Fallout 4

Fallout 4

查看统计:
Why aren't we capable to build cages inside vault 88?
I was looking to send few friendly animals there through other settlemets but there were no option to 'move'' to another location. So I went there and when I look on 'cages' section. All I find are 'arena' props. Is there any other way besides using console parameters?
最后由 Lil C]-[ew C]-[ew is ☂д☂ 编辑于; 2021 年 2 月 5 日 下午 1:52
< >
正在显示第 16 - 27 条,共 27 条留言
Fumo Bnnuy n Frends 2021 年 2 月 6 日 上午 2:17 
Tbh some settlements have limited building or off limit items:

-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).
最后由 Fumo Bnnuy n Frends 编辑于; 2021 年 2 月 6 日 上午 2:18
Alucard † 2021 年 2 月 6 日 上午 2:20 
Provisioners not being able to enter Vault 88 is a good thing.
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.
最后由 Alucard † 编辑于; 2021 年 2 月 6 日 上午 2:21
DouglasGrave 2021 年 2 月 6 日 上午 2:44 
I would clarify in regard to inter-DLC dependence that it's not usually the limitation for settlement items, because as far as I can tell they're run by filtering things out of an entire category based on keywords.

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.
Alucard † 2021 年 2 月 6 日 上午 2:48 
引用自 DouglasGrave
I would clarify in regard to inter-DLC dependence that it's not usually the limitation for settlement items, because as far as I can tell they're run by filtering things out of an entire category based on keywords.

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)
最后由 Alucard † 编辑于; 2021 年 2 月 6 日 上午 2:52
DouglasGrave 2021 年 2 月 6 日 上午 2:52 
引用自 ⎛ Alucard ⎞ ✟
Regarding the bullets. They could just make inject script like they did with Far Harbor weaposn 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)

So i see no issues here with simple things like leveled lists.
I agree it's a thing you can do (with a bit more effort), but when you do the results are kind of messy, because adding those things to regular lists means that weapons supposed to be specific to Far Harbour or Nuka World start turning up everywhere, which impacts their flavour presentation, but also dilutes the regular lists with those additions.

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.
最后由 DouglasGrave 编辑于; 2021 年 2 月 6 日 上午 2:53
Alucard † 2021 年 2 月 6 日 上午 3:00 
引用自 DouglasGrave
引用自 ⎛ Alucard ⎞ ✟
Regarding the bullets. They could just make inject script like they did with Far Harbor weaposn 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)

So i see no issues here with simple things like leveled lists.
It's a thing you can do, but when you do the results are kind of messy, because adding those things to regular lists means that weapons supposed to be specific to Far Harbour or Nuka World start turning up everywhere, which impacts their flavour presentation, but also dilutes the regular lists with those additions.

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.
最后由 Alucard † 编辑于; 2021 年 2 月 6 日 上午 3:05
Bored Peon 2021 年 2 月 6 日 上午 3:10 
引用自 Winter Frog Goddess
引用自 Bored Peon
Bethesda did something to please the players. No DLC items rely on other DLCs.
Not sure if legit serious or sarcastic

either way that's funny as hell.
Oh it was meant to be legit and sarcastic.

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.

引用自 ⎛ Alucard ⎞ ✟
Provisioners not being able to enter Vault 88 is a good thing.
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.

引用自 ⎛ Alucard ⎞ ✟
But it's not impossible to solve and solution is quite simple.
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.
最后由 Bored Peon 编辑于; 2021 年 2 月 6 日 上午 3:12
DouglasGrave 2021 年 2 月 6 日 上午 4:22 
引用自 ⎛ Alucard ⎞ ✟
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 ...
And it's worse when you can get a firearm early-on, and the only way to get ammunition for it is to run off and play the DLC.
Bored Peon 2021 年 2 月 6 日 上午 9:49 
引用自 DouglasGrave
引用自 ⎛ Alucard ⎞ ✟
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 ...
And it's worse when you can get a firearm early-on, and the only way to get ammunition for it is to run off and play the DLC.
Yep. Yet that is what players wanted when they said dont integrate the DLCs and make them dependent, lol.

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.
Ellorien 2021 年 2 月 6 日 下午 12:11 
引用自 DouglasGrave
引用自 Ellorien
You can still build CRAP and that other platform from Automaton and manufacture robots in vault 88, though, so your statement is incorrect. They could at least allow small cages for cats.
They did work to avoid DLC reliance, it's just that this is more an inclusion thing than a dependence.

The main exception that comes to mind for DLC dependence is Nuka World including parts for Automatron robots.

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.
Fumo Bnnuy n Frends 2021 年 2 月 6 日 下午 1:51 
mods and console commands my friends

sweet sweet coding
DouglasGrave 2021 年 2 月 6 日 下午 10:22 
引用自 Ellorien
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.
The inclusion thing is what settlements normally do. Stick in a new DLC and the new settlement objects will automatically get included in the building options for any settlement with matching keyword tags (unless there's some special restriction stuck on them by a quest, script, or whatever).

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.
最后由 DouglasGrave 编辑于; 2021 年 2 月 6 日 下午 10:22
< >
正在显示第 16 - 27 条,共 27 条留言
每页显示数: 1530 50

发帖日期: 2021 年 2 月 3 日 下午 11:09
回复数: 27