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Posted

Can it be that the transmission towers reset from time to time? I've just activated one again that I'm sure about. I had also already found and deactivated the associated transmitters. However, the turret was disabled and I was able to re-enable it.
Is this a known bug or is a mod playing a trick on me?

Posted (edited)

They do get disabled after some time even in vanilla Fallout 4.

 

Reason why? Unknown; they possibly run on dated fusion batteries and just run out of power so they retract again.

The technical reason is a cell reset bug/feature.

Edited by holycrap58
Posted
Vor 32 Minuten sagte Deathmorph:

Kann es sein, dass die Sendemasten von Zeit zu Zeit zurückgesetzt werden? Ich habe gerade wieder einen aktiviert, bei dem ich mir sicher bin. Die zugehörigen Sender hatte ich auch schon gefunden und deaktiviert. Der Turm war jedoch deaktiviert und ich konnte ihn wieder aktivieren.
Ist das ein bekannter Fehler oder spielt mir ein Mod einen Streich?

Transmission towers belong to areas and like the rest of the "cell" are reset from time to time.
That's actually completely normal.
I don't activate it anymore - at the latest after playing through 5 times you have visited all locations to which the transmission masts refer (radio signals)
Now I'm on the 15th run...

Posted (edited)
Vor 3 Stunden sagte Deathmorph:

Okay danke. Ich wusste nicht, dass das für sie normal ist. Ich bemerkte es während meiner Läufe und dachte, es sei ein Fehler.

You're welcome,
It's about 6-7 years ago that there was an exchange about this "phenomenon" in a German-speaking "Fallout" forum (in which I was a member at the time).
Ultimately, the reason for the reset of the towers is in the game mechanics that reset the entire landscape cell.

 

As a player, you pick a flower or harvest e.g. "wild corn" or empty a container...
..all of this would remain empty until the end of the game - if you didn't refresh it from time to time.

 

The fact that the transmission masts are also affected is simply not really thought through on the part of the programmers, in my opinion.

Plants grow back - an NPC could also use a storage box and put things in it again...
..but a once "raised" transmission mast that goes back to the starting position?

 

Would only have made sense with an "integrated" time switch - if you had simply placed an additional line on the terminal screen and everything would have been clear to an attentive player.

 

But as I wrote elsewhere...
...you mustn't be too attentive or too intelligent for this kind of game - because then you're just dealing with all the logic errors.

?

 

Addendum:

 

What do we receive from these "towers"?
Sending signals from sources, some of which began immediately after the bomb was dropped - just think of the small shelter that the junkyard operator built for himself and his family and to which the air supply failed
(Southeast - west of the checkpoint - which is full of super mutants)
A signal that has been sent for over 200 years - what kind of energy source is that on his "amateur" device??

 

Other signals are much more recent - may not be 10-20 years old - like the "lock" signal sent by the super mutants from the school next to the Fallon department store.

 

I once managed to actually follow all the signals and find all the locations in one run - but I needed the help of the Fallout Wiki for two of them - their entrances were so hidden.

 

Definitely worth it for a "beginner" - because the little stories behind it make a nice contribution to the immersion in this game!

Edited by Miauzi

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