Fallout 4 - Mods Now Available for Xbox One

But the way Science checks came were beautiful, though, the way I see it. With the sufficient Science, you can help teach that farmer in Shady Sands a better farming technique, that although doesn't really count toward the ending, is what I think helped greatly in growing Shady Sands into the capital of the NCR. But I digress, since it's probably one of, if not the only Science check I can think of off the top of my head at the moment. Fallout 2 certain got more Science checks.

Anyway, with the Master, you can convince him with zero Speech if you got Vree's holodisk, doesn't necessarily means it's as useless as you thought it to be. Speech has always been useful since Fallout 1, as elaborated by Risewild.
You can use science on pylons in mariposa to shut down force fields.
 
IIRC, one temporarily disables it and the other permnantly disables it. Oooor, one decreases the harm of going through the force-field and the other temporarily disables it.

I think Traps can be used on them too.
 
I think you quoted the wrong post there Crni...
Yeah ... I should pay more attention. Though, what I never get is why people just can't simply edit their fucking posts ... is this some kind of inability? And I hate to say this, but happens quite often with people that defend Bethesda, one way or another ...
 
Bethesda is finally taking steps to protect modders against thieves.
They implemented the requirement that one needs to link their Bethesda.net account to their Steam account that needs to contain Fallout 4. There is a grace period for people using older CK versions but those will stop working "soon" (EDIT: I forgot to mention this requirement is for uploading mods... I was sure I had mentioned it but I guess I didn't :confused:).
This way a thief has to have the game on Steam, link his account and if caught uploading stolen mods it will get banned and won't be able to make another account unless it uses a different Steam account with the Fallout 4 purchased I guess.
It will also prevent thieves from just getting a pirate version of the game plus the CK and use it to steal a mod and modify it to run on consoles and then upload it.
https://community.bethesda.net/message/146923#146923
 
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Bethesda is finally taking steps to protect modders against thieves.
They implemented the requirement that one needs to link their Bethesda.net account to their Steam account that needs to contain Fallout 4. There is a grace period for people using older CK versions but those will stop working "soon".
This way a thief has to have the game on Steam, link his account and if caught uploading stolen mods it will get banned and won't be able to make another account unless it uses a different Steam account with the Fallout 4 purchased I guess.
It will also prevent thieves from just getting a pirate version of the game plus the CK and use it to steal a mod and modify it to run on consoles and then upload it.
https://community.bethesda.net/message/146923#146923
Took them long enough. This sounds like an actual step to protect modders for a change rather than that DMCA form from before. While suggestions for something like this have been stated for a while now, it is good to see that modders will get some form of proper protection.
 
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