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Joined 1 year ago
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Cake day: June 13th, 2023

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  • No mods, on my first clean install, all the Automaton voice lines were missing, so the robots were mute. I did a reinstall, that fixed it, so I only had the rest of the “normal” bugs.

    Here is a long list of them, feel free to pick your favourite.

    My favourite bug someone just found is that if you build stuff in any of the indoor settlements, like Vault 88, it breaks pathing in subtle ways everywhere. If you put down something, it marks the coordinates in that indoor cell for NPCs to walk around, so that they don’t try to walk over beds and such. The problem is that it actually marks those same coordinates in all cells everywhere, so the bed shaped “no-go zone” is there in every single interior in seemingly random places. That means, the more you build in these places, the less NPCs can walk in indoor cells, and they might get randomly stuck.

    BTW the immersion breaking thing for me is that I’ve always hated that unlike previous Fallout games, or like all games ever, when you holster a weapon, it just disappears into thin air instead of being holstered in some way. There is a simple mod that fixes that, but it got broken by the next gen update, which also broke F4SE. So now I wait and play sg else.




  • I think ARPG is just broader than that. Bethesda games are also described as action RPGs, yet they are neither really about builds or gitting good, it’s more of an exploration / virtual theme park thing.

    I think the definition of an ARPG is “an RPG where the player’s skill in controlling the character in an action-game like fashion has a major role in gameplay, as opposed to games where the character stats or strategy is solely decisive”, like in Divinity or most older RPGs.

    It’s like when people describe both Doom and Six Days in Fallujah as an FPS, yet they are nothing alike.