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Settlement Building Feels Off


Sirchase

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Im glad Bethesda literally copy pasted RTS From Fallout 3, but as many already stated the building is a pain in the ass, what disturbs me most is the fact that you cannot do anything with existing structures, like sanctuary. You cannot even add doors to the houses, let alone fix the roof. Closing the walls by enwraping them with an additional wall works, but thats pretty much it. A big issue is also the elevation not only fences but any item you place should have a Z axis, also collision needs to be reduced or removed in order to place stuff.

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Im glad Bethesda literally copy pasted RTS From Fallout 3, but as many already stated the building is a pain in the ass, what disturbs me most is the fact that you cannot do anything with existing structures, like sanctuary. You cannot even add doors to the houses, let alone fix the roof. Closing the walls by enwraping them with an additional wall works, but thats pretty much it. A big issue is also the elevation not only fences but any item you place should have a Z axis, also collision needs to be reduced or removed in order to place stuff.

In the E3 showcase, I screamed from joy for adding something like this. Even though it not really everywhere, it still something.

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My guess behind the reason why things are so limited is that they were concerned about a polygon and processing budget for the console versions. The console commanda workshopbudget and getbudgetcounts gives a readout of polygons drawn for an environment... This doesn't explain the part where you can't just remove existing structures (which tend to be higher polygon anyway), but does explain why some of the settlements seem to be significantly restricted in what you can actually do with them. It also explains why turrets tend to take up quite a lot of the budget, since it's high on both processing and polygon count compared to a wire or floor section. It also explains why there is so much duplication between elements, and why even a completely emptied settlement still has things allocated to the budget. I hate to say "because consoles", but I have trouble seeing any other reason for these limitations.

 

Keep aware, the console command workshopbudget will also scrap everything within the building area with material losses, so is only advisable in new settlements and where you are either using tgm or other cheats to build without resource issues.

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Its unfortunate that it was built so rushed and concerned for consoles. So much could of been better (as far as building everything else is fine) I will be looking forward to multiple things that modders and probably myself if no one makes it is getting rid of collision for place objects it just feels so limiting... I consistently see alot in the main area of Boston building materials place without collision in affect and look extremely fluid and it upsets me just because its what i could of have originally in my settlements

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My guess behind the reason why things are so limited is that they were concerned about a polygon and processing budget for the console versions. The console commanda workshopbudget and getbudgetcounts gives a readout of polygons drawn for an environment... This doesn't explain the part where you can't just remove existing structures (which tend to be higher polygon anyway), but does explain why some of the settlements seem to be significantly restricted in what you can actually do with them. It also explains why turrets tend to take up quite a lot of the budget, since it's high on both processing and polygon count compared to a wire or floor section. It also explains why there is so much duplication between elements, and why even a completely emptied settlement still has things allocated to the budget. I hate to say "because consoles", but I have trouble seeing any other reason for these limitations.

 

Keep aware, the console command workshopbudget will also scrap everything within the building area with material losses, so is only advisable in new settlements and where you are either using tgm or other cheats to build without resource issues.

 

Let be real here:

 

if the pc version offers more in anything other than higher fps. Gamers will be mad and that understandable. Many pc games suffer from console limitations, specially when they multi cross platform like beth games. Not admitting that is like lying. That is no ones fault, not even sony and microsoft. Since making consoles as strong as pc will ups the price tag for people who do not want a beasty rig for the that reason. It seems modding is the real problem solver in this case and we can only hope beth patches the feature for now.

 

Let hope and pray that the next next gen even packs more house power for the sake of everyone and everything.

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My guess behind the reason why things are so limited is that they were concerned about a polygon and processing budget for the console versions. The console commanda workshopbudget and getbudgetcounts gives a readout of polygons drawn for an environment... This doesn't explain the part where you can't just remove existing structures (which tend to be higher polygon anyway), but does explain why some of the settlements seem to be significantly restricted in what you can actually do with them. It also explains why turrets tend to take up quite a lot of the budget, since it's high on both processing and polygon count compared to a wire or floor section. It also explains why there is so much duplication between elements, and why even a completely emptied settlement still has things allocated to the budget. I hate to say "because consoles", but I have trouble seeing any other reason for these limitations.

 

Keep aware, the console command workshopbudget will also scrap everything within the building area with material losses, so is only advisable in new settlements and where you are either using tgm or other cheats to build without resource issues.

 

Let be real here:

 

if the pc version offers more in anything other than higher fps. Gamers will be mad and that understandable. Many pc games suffer from console limitations, specially when they multi cross platform like beth games. Not admitting that is like lying. That is no ones fault, not even sony and microsoft. Since making consoles as strong as pc will ups the price tag for people who do not want a beasty rig for the that reason. It seems modding is the real problem solver in this case and we can only hope beth patches the feature for now.

 

Let hope and pray that the next next gen even packs more house power for the sake of everyone and everything.

 

 

It is extremely unfortunately because I was considering this for awhile how much better this game could be as far as building etc maybe graphical instances as well... It just sucks that we are limited to consoles but whatever its our burden to bare the limitations.

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You get to admit, this game is good indeed.

 

Forgot everything about questing and building, everything else other than that is really good. Specially for the wondering kind of players who want to see creepy stuff or references (I have album of those.) and beth balanced out stuff a bit well this around( expect sponge riders, and that time when you get a legendary weapon with radiation damage that deals extra damage to ghouls, like what the hell?) If the quests were better and the building system not buggy as hell, this would have been my favorite game.

 

So they should just fire the writing team and everything will be fine.

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You get to admit, this game is good indeed.

 

Forgot everything about questing and building, everything else other than that is really good. Specially for the wondering kind of players who want to see creepy stuff or references (I have album of those.) and beth balanced out stuff a bit well this around( expect sponge riders, and that time when you get a legendary weapon with radiation damage that deals extra damage to ghouls, like what the hell?) If the quests were better and the building system not buggy as hell, this would have been my favorite game.

 

So they should just fire the writing team and everything will be fine.

 

I agree the game is pretty damn good, Quests i havent really felt them as bad more as just okay but game play just kinda exploring the world its all amazing and im 20 hours in from just exploring the wasteland and honestly iv only gone 2/5th of the map. Mods and such on weapons are bar far my favorite part i feel like my own character with unique armor and such my only problem is Road Leather is the only underarmor i seem to find xD

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Road Leather is the only underarmor i seem to find.

Long john, minuteman and vault armor are the also underarmor. Anything that seems skinny has a high chance of being underarmor.

 

 

ah thanks... Cant wait for mods to fix that so more armors can be underarmor.

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