Survival Mode Beta Up On Steam

Post » Thu Mar 31, 2016 12:21 am


Bethesda open a new forum that why they didnt open a Beta subforum for the patch



let me link u the new forum



https://community.bethesda.net/community/fallout/fallout-4

User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Wed Mar 30, 2016 3:58 pm

For those wondering how THAT fast-traveling feature works.




Spoiler
You can teleport to the Institute from anywhere, but you can only teleport to C.I.T. ruins from there.

User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Wed Mar 30, 2016 7:54 pm



Don't bother listening to this guy. He clearly ignored the many console users asking for toggles and is pulling his argument out of thin air.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Mar 30, 2016 2:18 pm

[censored] man I was going to recreate my character base with console commands before I started a survival play through. :l

User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Thu Mar 31, 2016 12:54 am


Divisiveness for the win!



:nope:

User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Wed Mar 30, 2016 4:49 pm

Where does it say it's just for the beta?

User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Wed Mar 30, 2016 6:54 pm

Console user here.


Looks great can't wait for the addition. I was already excited, but I'm glad bethesda did not make any concessions to their original view of what survival mode should be.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Thu Mar 31, 2016 3:06 am


Yeah, the new forum is a pain. Hell, I can't even see where the various subforums (beta, hints and cheats, general discussions, mods) are listed over there.



As to the beta, I'll just opt out for now and play it when it goes live, or I find instructions on how to use mods with the beta somewhere. I mean, I'm not wanting to beta test, I'm wanting to start a new game under the new rule set, and my new game will require the mods. If mods can't be played with the beta at all then I can't start my new game yet anyhow.

User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Thu Mar 31, 2016 1:24 am

I was wondering this. thanks.



ETA: I'll be spending more time in the lovely and spacious Hangman's Alley...

User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed Mar 30, 2016 3:37 pm




Spoiler
That actually makes sense.


The only reason you should be able to teleport from anywhere is because of the relay chip. And the relay grenades work the same way. You shouldn't be able to teleport just anywhere without a relay device.


Unless they allow us to build relay pads at settlements, the vertibird option just got a whole lot better. They better handle the new nerfed institute faction in this case. That is a tad unfair.

User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed Mar 30, 2016 8:46 pm

Yuck, no console, no mods. It will be interesting to see how many folks actually want to test it with those limitations.



On another note, does anyone have the weight for .5mm and .50 caliber rounds? Those were always the two ammo types I was iffy on. As miniguns tend to svck, and I have yet to find a good .50 rifle.

User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Thu Mar 31, 2016 3:28 am

It disables mods? Really? Wow, for a few minutes I was so happy the survival mod was released in beta, now it's crushed. The mods I'm using have improved my game so much and caused zero issues. I can't play without them, stripping off my mods would remove a big portion of what I like with fallout 4. If this is intended for the full release I'll be mad. Really mad.

User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Thu Mar 31, 2016 3:59 am


You can not re-enable survival mode once you change the difficulty. A pop up warning appears if you are changing difficulty.

User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Thu Mar 31, 2016 3:14 am


Yeah it disables the mods. Supposedly also disables the console, which is less of a concern, until you need it to get unstuck. (Since you can't just load up from your last quick save)



I also feel your pain about the mod issue. Heck, I only use a couple mods. The major one that adds in character preset for faces, since I svck at creating my own. (And I bloody hate the defaults)

User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Wed Mar 30, 2016 10:03 pm


I have only been stuck a couple of times in all my thousands of hours in Bethesda's games and I believe that was only in New Vegas. I have had companions getting stuck but most of the time they will just teleport to you now after they get a certain distance from you.

User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Thu Mar 31, 2016 1:23 am


Its rare, but it happens. For me its usually when I am running around ontop of cars. But cars in fallout 4 are just dangerous in general. *shrugs*

User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Wed Mar 30, 2016 9:24 pm

I'd have been unable to beat Automatron with survival mode then considering I had to console several times to get past bugs.

User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Thu Mar 31, 2016 1:11 am

I have 55 esps. And my saves have had 0 mod related issues. Would have been better to leave mods enabled, gives modders a better chance to update their mod if there are any incompatibilities. Afterall, mods are almost mandatory for many players. This svcks. Obviously you shouldn't post bugs that could be related to your mods but at the same time, I as a mod user won't be entering the beta and they loose potential feedback (feedback, not neccessarily bug reports, most people using mods should be smart enough to realize when a bug is most likely caused by a mod)



oh well I guess I just wait a couple of days, I got a feeling this restriction will be removed shortly by some clever person out there :D

User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Wed Mar 30, 2016 5:41 pm


I was watching a "Let's Play" and saw the user get stuck inside something after using Blitz. Prior to that I got stuck on some world geometry. I can also see people getting stuck in places with careless exiting of power armor...

User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed Mar 30, 2016 2:50 pm


I on the other side have beaten Automatron on survival with my melee and grenades only character without any gamebreakting bugs.

User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Wed Mar 30, 2016 9:55 pm

Frustrated by the lack of console commands because the pip-boys FOV is broken (heavily zoomed in, not because I pressed the button to zoom in, that makes it worse) when I play. Without mods or console commands, and with it seemingly rewriting the .ini on launch, I can't fix my pipboy and play the game. Kind of annoyed.

User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Wed Mar 30, 2016 2:10 pm

So basically we are going to have to wait for a survival mode simulation mod that turns on all the survival mode features without disabling the console. Guess I'll just have to be patient.

User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Thu Mar 31, 2016 1:12 am


It perfectly makes sense if you make a beta test to exclude mods. Because you never know if the error reported was caused by a mod or the beta DLC/Enhancement. People sadly report not very accurate and very often forget to mention the mods that they have installed.

User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Thu Mar 31, 2016 2:07 am

And then you can stay away from bug reporting if the bug is potentially caused by a mod, but you can still provide feedback for the new mode. Nevertheless, locking out mods just limits the amount of people trying it.

User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Wed Mar 30, 2016 8:09 pm

Your point being? You haven't experienced the bugs that others have, so that makes them unimportant or something?



In the last battle I had to reload a quick save multiple times before eventually saying screw it and using console to progress the quest and then untoggle collisions to access the computer as well.


Spoiler
After defeating all of the robots, the Mechanist would just stand up top without engaging dialogue or coming down the ramp



Edit: I was ticked enough without having to reload to a sleep/save.

User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

PreviousNext

Return to Fallout 4