Jump to content

Fallout 4 Survival Mode Beta


SirSalami

Recommended Posts

  • Replies 532
  • Created
  • Last Reply

Top Posters In This Topic

In response to post #36118980. #36119310, #36119560, #36120160, #36120190 are all replies on the same post.


Gary112 wrote: I've only played about 15 minutes of survival mode, but it just seems so easy. There is way too much stuff. I didn't even leave Sanctuary and had almost a dozen stimpaks, half a dozen radaway and 10 bobby pins. And that was with a character with 2 luck. I would love to play survival mode with a good loot overhaul mod.
Tantalus010 wrote: What? On regular modes, I start with around 4 luck and I'm lucky if I leave Sanctuary with 1 radaway, 1 bobby pin, and maybe 10 stimpacks.
Gary112 wrote: Yeah, I have no idea what's going on. I also opened one of the safes and found 25 pre war money.
Baboo77 wrote: Your luck is better than mine, played for about 2 hours and I am constantly starved for stimpacks. especially since I have to waste them on my retarded companions that keep trying to facetank everything.
DoesUntoOthers wrote: Tantalus, are you remembering to raid the secret meth lab (read basement) of the one house?


@DoesUntoOthers - Nah, I did the first few times I played through, but now I like to RP as a father who just lost his son, so I don't anymore. Even so, I don't remember a whole bunch of radaway or stimpacks being down there; maybe a few. Certainly no bobby pins. As I recall, it was mostly crafting materials and food.
Link to comment
Share on other sites

In response to post #36114615. #36120090, #36120640 are all replies on the same post.


dikr wrote: Really excited about this.

I only played FO:NV on Survival mode / Very Hard. Still that was fairly easy once you knew the ropes and where to find the good stuff. The added realism by the additions mentioned in this announcement should be even better. On paper it reads like a perfect open world survival sim.

There's only so much realism before a game isn't fun anymore, though. Curious about how the inability to fast-travel will affect the looting part of the game. If I'd have to decide to leave behind good stuff all the time it might sour the experience quite a bit. (And everything not nailed down can be considered 'good stuff' when you look at settlement building needs in this game).

In that sense, limiting fast traveling to (only) between your settlements connected with supply routes might be a slightly more gameplay friendly alternative ...

At least for modders it will open a whole new range of possibilities & inspiration.

Pack Brahmin & portable sleeping bags! We shall need them :)



Baboo77 wrote: If you are fast travelling for looting purposes then limiting fast travel to settlement connected by supply lines in kind of pointless. Just salvage and dump your junk in the closest settlement and go back to adventuring. I do like the idea though, mainly for convenience cause some places are just so damn annoying to get to, I would go as far as introducing craftable brahmin taxi stations with a fairly high crafting cost that will take to other settlements for a reasonable fair. .

Pack Brakmin and bedrolls will happen, I am sure of it. There is probably someone smarter than me working on it right now.
greenday4425 wrote: That's what Brotherhood of Steel Vertibirds are for!! They'll actually have a damn good use now. Carrying too much s#*!? Call a vertibird to fly you to a settlement safely!!


Except we won't be able to make use of ANY kind of mod with Survival mode once this is out of beta......
Link to comment
Share on other sites

In response to post #36105590. #36105840, #36105980 are all replies on the same post.


JokerPoker5RP wrote: So i disabled all my mods..game crashes.. i verified games cache.. game crashes at start, i quit beta and went to normal...game crashes at start... so now im reinstalling it to see if it wont crash. Anyone got the same problem?
mcguffin wrote: it's caused by UI mods that keep loose files in your interface folder
JokerPoker5RP wrote: But game kept crashing even when i opt out of beta, shouldn't that fix it?


Nevermind. I reread your second comment and realized I don't know what's causing your issue. Edited by Tantalus010
Link to comment
Share on other sites

In response to post #36103150. #36103355, #36104240, #36108360, #36109005, #36109055, #36118685, #36119420 are all replies on the same post.


printerkop wrote: No mods, no dice..disabled steam from the network for now.
Mods are way more important to me then silly gameplay mechanics.
woolanator wrote: its only activates if youre opted in on steam if not it wont download and apply it, youll know if you have it if it says "[beta]" next to your fallout 4 in steam

and they removed the mods for testing purposes
printerkop wrote: i understand all that, still no mods no testing for me.
HadToRegister wrote:

printerkop
i understand all that, still no mods no testing for me.


Just brilliant, and you'll be one of the people complaining that they didn't fix any bugs, because ytou refuse to play with the new patch sans mods to see if the patch fixes the UNMODDED game FIRST.

:golfclap:
xsugerdaddyx wrote: But what if you mod to add gameplay mechanics!?
hivKORN wrote:
to see if the patch fixes the UNMODDED game FIRST.

And which of Bethesdas Games was Bug free?
I remember Oblivion, without Mods = not proper
I remember Skyrim, without Mods = not proper
Fallout 3 and New Vegas, again, not proper without Mods
Especially they are all not fixed without the unofficial patches.
Hope some people will have slept off somtime.
printerkop wrote: This...

When i first bought Fallout 3, i couldn't get it to start at all, it took me 10 hours fiddling with ini files and installing VCredist fixes cause Bethesda in all their wisdom decided to release it with a BETA of a VCredist,,can't be more stupid.
And when i got it to work, it was stuttering like crazy, every other game played perfectly fine, i had a very fast PC.

Same with New Vegas, i havent even been able to get the steam version to work at all, not even after 7 updates, i actually had to search for a cracked exe to get my PAYED steam version to work, i mean WTF ?
And even then it was crashing every 5 minutes, i had to wait till NV stutter remover came out, just like with Fallout 3, and only 2 years later when NVAC came out, i was finally able to enjoy a crash free game.

And with Fallout 4 i only have aesthetical mods and mods that add some meshes for settlement building, no gameplay changing mods, so don't b&@*$ to me about my mods being able to interfere with the survival mode HadToRegister..go whine somewhere else.
Baboo77 wrote:

And which of Bethesdas Games was Bug free?
I remember Oblivion, without Mods = not proper
I remember Skyrim, without Mods = not proper
Fallout 3 and New Vegas, again, not proper without Mods
Especially they are all not fixed without the unofficial patches.
Hope some people will have slept off somtime.


LOL,The Skyrim Legendary Edition (the effin final ultimate Skyrim bundle) released with major main quest breaking bug that had been introduced in the game within it's first month of life and was never officially fix. Thank god for the amazing modding community. If it wasn't for them I would still be standing by the western watchtower trying to eat my first dragon's soul which officially launches the main quest line.


Same here. I'll just wait for a Project Nevada, FFE or Skyrim style IMCN/RND and Frostfall needs mod to show up.
Link to comment
Share on other sites

In response to post #36105590. #36105840, #36105980, #36121345 are all replies on the same post.


JokerPoker5RP wrote: So i disabled all my mods..game crashes.. i verified games cache.. game crashes at start, i quit beta and went to normal...game crashes at start... so now im reinstalling it to see if it wont crash. Anyone got the same problem?
mcguffin wrote: it's caused by UI mods that keep loose files in your interface folder
JokerPoker5RP wrote: But game kept crashing even when i opt out of beta, shouldn't that fix it?
Tantalus010 wrote: Nevermind. I reread your second comment and realized I don't know what's causing your issue.


did you turn your mods back on? or just exit beta?
Link to comment
Share on other sites

In response to post #36114615. #36120090, #36120640, #36121330 are all replies on the same post.


dikr wrote: Really excited about this.

I only played FO:NV on Survival mode / Very Hard. Still that was fairly easy once you knew the ropes and where to find the good stuff. The added realism by the additions mentioned in this announcement should be even better. On paper it reads like a perfect open world survival sim.

There's only so much realism before a game isn't fun anymore, though. Curious about how the inability to fast-travel will affect the looting part of the game. If I'd have to decide to leave behind good stuff all the time it might sour the experience quite a bit. (And everything not nailed down can be considered 'good stuff' when you look at settlement building needs in this game).

In that sense, limiting fast traveling to (only) between your settlements connected with supply routes might be a slightly more gameplay friendly alternative ...

At least for modders it will open a whole new range of possibilities & inspiration.

Pack Brahmin & portable sleeping bags! We shall need them :)



Baboo77 wrote: If you are fast travelling for looting purposes then limiting fast travel to settlement connected by supply lines in kind of pointless. Just salvage and dump your junk in the closest settlement and go back to adventuring. I do like the idea though, mainly for convenience cause some places are just so damn annoying to get to, I would go as far as introducing craftable brahmin taxi stations with a fairly high crafting cost that will take to other settlements for a reasonable fair. .

Pack Brakmin and bedrolls will happen, I am sure of it. There is probably someone smarter than me working on it right now.
greenday4425 wrote: That's what Brotherhood of Steel Vertibirds are for!! They'll actually have a damn good use now. Carrying too much s#*!? Call a vertibird to fly you to a settlement safely!!
AlarictheVisgoth wrote: Except we won't be able to make use of ANY kind of mod with Survival mode once this is out of beta......


Mods are only disabled during the beta to avoid conflicts and ensure any bug reports are caused by the game and not some random mod.
Link to comment
Share on other sites

In response to post #36105510. #36107130, #36108145, #36111230, #36111695, #36111880, #36112075, #36112165, #36112205, #36114300, #36114565, #36115285, #36116105, #36116520, #36119260, #36119480, #36120035, #36121030 are all replies on the same post.


Uthuriel wrote: https://community.bethesda.net/thread/2952


Bethesda disabled the console in the "new" survival mode

good job -.-
HippeusOmega wrote: Yeah I was really suprised by this. I get they don't want gamers cheating but console is used for a lot more then cheating.
Zaxen069 wrote: wow that ..... sucks console to fun to mess with i mean i use for testing out mods i DL or if i feel liek fighting a bunch of npc's or something guess we'll have to wait for modders to renable it
calleb666 wrote: Console yeah, how many games give you this console option? The number close to zero. They obviously had their reasons to disable it, stop whining already
starfis wrote: Was it confirmed by someone official that the console is disabled as part of the Survival overhaul and not just as part of beta testing? I know they didn't disabled it during previous beta updates or during Automatron prerelease, but maybe they want to know what can happen without console interfering similar to disabling mods. If it truly is a "feature", this beta and all that crying about it may simply prove them that disabling it is not best idea. Cheating in singleplayer game is ruining only my own experience, if this is their only reason. And in the end, enabling console will probably take a second when the CK is released next month so who really care.
jet4571 wrote: And wait until you get stuck between 2 static objects and cant get out. No TCL command to get unstuck. Good Job Bethesda!
Skramel wrote: Yeah, cool, but clipping in stones and walls though...
Skramel wrote: don't be ridiculous. There such thing as "trainers", you know? But bugs and glitches still in this fn game, but now without console
popcorn71 wrote: On the one hand, I can understand Bethesda wanting to ensure that their beta test environment is 'clean' and reduce the amount of false bug reports brought on by irresponsible modding.

On the other hand they will never be able to test the robustness of their code without testing it real world situations (ie: with mods and console). I wouldn't want to be them when they finally decide to open up mod to consoles...
Tantalus010 wrote: @popcorn - At this point, I'll be extremely surprised if full console modding ever happens. I think a lot of console players expect it to, but I think Bethesda really only intends to deliver simple mods like recolors. I mean, how will modders mod the console version? On PC and then port the mods over? On the consoles themselves? If on the consoles, then how? Bethesda's tools have always obviously been designed solely for keyboard/mouse. How will scripting work? What happens when consoles start crashing/freezing/bricking because of poorly scripted mods?

All I'm saying: console modding is going to be a far more complex undertaking than most realize. Maybe even more complex than Bethesda realizes, given that they jumped whole hog into the paid modding scene for Skyrim without thinking it through very well. Less than 24 hours after release, there was a legal issue.
Gambit77 wrote: kiss quality screenshots goodbye
Polydine wrote: makes sense, unlike other patches they need to check game balance as well as bugs.
popcorn71 wrote: @ Tantalus010
My understanding is that the only difference between the console and PC version of the game is the executable file. Bethesda uses a very modular, 'plug and play' approach to modding, so there is no technical reason why any mod that does not require changes to ini files or direct changes to the executable to work would not on both the PC AND the console versions of the game.

The issue of weather or not current console hardware can handle the overhead incurred from mods is a completely separate issue. Watching you Xbox fry its self trying to render all 4k textures isn't the same the game not loading the extra dll file required for script extenders to work.

The bottom line is that any 'normal' mod that only requires an esp/esm plus a few meshes and textures to work should work regardless of the hardware, so long is it does not make edits conflict with the edits made by another mod.
Zaxen069 wrote: @calleb666 Considering we had it from the start/ it's normal for Fallout/Elder Scroll Games it's a reasonable compliant + if you factor in how the console helps with some of the bugs in their games and really if you want to cheat with the console it's your choice hell if you wanted to you could just as easily cheat with mods
Tantalus010 wrote: @popcorn - Oh I'm sure the file structure is similar, but console players can't even browse/edit their game files. Thus, they have no way of installing any mod that requires a manual installation (like ENB). Even if everything were plug and play, this is completely new ground and Bethesda is not known for releasing bug-free software. Hell, they're not even known for fixing all (or even most of) their bugs.
RaffTheSweetling wrote: Pretty sure in Saugus Ironworks offices there are a whole lot of chairs placed in the wrong direction so If you click on one and accidentally sit down you end up stuck half in/half out the wall and facing an instant-death drop down to the floor below you. Without the console or the quicksave this sort of thing is gonna be a huge pain in the Ar$e.
MythDinoex wrote: @calleb666

Never
go
full
retarded.
asouthern wrote: Anyone want to take bets on how long until a mod comes along that re enables console in the game? My guess: 2 weeks.


I would guess sooner depending on how hard it is to re enable it. If it's easy then I'd guess almost same day.
Link to comment
Share on other sites

In response to post #36114615. #36120090, #36120640, #36121330, #36123095 are all replies on the same post.


dikr wrote: Really excited about this.

I only played FO:NV on Survival mode / Very Hard. Still that was fairly easy once you knew the ropes and where to find the good stuff. The added realism by the additions mentioned in this announcement should be even better. On paper it reads like a perfect open world survival sim.

There's only so much realism before a game isn't fun anymore, though. Curious about how the inability to fast-travel will affect the looting part of the game. If I'd have to decide to leave behind good stuff all the time it might sour the experience quite a bit. (And everything not nailed down can be considered 'good stuff' when you look at settlement building needs in this game).

In that sense, limiting fast traveling to (only) between your settlements connected with supply routes might be a slightly more gameplay friendly alternative ...

At least for modders it will open a whole new range of possibilities & inspiration.

Pack Brahmin & portable sleeping bags! We shall need them :)



Baboo77 wrote: If you are fast travelling for looting purposes then limiting fast travel to settlement connected by supply lines in kind of pointless. Just salvage and dump your junk in the closest settlement and go back to adventuring. I do like the idea though, mainly for convenience cause some places are just so damn annoying to get to, I would go as far as introducing craftable brahmin taxi stations with a fairly high crafting cost that will take to other settlements for a reasonable fair. .

Pack Brakmin and bedrolls will happen, I am sure of it. There is probably someone smarter than me working on it right now.
greenday4425 wrote: That's what Brotherhood of Steel Vertibirds are for!! They'll actually have a damn good use now. Carrying too much s#*!? Call a vertibird to fly you to a settlement safely!!
AlarictheVisgoth wrote: Except we won't be able to make use of ANY kind of mod with Survival mode once this is out of beta......
Wicketklown001 wrote: Mods are only disabled during the beta to avoid conflicts and ensure any bug reports are caused by the game and not some random mod.


"Except we won't be able to make use of ANY kind of mod with Survival mode once this is out of beta...... "

I thought mods and console have only been disabled BECAUSE it is beta...
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...