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  1. #1461

    Sweaty Dick Punching Enthusiast

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    Quetzalcoatl

    Never, in my mind it will always be brokering a peace and stealing both their costumes, so me and my companion can terrorize the Capital Wasteland as a crime fighting superhero duo.

  2. #1462
    RNGesus
    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Anoat View Post
    Never, in my mind it will always be brokering a peace and stealing both their costumes, so me and my companion can terrorize the Capital Wasteland as a crime fighting superhero duo.
    You're thinking the wrong quest buddy.

    Ant Queen was a ant monster in the quest Those! You're thinking the Superhuman Gambit.

  3. #1463

    Sweaty Dick Punching Enthusiast

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    Oh. Ant Queen, AntAgonizer, gotcha. Oh well.

  4. #1464
    New Merits
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    Shiva

    I wonder if its going to turn out its some human/robot/w/e that followed the Silver Shroud radio series since the villian of the show is called The Mechanist too.

  5. #1465
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    DLC is live now for EU, 1 pm ET for NA (PS4), Live now for all regions on PC & XBone. Starts at Wattz Consumer Electronics. There are two new dungeons and a few hours of story content. Robot modding requires the Robotics Expert perks. One new companion, Ada, and a bunch of new gear (Tesla Rifle - Chain Lightning & Tesla Power Armor are the top tier, Robot armor, Assaultron and Mr Handy melee weapons). Robot companions can be spec'd with carry weight.

    Spoiler: show

  6. #1466
    RNGesus
    Sweaty Dick Punching Enthusiast

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    Wut? Mines been installed since last night.

  7. #1467
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    Oops, I guess it's just PS4 which starts late.

  8. #1468
    Queen of the Pity Party
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    GDI anyone know a console command to fix my companion?


    I did Trinity Tower, Dog got stuck up top (which it turns out is a common problem with this quest, GG Bethesda). No problem, I figure. I'll just teleport him to me. And when I use placeatme the dog shows up just fine... but he sits there and won't do anything, and I can't give him any commands - the only option is to talk to him. He won't follow me either.


    I guess I could try zoning, haven't done that yet (was too frustrated and had to get up early). But aside from that, any other suggestions? A different console command to move him, or a command to reactivate his dumbass? I love my puppy and I will not go forward without him (even though he rushes into battle all the time even when I tell him to stay and nearly gets me killed...)

  9. #1469
    Queen of the Pity Party
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    figured it out. if anyone else on PC runs into this problem:

    placeatme <baseid> <--- DOES NOT WORK. just summons a brainless copy of the lost companion
    prid <refid>; moveto player <---- DOES WORK. summons the actual companion

    came in handy twice already. damn dog got stuck in the floor of an elevator not five minutes after I resummoned him... sheesh.

  10. #1470
    RNGesus
    Sweaty Dick Punching Enthusiast

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    Finished the DLC. Was fun to have some more quests to do. Making robots is alright, nothing crazy. Would probably enjoy it more in a full game run rather than just during the DLC.

    I'm happy to play it as part of the season pass but I wouldn't wanna pay 10 bucks for that amount of content.

  11. #1471
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    https://twitter.com/BethesdaStudios/...90897279717376

    Survival Mode beta coming to Steam next week.

  12. #1472
    Queen of the Pity Party
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    o shit this was a good time for me to pickup the game I guess. I missed survival mode, and all the realism it provided

  13. #1473
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    https://twitter.com/DCDeacon/status/712393185130053632

    Far Harbor's land mass will be bigger than Oblivion's Shivering Isles.

  14. #1474
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    http://steamcommunity.com/games/3771...80451728708740

    Survival Mode beta is now available. Full version coming to consoles some time next month.

  15. #1475
    Impossiblu
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    Prothescar Centursa
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    It disables mods and console commands so don't install the beta if you use either of those (basically all of us)

  16. #1476
    Limecat
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    Just got the DLC, haven't played in months. Looking over my weapons. I am so proud of how immature I am with their naming "Cunt Destroyer" and so on lol

  17. #1477
    EAST BAY JEDI DONT GIVE A FUCK
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    Quote Originally Posted by Myrrh_Quetz View Post
    Just got the DLC, haven't played in months. Looking over my weapons. I am so proud of how immature I am with their naming "Cunt Destroyer" and so on lol
    You were always very proud of that one.

  18. #1478
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    April 12th
    allout 4’s second add-on, Wasteland Workshop, will be available worldwide on Tuesday, April 12, on Xbox One, PlayStation 4 and PC. With Wasteland Workshop, you can design and set cages to capture live creatures – from raiders to Deathclaws. Tame them or have them face off in battle, even against your fellow settlers. The Wasteland Workshop also includes a suite of new design options for your settlements like nixie tube lighting, letter kits, taxidermy and more.

  19. #1479
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    Unofficial Patching team beginning to fix everything Bethesda didn't
    Spoiler: show
    v1.0.0 (2016-04-18)

    Actor Fixes

    The follower version of Curie does not have the standard selection of sneak perks or the Companion Inspiration perk like all of the others do. This was due to an improper inheritance from her nested templates. (Bug #19664)
    EncRadscorpion03AmbushLegendary and EncRadscorpion03Legendary were not set to use the skin for the Glowing Radscorpion like their normal counterparts. (Bug #19843)
    Preston Garvey, MacCready, Curie, Cait, and Dogmeat were never given the Live & Love magazine perks. (Bug #19672)

    Audio Fixes

    During Tradecraft, the player comments on the base being under a donut shop. The female response adds on a line that isn't in the subtitle and isn't in the male version of the line. The extra part has been removed. (sound\voice\Fallout4.esm\PlayerVoiceFemale01\0007 91E4_1.fuz) (Bug #20128)

    Item Fixes

    Combat Armor left leg weight did not match the weight on the right leg. Both should weigh 2 based on their value and where they fit in the progression. (Bug #19682)
    It was not possible to remove added armor linings from Synth Armor due to a missing ma_armor_lining keyword on the arm, leg, and torso pieces. (Bug #19708)
    Construction recipes were missing for "Glow Front Sight Ring" on Combat Shotguns and Rifles, as well as "Tuned Receiver" for Pipe Revolvers despite these weapon mods being available in the UI. The result was that the actual mods produced were non-functional. (Bug #19679)
    John & Cathy's House Key (DmndJohnKey) was incorrectly labeled as "John & Jessica's House Key". (Bug #19753)
    The Clean Black Suit (ClothesSuitClean_Black) was missing the keyword to allow Ballistic Weave to be inserted. (Bug #19911)
    Leveled list LLI_Vendor_PowerArmor_Mods_Unique had a bad entry for an object reference that the game would treat as a 10mm pistol. (Bug #20131)
    Clean Vault 111 suit was not using the correct material swaps for first person. (Bug #20146)

    Location Fixes

    The Prydwen has a settlement icon on the map even though there is no workshop listed for it and there is never any possibility to send settlers to it. (Bug #19905)

    Mesh Fixes

    The combat shotgun stock has a gap in it. (meshes\weapons\combatshotgun\stockshort_1.nif) (Bug #20069)
    The female heavy leather armor model is pointing to the wrong material. (meshes\armor\leather\f_arm_heavy_r.nif) (Bug #20137)

    Papyrus Fixes

    AOAliasBailOutScript: Prevented timer event bailout from filling the script logs with errors due to the lack of a check for the alias reference being NONE. (Bug #19591)

    Perk & Stat Fixes

    Level 3 & 4 of Chemist incorrectly list Intelligence of 5 as a requirement instead of 7. (Bug #19585)
    Levels 1 & 2 of the Ninja perk did not properly account for 2-handed melee weapons. (Bug #19667)
    Level 3 of Idiot Savant was mistakenly checking for Intelligence of 6 twice, which left out 5, and the effectiveness chance was off by 1% as well. The Intelligence 8 condition also had unnecessary weapon type conditions that should not have been there. (Bug #19676)
    The Tesla Science magazine perk was not providing the bonus described due to the use of an incorrect keyword. (Bug #20139)

    Settlement & Workshop Fixes

    Settlers assigned to scavenging stations walk around everywhere with their weapon drawn, often pointing it at things for no reason. This was due to the AI package WorkshopScavengeSandbox7x14 having the "Weapon Drawn" flag set when it doesn't need to be. (Bug #19652)
    Provisioners, Pack Brahmin, and Caravan Guards were retaining their names after reassignment due to a missing "Clears Name When Removed" flag on the aliases in the Workshop Parent quest. (Bug #19653)
    The High Tech Desk [Dirty] (workshop_co_HighTechDesk01_Dirty) was using the incorrect component type for the wood. (Bug #19680)
    Aluminum Oil Cans (OilCan01_PreWar) were scrapping for steel instead of aluminum. (Bug #19598)
    Lead Pipes incorrectly call for steel when upgrading to Heavy Lead Pipes. (Bug #19596)
    Lead Pipes incorrectly get scrapped into steel rather than lead. (Bug #19596)
    BranchPile02 is listed in the wrong formlist for scrapping branches. (Bug #20132)
    The following scrap recipes were producing their component parts instead of proper scrap material: workshop_co_ScrapBathroomSink, workshop_co_ScrapBathroomToilet, workshop_co_ScrapBrokenVendingMachine, workshop_co_ScrapFurniturePatioChair, workshop_co_ScrapLoot_AmmoBox, workshop_co_ScrapLoot_Medkit, workshop_co_ScrapLoot_Prewar_Cooler, workshop_co_ScrapLoot_Prewar_Safe, workshop_co_ScrapLoot_Prewar_Suitcase, workshop_co_ScrapLoot_Prewar_Toolbox, workshop_co_ScrapLoot_Safe_Floor, workshop_co_ScrapLoot_ToolChest, workshop_co_ScrapLoot_Woodcrate, workshop_co_ScrapLunchPail, workshop_co_ScrapOxygenTank, workshop_co_ScrapRadio, workshop_co_ScrapTricycle01, workshop_co_ScrapUtilitySink, workshop_co_ScrapVaultcrates, workshop_co_ScrapWoodVerySmall. (Bug #20114)
    MacCready's wooden toy soldier was incorrectly listed as being made of ceramic instead of wood. (Bug #20115)
    Several radios are not in the scrap list that controls radio scrapping. (Bug #20130)
    Player housing ruined stove is not correctly labeled to allow it to be built in the workshop UI. (Bug #20133)
    Lightboxes are incorrectly filed under the Misc category in the workshop UI. They should be listed with the other lights. (Bug #20134)
    Aluminum Tray (LukowskisPottedMeatUnfilled) should scrap to aluminum, not steel. (Bug #20135)

    Quest Fixes

    Strong should no longer begin his response dialogue when asked about his relationship status with the player before the player has actually finished speaking. (COMStrongTalk) (Bug #19657)
    At the end of Dependency (V81_03), if the player convinced Bobby to get clean, talking to Tina will abort after convincing her to join a settlement due to an unfilled property in the scene that was supposed to bring up the settlement selection window. If you succeeded in convincing her but never got the menu, you will get a pop-up menu upon running the patch which will ask you where you want to send her. (Bug #19581)
    When completing Dependency (V81_03) Bobby, Tina, and Rachel do not have their essential status removed because the stage 1000 fragment calls stop too soon and ends up clearing the aliases before the quest is done. (Bug #20142)
    Cambridge Polymer Labs (DN015) leaves undroppable quest items in your inventory even if the puzzle quest (DN015Puzzle) to make the armor is completed. DN015 was not stopping DN015Puzzle in stage 100. (Bug #19586)
    When negotiating with Deb at Bunker Hill for Traffic Jam (FFBunkerHill02) the rewards given are incorrect due to checking the wrong set of quest stages for the negotiated payment. (Bug #19710)
    The Order Up quest (DialogueDrumlinDiner) does not clear aliases for the dead bodies, resulting in them staying in the game forever and respawning their loot. The quest is also not stopped if everyone at the diner has been killed, or if the player aggro'd them all and they're all hostile. (Bug #19720)

    Terminal Fixes

    The Faculty Terminal at Shaw High School (DN020_StaffMemosSubTerminal) is incorrectly named as Principal Tanner's Terminal and incorrectly returns back to Tanner's personal terminal instead of the proper Faculty Terminal main menu. (Bug #19876)
    The Dean's Terminal at University Point (DN088_DeansSubTerminalMail) has a mail relay submenu with incorrect dates. It is talking about events from 2077 but is dated 2285, which is incorrect. (Bug #19741)

    Texture & Material Fixes

    The material swaps for Covert Operations 7 (CustomMaterialSwap001D1FEA) and Covert Operations 8 (CustomMaterialSwap001D1FF1) were switched and caused them to display the wrong artwork when dropped in the world. (Bug #20009)

    Placement/Layout/Ownership and other World Object Fixes

    00080812: Arcjet Systems elevator sticking up through the building roof. (Bug #19724)
    0020c29f: Floating chem box. (Bug #19659)
    001772d6, 0019e420: Floating tires. (Bug #19688)
    00175d71: Test tube clipping other objects. (Bug #19697)
    00055583, 00055590: Floating trash cans. (Bug #19697)
    00175e7e: Coffee cup standing on its handle. (Bug #19697)
    00219d74, 00238C3B: Floating bottles. (Bug #19697, Bug #19878)
    0023f428, 0023f429: Baseball grenades clipping desk. (Bug #19697)
    00193ffc: Object stuck behind collision. (Bug #19718)
    00087D9D, 00087D9C: Floating benches. (Bug #19878)
    0020C2A0: Floating cap stash. (Bug #19878)
    0017FD4F, 0017FD54: Floating frag mines. (Bug #19879)
    000C7382: Frag mine buried under terrain. (Bug #19879)
    00186BFC: Useable bench buried in mud - changed to non-useable static. (Bug #19882)
    0021543E: Z-Fighting rug. (Bug #19883)
    00165111: Separated duplicate coffee mugs. (Bug #19883)
    000edc14: Pallet clipping with pole. (Bug #19883)
    001F2DCD: Picture, frame, and nuka-cola machine clipping with a wall. (Bug #19883)
    0003B67D: Cooler buried and inaccessible. (Bug #19883)
    00043214: Floating skeleton. (Bug #19913)
    000516a3: Floating tree branches. (Bug #19712)
    001bf692, 001bf691: Misaligned bridge pieces. (Bug #20129)

    Text Fixes

    ConcentratedFire02: "In V.A.T.S. every attack on the same body part gains +15% accuracy." -> "In V.A.T.S. every attack on the same body part gains +15% damage." (Bug #19671)
    Loadscreen PerkLoneWanderer: "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion or dog." -> "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion." (Bug #20118)
    BoS_DN017_CEOTerminal: "wander passed security" -> "wander past security" (Bug #19723)
    RR102_200_Deacon_At_Sympathizer, Action 6: "He, or she, has intel on the base." -> "He, or she, has information on the base." (Bug #19723)
    RR102_400_Deacons_Plan, Action 8: "That's my read, too." -> "Yeah, that's my read, too." (Bug #19723)
    RR102 - Shared infos: "So we go in through the escape tunnel." -> "So we're goin' in through the escape tunnel." (Bug #19723)
    RR102_400_Deacons_Plan: "Doesn't everyone have an escape tunnel?" -> "What, doesn't everyone have an escape tunnel?" (Bug #19723)
    DialogueDrumlinDiner - Greetings: "Did you need anything?" -> "Do you need anything?" (Bug #19723)
    MelonWild: "Melon blossom" -> "Melon Blossom" (Bug #20145)
    MelonWildGS: "Ash blossom" -> "Ash Blossom" (Bug #20145)


    http://afkmods.iguanadons.net/Unoffi...20History.html
    http://www.nexusmods.com/fallout4/mods/4598/?

  20. #1480
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    https://bethesda.net/?utm_source=Soc...2016/04/26/114

    Official PC Mod support is now available

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