. Target it to scrap it.
  • You can rotate items and move them around, even after placing them.
    • Xbox - Press RT or LT to rotate right or left
    • PC - Right or Left mouse button
    • PS4 - R2 or L2.
  • To assign someone to something, go the build mode, select the person, then select what you want to assign them to.
Perks

If you want to access extra features in settlements, you'll want to get at least 6 Charisma. This gives you access to the Local Leader Perk, which has 2 ranks.

  • Rank 1 - Establish supply lines between your workshop settlements.
    • This allows you to link your settlements through supply lines.
    • Target someone, then pull up your list of settlements. Select the settlement you want to make a supply line to. This assigns them to travel between the 2 settlements.
    • Linked settlements gives access to the inventory of any settlement linked to that one, as well as share resources.
    • This includes food and water. If you have enough food shared between your settlements, you won't need to plant food at every settlement. You would need a lot of food to do this, though.
  • Rank 2 (Requires level 14) - Allows you to build stores and workstations at your settlements.
    • When you get this perk, you can build stores that can bring in more caps and items. You'll have to assign people to work at them.
    • You can also build any workstation so you can put all your crafting in one place.

These are important perks, but I wouldn't worry about getting them until you have multiple settlements and you start building them up. You can't get the last rank until level 14 anyway, so you have time.

Below are a list of perks you need if you want access to everything in settlements:

  • Gun Nut Rank 3 - Require Int 3 and level 25.
  • Science Rank 3 - Requires Int 6 and level 28.
  • Hacker - Requires Int 4.
  • Medic - Requires Int 2.
  • Cap Collector Rank 2 - Requires Charisma 1 and level 20.

Structures

You can build walls, floors, roofs, stairs, doors, bridges, and fences in this section. There are 2 types, wood and metal. Some of the options in each category use both wood and metal.

This is where you want to start. You want to have at least one enclosed house so your people aren't wandering around outside all the time.

When building walls and roofs, most of the items can connect to each each other. When you are placing of these, the object snaps into place to show that you can do it.

These items add up quickly and your resources will be gone before you know it if you aren't paying attention. Just focus on building one house at first, preferably one that already has parts built.

When you get everything else you need, you can start adding fences and other things around the settlement.

Furniture and Decorations

Fallout 4 settlements furniture

The only immediate thing you need in this category is a bed. You need at least 1 bed for every person on your settlement. Other option in this category include: chairs, containers, shelves, tables, TVs, paintings, vending machines, and more.

These are nice additions to make your place look better, but one of the last things you should worry about.

Resources, Power, and Defense

This is the most important section to build and maintain. Resources has everything you need for food and water. You need to keep this high so your people have enough to survive. 

Food, Water, Etc.

You can place a water pump, and any vegetables you have, in dirt to supply water and food. You need to assign someone to the crops you plant so they can gather food while you're gone.

You can also build a Scavenging Station that you can assign someone to. This gives resources like steel and other things used for crafting and building. What you get is random, though.

Power

When you start building up your settlement, you'll want to bring in more people. You can build a recruitment radio beacon to do this. It needs power to run, so make sure you build generators. You can also build terminals and place lights, which also need power.

  • To power things up, place a generator close enough to the object you want to power.
  • Make sure there are no obstacles between them, then choose "attach wire".
    • Move the wire to the object you want to power until it snaps into place, then select "attach wire" again.
Defenses

Finally, you'll need to defend your settlements from raiders and other dangers. Each item in this category has a defense value. Your settlement's defense value should at least be equal to the sum of your food and water. So if you have 6 food and 5 water, your defense should be 11 or higher.

You can place guard posts, which you must assign people to. You can also build turrets and traps. The machine gun turrets don't require power, but everything else does. These are all automatic so you should focus having more on them.

Fallout 4 settlements defense

The heavy machine gun turrets offer a good defense with no power cost. You only need Gun Nut rank 1 for them. Placing 2 or 3 of those around your settlement should be all the defense value you need for a while.

Crafting and Stores

If you have the local leader rank 2 perk, you can build in this category. When you establish enough settlements, you won't need to make workstations, but it can still be useful.

It is nice to have all the workstations at one or all of your settlements. Plus, it is good to have access to power armor stations at all of your settlements.

Stores can bring in caps, make settlements happy, and offer you items to buy. You can build trader, armor, weapons, food and drink, clinic, and clothing stores. The more expensive stores give you more options.

Each store needs a person assigned to run it, so keep that in mind when building. You can get the caps by selecting transfer at workshop and going over to Misc. Now, just transfer the caps to your inventory.

This concludes my Fallout 4 Settlements Info and Tips. Feel free to ask any questions in the comments. 

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