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JakeCWolf

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Yeah, but what's the asset - other than something shiny to look at? And what's even that value if you didn't achieve it on even ground?

 

I'd personally take the stance that if you own the game, you are on "even ground", of the 71 current Achievements in Fallout 4 currently, at most 3 of them could be directly influenced by a mod. Those three are: "What's yours is mine" (Pick 50 locks), "Robco's Worst Nightmare" (Hack 50 terminals), and "Lovable" (Reach maximum relationship level with a companion). Mods that remove the mini game for locks/terminals, and one that removes the cooldown time for "liked" actions from a companion (which is entirely easy to bypass on vanilla by saving and loading after each "like").

 

Simply put for every one "cheat" mod there are thousands of other mods that don't deserve the lockout of story line achievements or 99% of the others either.

 

You are missing something. Just because a mod says it won't cheat, does not mean that it won't cheat. Bethesda would have to check and certify every single mod in existence to whitelist it from preventing achievements. And a newbie modder can make a mod that places a stack of money or important quest items right in from of the player at the start. That is why mods disable achievements. Because it is logistically impossible to test and verify every mod for whether it cheats or not. If Bethesda would not do that, the achievements would have no value at all.

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Yeah, but what's the asset - other than something shiny to look at? And what's even that value if you didn't achieve it on even ground?

 

I'd personally take the stance that if you own the game, you are on "even ground", of the 71 current Achievements in Fallout 4 currently, at most 3 of them could be directly influenced by a mod. Those three are: "What's yours is mine" (Pick 50 locks), "Robco's Worst Nightmare" (Hack 50 terminals), and "Lovable" (Reach maximum relationship level with a companion). Mods that remove the mini game for locks/terminals, and one that removes the cooldown time for "liked" actions from a companion (which is entirely easy to bypass on vanilla by saving and loading after each "like").

 

Simply put for every one "cheat" mod there are thousands of other mods that don't deserve the lockout of story line achievements or 99% of the others either.

 

You are missing something. Just because a mod says it won't cheat, does not mean that it won't cheat. Bethesda would have to check and certify every single mod in existence to whitelist it from preventing achievements. And a newbie modder can make a mod that places a stack of money or important quest items right in from of the player at the start. That is why mods disable achievements. Because it is logistically impossible to test and verify every mod for whether it cheats or not. If Bethesda would not do that, the achievements would have no value at all.

 

 

But you are missing something:

 

The whole Achievement issues is based on 2 Rules:

 

1 - Console players get "$$" for getting achievements.

 

2 - PC player do not.

 

So why are we (PC players) getting our games crippled when the "reason" does not even remotely apply to us?

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