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Name one thing you'd like to change about Fallout 4 (as it is at the moment)?

Although it's amazing how the Castle got cleaned up!
They should really have had an algorithm or something running, along the line of your (claimed) settlement gets tidied at X speed per day, per settler you have, until all the junk has gone.

Thank god for the Tidy Settlers mod. You plop down a trash can, assign somebody to it and then they clean up the place for you.
 
I like these two. You wake up, gain access to all the features of 111, thaw the rest and command them around. In that process, you could find some unique... thing. Maybe some sort of a Pip-Boy addon, a "Vault-Tec Instant Nano-Fabrication Module", which allows you to turn a bunch of forks instantly into an iron wall or some random branches into a whole wooden house :D

Yeah. That would certainly make building in game far more immersive too. a way to explain how you manage to make a whole house appear just by accessing things in build mode... heh.
 
I was thinking more about it. You could go further, and replace all workshops with some high-tech looking thing which you call a "nano-fabricator" or "molecular assembler" or something. Vault 111 (and maybe Vault 88 as well) would be the only place where you actually have this thing, everywhere else there is just some sort of a plug for it. You have to build the device somewhere else first, and then carry it over.
The "plug" could be just some sort of an electrical junction, or just a transparent green outline in the place of the workshop, only visible if you have the device in your inventory. Interacting with this placeholder places the device down and allows you to enter workshop mode.
 
More options - player choice. If you go back and play FO1 or 2, the world was much darker. You could join slavers &/or kill them. You could support drug dealers &/or kill them. You made up your character who then interacted with their world. I miss that in FO3 and 4, and to a lesser extent in NV. NV came closest to the originals in terms of rpg gameplay, while also improving the shooter mechanics of FO3.

Like others have said, what if I want to ban Preston & Co. from Sanctuary? What if I want to help the raiders destroy them? Maybe helping Scully at Thickett Excavations gains me favor with the Raiders as a faction? What if I can join the Gunners? In Nuka World, why can't I play one gang off against the others until there's only 1 remaining, and then decide to wipe them all out? It would be a smarter way to do things.

Too much in FO4 feels unfinished and rushed, oversimplified because they wanted to get it out the door. SS helps address the poorly implement settlement building system - thank you, kinggath & all!
 
I am thinking on something else... like why in the bleep does PG order you around after you finish up the main quest? Seems that you are not the general, but merely a private. I would think it should be the other way around. Add to that, you cannot order your troops around out in the field. There is absolutely no point in being the general at all when you still do all the work.
 
It goes without saying (but so many of us have said it time and time again) that the script writing in FO4 isn't the greatest (well to honest FO3 wasn't that great either). Especially when you compare them to the first two games. So much of the story in 1 and 2 relied on you talking to pretty much everyone to find out things to progress conversations with other NPC's, rather than relying on speech checks all of the time.

Of the locked in routes, the one that always gets me the most is being appointed as Director of the Institute and straight after your first major meeting (where you can't even say, "Stuff that we're not going to war. We're staying here in our nice cozy underground world.") Father tells you to take care of the Railroad and you don't have the option of saying, "Sorry, no! You made me the Director and I'm not taking orders from you anymore." Or the fact that you can't give armour and weapons to the Gen 3's, turn off the Gen 1's and 2's and stage a Coup.

Also, where the hell do you get the mini screwdriver from that you use to pick locks?
 
Of the locked in routes, the one that always gets me the most is being appointed as Director of the Institute and straight after your first major meeting (where you can't even say, "Stuff that we're not going to war. We're staying here in our nice cozy underground world.") Father tells you to take care of the Railroad and you don't have the option of saying, "Sorry, no! You made me the Director and I'm not taking orders from you anymore." Or the fact that you can't give armour and weapons to the Gen 3's, turn off the Gen 1's and 2's and stage a Coup.

And how about the railroad? when they made me director, I was shocked to learn that there wasn't a option to tell Desdemona about that because she pretty much just won. Because now I was on her side and willing to do anything she asked me to do... and now I was the director of the organization she hated so much? A real no-brainer when you thought about it.

It made me wonder how the hell somebody like Desdemona was the leader of the railroad. She didn't understand that she had effectively won, and insisted that they still had to go to war. I mean... she could had asked me to plant something that broadcast pro-railroad propaganda into all synths' heads while the synths were living at the Institute. and then asked me to convince Father not to go after them. And face it, everyone else who wasn't "father" seemed to be effectively a synth... there was very few "pure-blood humans" living there from what I saw. and the remaining humans all seemed to be very, very old. It seemed to imply to me that in a few generations there wasn't going to be any actual living human beings living there anymore. Only the synths.

I even went around secretly pick-pocketing everyone to see a synth competent while I was down there, just to test my theory. and the game just seemed to confirm my theory by having almost everyone but the elderly people and the top scientists have synth components.

so it was only a matter of laying low and waiting it out, really. Then she would had won, and not only that but had effectively taken over the Institute itself for herself. She was a synth, so it wouldn't had cost her anything to do the long waiting game.

Heck, I wouldn't even had minded a scene like the one in skyrim where we had all warring factions come together for a meeting on neutral grounds. And then you'd have to do a lot of speech checks and charisma checks to try to see if you couldn't convince everyone to come to an compromise.
 
A better, non ghosting supply lines setup for provisioners.

In both UI and functionality.
 
I don't like the "cheat perks". These are perks that completely remove a game mechanic, such as how Aquaboy allows you to breathe underwater, or Sneak can make you immune to traps. This feels like cheating, especially on survival mode. For example, Aquaboy should instead allow you to breathe twice as long, and Sneak should maybe give you a 50/50 chance of not triggering a trap or something. If someone wants to make a mod that fixes all these "cheat" perks, let me know.
 
Better Story. I'd like a better ruleset that was about half and half between this one and New Vegas. I'd like a more weird Wasteland stuff. Survival mode to me shouldn't change rules, just add realism/immersion. And the voiceacting of the protagonist was a gutsy gamble, done very well, that really just didn't pay off in the end due to (IMO) the writing constraints it imposed.
 
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