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You can farm a ton of ammunition and basic scrap early on this way if you're looking to exploit the bug rather than fix it by entering a nearby interior. Starting at the chest on the hill west of Red Rocket, you can go clockwise through Concord's exterior, including the southeast junkyard random encounters if you so choose, straight to Abernathy Farm and following the power lines north until you're level with Vault 111, then loop back through Sanctuary and repeat.
I definitely think it's annoying as someone who likes to clear areas and forget about them, but maybe reframing it as an exploit would make Bethesda more likely to address the problem.
Same here, it's 100% immersion breaking for me, unless there are ghouls frantically restocking 100% all containers then vanishing, I'll keep waiting for it to be modded out (doubting Bethsoft will actually fix this as it's deep in the engine related to the scripts for containers from what I've seen in the GECK).
Being lvl 9 and have effectively unlimited supply of crucial components and neat guns
IS ABSOLUTELY GAME-BREAKING, BETHESDA!
Here. I had to say it.
ver. 1.9.4.0.1
Anyway, why necro an old thread?
Then don't take them.
The game then respawns stuff not quite in sync with one's expectations, and it can happen that containers get refilled shortly after a first visit. Anyone trying to exploit this just doesn't realize that the entire Commonwealth is filled with places full of containers waiting to be emptied. So why would anyone want to run back and forth when there is the whole of the Commonwealth to explore? Hence, his comment could be wittingly funny, sarcastic ...
...and I can play straight man.
In *real* seriousness, areas that don't clear aren't subject to the reset wait times and a quest or other event can reset them quickly; areas that *do* clear and are left with one or two mobs will also reset themselves much faster than if cleared.
Same thing happens with 105 Pre-war money near SD-Mart.
Do you have a working solution? If so, I'll be very grateful to hear it. No?
I will answer. I post to an old thread because this bug still exists, and to keep relevant information in one place. I googled for it and found this thread, so others may too.
I'm actually serious. Believe it or not, I only started this game recently in hopes Beth has fixed it to a playable level by now. I immediately realized that Survival is the way I want to play it and loved it very much. Until that moment.
You see, low lvl gameplay is always the most exciting part of progression to me. You can't really experience it twice, as soon as you know the map/quests/game mechanic. When you're one screw short to build your cool new generator or a neat weapon mod, and you're scouring the wasteland for it trying not to die in the process... And you discover an unlimited supply of junk and weapon drops with potentially every tier 2 mod possible... Well, it defeats the purpose of your effort.
========
Ok. The useful part.
After hours of save/reload on different chars and different scenarios, I found out that
1) Bedford station and Thicket always respawn their containers and junk placed in the world if you walk away far enough (Concord, Sanctuary) sleep, come back.
2) If you drag a piece of junk to a distant cell (Bedford -> Concord) and THEN pick it up in a distant cell, it will not respawn.
3) I managed to cease the respawns by fast-travelling OUT of the affected cell. Tested on Bedford and Thicket. Apparently the game only saves those cells states when you fast-travel out of it, but not leave on foot. Upon returning (on foot/FT) the cell remained unchanged and subsequent actions didn't reset it.
Unfortunately this solution is not applicable to Survival, which is my favorite game mode.
Please pardon any lexical errors.
Cheers.
P.S. The "FT out of cell" method seems to corellate with sortitus' observations. I.e., the cell is saved when you "log out" of it but not if you walk away from it.