安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
-oberlone shore near graygarden (the settlement near gray garden across the water plant or river / water bed) you cannot build bars / food stores for whatever reason
-vault 88 no cages and provisioners can't enter (only caravans)
-airport can't build anything useful only trade posts (which is probably the main reason for the provisioners / supply lines to be used at all)
-graygarden has happiness capped at 50 b/c robots
-the slog is the only place you can farm tarberries
You get the idea. Each settlement has limitations or drawbacks and tbh it's sorta a bit better so you don't have all in one settlements and never use the supply lines mechanic in-game.
THANKFULLY THIS IS PC VERSION
you can either console command force spawn whatever cage animal person etc.
or
mods fix ♥♥♥♥ for you (if not ask around someone will make it for the right price).
Supply line still works regardless and a stupid pack brahmin doesn't trample all over my beds or gets stuck on a roof or in a doorway after the Provisioner is already long gone.
It's a lot messier when it comes to levelled lists or things handled by existing scripts, because they're not as easily altered. And as with the bullets that Bored Peon mentioned, even if you do it you can get weird results if you start adding location-specific weapons everywhere.
But one minor example of an exception to Bethesda preventing dependence is with Nuka World including a few new robot parts, which are basically useless without Automatron.
Regarding the bullets. They could just make inject script like they did with Far Harbor weapons and armor (they are put in vanilla Legendary leveled list via script once the DLC is activated and can appear on both Commonwealth and Nuka World enemies as legendary drop)
Same thing with Nuka World gear.
So i see no issues here with simple things like leveled lists.
For the vendors and equipment enemies carry its even easier to do.
That's like the standard thing for weapon/armor mods too. (Using simple ll inject scripts)
When you add a settlement item, it's instead just an extra option you choose to build or not. The only slight downside is it taking longer to scroll back and forth in settlement menus.
That's a common problem when someone puts their modded items thoughtlessly in too many leveled lists via inject script and doesn't even set "chance none" % for individual equipment LL's that should be otherwise rare.
That's easy to tweak without too much fuss i did this in my merged leveled list patch for mods i use. Cause modders usually set up their LL injects ridiculously to the point where every single enemy has same modded weapon most of the time.
So yea i see what you mean. Bethesda would probably mess that up seeing that most of my legendary drops on higher levels are stinking Far Harbor armors ...
But it's not impossible to solve and solution is quite simple.
I mean really doesnt like 90% of the players have the season pass or the GOTY edition? I mean you are required to have the GOTY edition for most of the good mods anyways.
To be honest I think this is more of an oversight by developers. For Mechanist Lair they enter inside.
When you make a modded interior cell you need to give it a physical locations outdoors where it connects to in order to connect things like supply lines. You see this issue a lot with interior cell settlement mods where they leave out the main world location. I think the provisoner was only coded to go to the entrance outside, but dont actually enter, if I remember right.
There was a bug with the Bunker Hill tent that once the NPC got inside they could not find the exit out and got stuck.
Yeah but you have to look at it form that ♥♥♥♥♥♥♥♥ business view. Is it worth the extra time and manpower to do it? Think about it, they would have to write the code for liek a bunch of different DLC variations people owned.
This is where Fallout 76 was a good thing because to keep people playing they had to listen to the players and make changes, rather than ignore them and move on to their next project.
Like my favorite change to the engine was when they added the hold 2 seconds to sit or drink water, which stops the sitting at a table while looting or slurping ♥♥♥♥♥♥♥♥♥ trying to looting the floating corpses.
Sometimes it just aint a good thing to listen to the complaining.
I think there is a mod out there that keeps Commonwealth loot tables as Commonwealth loot tables. Although I distrust mods that mess with loot tables because someone of them do not uninstall properly which causes a reinstall should it be removed.
Think of it this way, least they brought back ammo crafting to the franchise for Fallout 76. So hopefully Fallout 5 will have that as well.
Semantics. How is building CRAP and eyebot pod is inclusion and building cages for cats is reliance/dependence? If I bought all these DLC I should be able to use them anywhere I damn please. Just like I can use the creation club items anywhere I damn please.
For example, I am finding a lot of useless T-shirts everywhere, including Far Harbor and Nuka World just because they are included in a creation club pack (I don’t even remember which one). I also find Nuka World junk and raider stuff in Far Harbor and Far Harbor junk in Nuka. It is just stupid if the rules are not applied uniformly across the world.
sweet sweet coding
While DLC dependence is something Bethesda does try to avoid, I don't think it's the problem with cages at Vault 88 either, since other items from the Wasteland Workshop DLC can be built there without problems, and the cages themselves don't depend on any other DLC.
The cages seem to be more specifically restricted. Either relevant keywords were left out accidentally, or the design team had some reason to prevent cages being used in Vault 88.