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Fallout 4

I have the materials to start making buildings, but it won't let me craft them. Ffwhy?

You go into the workbench, but don't stand by the bench (like I did). If you walk away from it without exiting the workshop menu you'll be able to see what you're crafting and where you can put it. At the actual bench there's no room so you can't do it.

That's if you've got the same problem as me - it took me a little while to work out.
 
You go into the workbench, but don't stand by the bench (like I did). If you walk away from it without exiting the workshop menu you'll be able to see what you're crafting and where you can put it. At the actual bench there's no room so you can't do it.

That's if you've got the same problem as me - it took me a little while to work out.

Yeah basically this - you can also bring up the workbench menu anywhere in your settlement by holding down V on the PC version, not sure what button that would be on controllers if you are on console.
 
It is a bit of a glitch fest on the xbone, the settlement making, locks up and needs reopening, stuff wont position well, and as for giving your settlers a task, well that's too vague, who knows what they do all day, do they just wonder about.

Rad away when on the pipboy screen and the gauge doesn't move, have to close the pipboy and open again.

Have crashed the game up by just sprinting.

Seriously wander how they test the game if so many bugs are obvious.
 
Honestly I had problems with the settlement building interface at first and thought it was glitchy, turns out it is just not explained anywhere that you can't open the workbench interface if your reticule is centred on an object or person - you have to point it at an unoccupied bit of space to open the menu away from the workbench itself.

Managing settlers is a bit of a pita, all it would take would be to change the generic "Settler" name to "Farmer", "Guard", "Artilleryman", "Chems Trader", "Supply Caravan" etc. so that you could easily see who was already assigned to a job.
 
Also check that you have UNLOCKED the workbench - you can only build at settlements you have claimed via a quest from Preston, you can't just find a workbench and start building there, with the exception of the Red Rocket garage near Sanctuary.
 
Managing settlers is a bit of a pita, all it would take would be to change the generic "Settler" name to "Farmer", "Guard", "Artilleryman", "Chems Trader", "Supply Caravan" etc. so that you could easily see who was already assigned to a job.

That's a simple solution and would work well.
 
Honestly I had problems with the settlement building interface at first and thought it was glitchy, turns out it is just not explained anywhere that you can't open the workbench interface if your reticule is centred on an object or person - you have to point it at an unoccupied bit of space to open the menu away from the workbench itself.

Managing settlers is a bit of a pita, all it would take would be to change the generic "Settler" name to "Farmer", "Guard", "Artilleryman", "Chems Trader", "Supply Caravan" etc. so that you could easily see who was already assigned to a job.

Other basic improvements I long for: some way of batch scrapping, ability to organise workshop storage/any storage (I know you can order by various things, but I mean more like pip boy vategories), ability to use categories when transferring items. Ability to use component view in workshop storage. Tag component for search regardless of whether you have enough or not. And some way of knowing which armour/clothing is scrappable and which isn't (odd one that)... On the same note some way of just labelling weapons/armour you won't use as junk.
 
Other basic improvements I long for: some way of batch scrapping, ability to organise workshop storage/any storage (I know you can order by various things, but I mean more like pip boy vategories), ability to use categories when transferring items. Ability to use component view in workshop storage. Tag component for search regardless of whether you have enough or not. And some way of knowing which armour/clothing is scrappable and which isn't (odd one that)... On the same note some way of just labelling weapons/armour you won't use as junk.

Erm...

Pipboy categories already exist in the workshop and other storage menus, you can flip through them exactly the same way as you do your own inventory (at least on PC).

You can rename weapons and armour at the respective workbenches, just rename the stuff you want to keep with something like AAA or ZZZ so that it appears at one end of your inventory or the other, or something distinctive so that it is easily recognisable.

The rest I agree with.

A slightly easier way of scrapping stuff is to just drop everything on a spare bit of ground in your settlement, go into the workshop menu, and use the 'scrap' function to work through the pile of crap. Saves you doing weapons at the weapons bench, armour at the armour bench etc.
 
Also I just checked - those clothing items that you cannot scrap at the armour bench CAN be scrapped if you drop them on the ground and use the workbench menu - usually yielding 1 cloth.
 
Honestly I had problems with the settlement building interface at first and thought it was glitchy, turns out it is just not explained anywhere that you can't open the workbench interface if your reticule is centred on an object or person - you have to point it at an unoccupied bit of space to open the menu away from the workbench itself.

Managing settlers is a bit of a pita, all it would take would be to change the generic "Settler" name to "Farmer", "Guard", "Artilleryman", "Chems Trader", "Supply Caravan" etc. so that you could easily see who was already assigned to a job.

That is my biggest annoyance, having to walk around and find settlers and then needing to remember what you've got them doing if you can't tell by where they are standing, would be great to have a submenu under the settlers number bit or somewhere which would list your settlers and what jobs you've assigned them to and allow you to assign them from that menu rather than needing to wander around the settlement then walk back to where ever the things are you want to assign them to.
I'm going to spend so much time doing settlement building :) My favourite type of game is city building/resource management type games, so this feature is just awesome and I want to get into it more.
 
I'm going to spend so much time doing settlement building :) My favourite type of game is city building/resource management type games, so this feature is just awesome and I want to get into it more.

I know, I mean another Fallout game with more of the same as FO3 or FONV would honestly have satisfied me, and the whole settlement thing is just the icing on top really. Hope they will implement similar freeform building when it comes to TES 6, rather than the limited housebuilding thing they had in Skyrim.
 
i went off with Preston last night to do a mission to a transmitter or something, but i was a bit drunk and cant remember for the life oif me what went on :oops:

He is not very forthcoming with his affections (at least not with me he isn't), so I doubt that anything untoward went on.
 
Erm...

Pipboy categories already exist in the workshop and other storage menus, you can flip through them exactly the same way as you do your own inventory (at least on PC).

You can rename weapons and armour at the respective workbenches, just rename the stuff you want to keep with something like AAA or ZZZ so that it appears at one end of your inventory or the other, or something distinctive so that it is easily recognisable.

The rest I agree with.

A slightly easier way of scrapping stuff is to just drop everything on a spare bit of ground in your settlement, go into the workshop menu, and use the 'scrap' function to work through the pile of crap. Saves you doing weapons at the weapons bench, armour at the armour bench etc.

Also I just checked - those clothing items that you cannot scrap at the armour bench CAN be scrapped if you drop them on the ground and use the workbench menu - usually yielding 1 cloth.

Ah yeah, that drop on ground things is a good tip. Didn't notice the side arrows on container menus... :oops:

I'd also like a 'make notes on location' thing, pain in the arse remembering where all those expert level locks are. I could just use paper I suppose, but Morrowind let you iirc.
 
I'd also like a 'make notes on location' thing, pain in the arse remembering where all those expert level locks are. I could just use paper I suppose, but Morrowind let you iirc.

FFS yes! I haven't been allowed to make my own map notes or journal notes in a game for years, it used to be considered basic functionality back in the day. I always try to get my lockpicking and hacking skills up as quickly as possible, but yes that is a complete pain that I can't just make a map note that there was a master level safe I couldn't crack. I have a notebook filled with pages of stuff from FO3 reminding me where I had to go back to on various playthroughs, would be far easier just to be able to make a note in game.
 
I know, I mean another Fallout game with more of the same as FO3 or FONV would honestly have satisfied me, and the whole settlement thing is just the icing on top really. Hope they will implement similar freeform building when it comes to TES 6, rather than the limited housebuilding thing they had in Skyrim.

It's nice that it can form an integral part of your game or be mostly ignored according to preference. Not that I'll ignore it, but if I wanted a more arseholish character/swift playthrough I'd just use locations which don't come with people.

One thing that vaguely annoys me is the 200 years thing. I mean 200 years is an enormous amount of time - 6 and a bit generations. It feels like 50 years post-apocalypse. I mean pop over to Hiroshima or Nagasaki and tell me that all the trees are wizened, poisoned stumps. In terms of degradation to buildings etc too, and social organisation.
 
Crap it, how do I show an image I uploaded to Steam on here?

EDIT: FFS sake why does Steam save my screenshots so as to make it really hard to find them? :mad:
 
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It's nice that it can form an integral part of your game or be mostly ignored according to preference. Not that I'll ignore it, but if I wanted a more arseholish character/swift playthrough I'd just use locations which don't come with people.

One thing that vaguely annoys me is the 200 years thing. I mean 200 years is an enormous amount of time - 6 and a bit generations. It feels like 50 years post-apocalypse. I mean pop over to Hiroshima or Nagasaki and tell me that all the trees are wizened, poisoned stumps. In terms of degradation to buildings etc too, and social organisation.


1. It's a game.

2. It was a massive thermonuclear war with futuristic weapons.
 
1. It's a game.

2. It was a massive thermonuclear war with futuristic weapons.

Yeah, I know... It's only a minor gripe. The state of the environment is arguable of course, the long term effects on the environment of all-out nuclear war are unknown... But unmaintained wooden houses, factories etc will not last 200 years. Not to mention computers, robotics etc. But yeah, I won't let it get me down too much.
 
"I lost my family, the world is in ruins, and people keep trying to kill me. But hey, I found this lovely sequinned dress!"

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If Veronica taught us two things in NV it's this, there's no such thing as too many fancy lad snack cakes, and always have a nice frock.
 
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