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Multiplat Fallout 4

  • Thread starter Thread starter Wickzki
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I think I used about 4 guns in total. I was lucky to find a really really good sniper very early on and came across nothing better, got a wicked explosive round 10mm but the deliverer only just beat (I kept both as the explosion one was good for killing shit behind doors) and a radiation shot gun.
 
I think I used about 4 guns in total. I was lucky to find a really really good sniper very early on and came across nothing better, got a wicked explosive round 10mm but the deliverer only just beat (I kept both as the explosion one was good for killing shit behind doors) and a radiation shot gun.

Yeah I got that explosive 10mm as well, was great. Only reason I changed over to the Deliverer was the explosions were alerting other enemies and ruining my sneak, otherwise it was a pretty handy gun.
 

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Haha like I said earlier I shipped Preston off to Abernathy Farm and left him there. Redoing the final mission and it gave me the choice to consult with the Minutemen so I went to Preston who tells me to go see Sturges... "but before you go I've got something else for you..."

LoL
 
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Just about 30 or so minutes after I turned Level 20 I ran across the UFO. Didn't hear or see it, but luckily ran across it in my travels.

Found a bug that stopped me from fast travelling. There was a solution on Reddit that showed that I only had to go to a certain area and access the monitor. Weird, but it worked.
 
Just about 30 or so minutes after I turned Level 20 I ran across the UFO. Didn't hear or see it, but luckily ran across it in my travels.

Found a bug that stopped me from fast travelling. There was a solution on Reddit that showed that I only had to go to a certain area and access the monitor. Weird, but it worked.
I find most bugs of that sort can be cured by exiting the game, then rebooting it. Like fully. On xbox you can't just exit to dashboard and then re-enter, or just reload a save. You have to close the game, then restart (so you get the title screen and the start screen at the red rocket).

fixed numerous annoying bugs that way, including never ending battle music, and the flame on glitch.

I still miss flame on tbh

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Cry/Rejoice. Macready's killshot perk has been nerfed/made to work properly in the new patch.

Other stuff

New Features

  • New ambient occlusion setting, HBAO+ (PC)
  • New weapon debris effects (PC NVIDIA cards)
  • Added status menu for settlers in your settlements
  • Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
  • Improved "ESDF" keys remapping support while in Workshop mode (PC)


Gameplay Fixes

  • General memory and stability improvements
  • Improved performance when looking through a scope
  • Fixed issue where player could warp to a different location when aiming
  • Companions can no longer get stuck with radiation poisoning
  • Fixed an issue where Vault 81 residents would not dismember correctly
  • Big Leagues perk now displays calculated damage correctly
  • Fixed issue with third person camera not displaying properly after exiting certain crafting stations
  • Fixed an issue where subtitles would occasionally not update properly
  • Effects will properly be removed on companions when items are unequipped
  • MacReady’s Killshot perk now calculates headshot percentages properly
  • Fixed an issue with NPCs getting stuck in Power Armor
  • Fixed a rare issue with companions getting stuck in down state
  • Second rank of Aquaboy now calculates properly
  • Fixed an issue with resistance not always lowering the damage correctly when added by mods
  • Enabled number of characters available when renaming an item (XB1)
  • Fixed issue with player becoming dismembered while still alive
  • Robotics expert is now usable in combat
  • Stimpaks can now be used on Curie after the transformation
  • Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked


Quest Fixes

  • Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
  • Fixed an issue where invulnerable characters would get stuck in combat
  • Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
  • Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
  • Fixed an issue where killing a caravan would leave a quest open
  • Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
  • Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
  • Fixed an issue where the player could get stuck exiting the cryopod
  • Fixed an issue where the player could no longer get Preston as a companion
  • In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
  • Fixed an issue with Minutemen quests repeating improperly
  • Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
  • After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
  • Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
  • During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
  • In "Confidence Man," Bull and Gouger can now be killed
  • During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
  • In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
  • Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly


Fallout4_Concept_Salesman_730x405.jpg

Workshop Fixes

  • Fixed a bug that would cause settler counts to appear incorrectly
  • Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
  • Improvements to snapping pieces together while in Workshop mode
  • Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
  • Player can now build workbenches in their Diamond City house
  • Building wires no longer uses up copper
  • Fixed issue with certain settlement attacks not generating properly
  • Fixed an issue with settlement happiness calculations
  • Settlers assigned to weapons stand will now stand next to it
  • Diamond City house now shows provided power
  • Repairing items will now correctly consume resources
  • Fixed an issue where companion would ignore commands at workshop locations
  • Fixed an issue with crops appearing destroyed after saving and reloading
 
No ****ing shit, legit my last three Minutemen quests have gone, kidnapping at Sanctuary, Raiders at Abernathy Farm, Kidnapping at Sanctuary, Raiders at Abernathy Farm, kidnapping at Sanctuary.

It's like a big **** you from Bethesda.
 

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No ******* shit, legit my last three Minutemen quests have gone, kidnapping at Sanctuary, Raiders at Abernathy Farm, Kidnapping at Sanctuary, Raiders at Abernathy Farm, kidnapping at Sanctuary.

It's like a big **** you from Bethesda.

You need an intervention.
 
Alright just completed raider troubles at Somerville, go back and it's ANOTHER ****ING KIDNAPPING AT SANCTUARY

I'M GONNA KILL ALL THESE USELESS campaigner MINUTEMEN THEY DO SWEET **** ALL
 

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