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DLC 4/12


ddavies10693

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Different paint graffiti based on what the bins are holding, radiation removing device. Traps.. Oh and a device to turn hostile creatures non hostile when you release them. Oh and fusion core power generator.

 

 

Lastly, you can take damage from ceiling fans, not sure if they meant to show that or not, but when the character got up from his chair, he made a wounded noise and the fan stopped.

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This 'DLC' really does take the mick, showing absolutely NOTHING that wouldn't have been done better with FREE mods, had the GECK been released on day one.

 

Worse, it proves that settlement building in the vanilla game was purposely nerfed, just so this DLC could be sold later on. And wasn't the GECK supposed to be released between DLC 1 and 2?

 

Why do I hold the suspicion that if this trivial second DLC sells well, Beth will delay the GECK once again to allow them to sell more simplistic mod like DLC before the main 'new region' DLC finally appears toward the end of the year?

 

What is so galling is that there is DLC Beth could make that modders find very difficult to produce. This DLC is new missions with new dungeons, new voice recordings and new models. Co-ordinating all these types of new assets is beyond modders because of the need to find so many differing forms of skillsets, and organise the co-operation between so many people.

 

Beth should never have got into the business of selling what modders can easily make in the GECK.

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Personally, I think that Bethesda never expected the settlement building to become as hugely popular as it is now, especially on pc where you can do a lot more which is why this DLC was created. I would like to think this wasn't intentional, but obviously we'll probably never know.

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