0:02 Howdy, howdy. A while back, we went over
0:05 some exploits found and used in New
0:08 Vegas. So, today, let's do some of
0:11 Fallout 4's exploits and glitches. Now,
0:14 because of the nature of Fallout 4's
0:16 release, meaning at a time when consoles
0:19 and computers are always connected to
0:22 the internet, many glitches and exploits
0:24 found early at launch have been patched
0:28 and fixed over time. But good news for
0:31 us, plenty still exist within the game.
0:34 And the glitches, bugs, and exploits
0:36 that we'll go over in this video are all
0:40 on the latest Fallout 4 patch. So, you
0:42 can go and try them today if you'd like.
0:44 Without further ado, let's get into [Music]
0:46 [Music]
0:49 it. Build size increase. One of the
0:52 defining features in Fallout 4 is the
0:55 game's base building mechanic. Players
0:58 clear out designated areas of hostiles,
1:00 build up settlements, and take care of
1:03 the needs of the settlers. It can be an
1:05 enjoyable pastime for when the politics
1:09 of the Commonwealth seem a bit much. But
1:12 the settlement mechanic does have its
1:14 limitations. That is, the player can
1:16 only build and place a certain amount of
1:19 structures, decorations, etc. before you
1:22 can reach the build size cap. But our
1:25 first exploit is a workaround to this
1:28 limit. And unlike some of the Fallout
1:30 New Vegas exploits we covered in a
1:33 previous video, go check that out. This
1:35 requires absolutely zero skill or
1:39 coordination or perfect timing. It's
1:41 really simple. First, you want to
1:44 acquire a ton of weapons. It doesn't
1:46 really matter what kind of weapons, but
1:48 through testing, it seems that the gamma
1:51 gun works the best. Then, while within
1:53 the bounds of your desired settlement,
1:55 you're going to drop all of your weapons
1:58 from the inventory. A big old pile of
2:01 guns. Enter build mode and store or
2:03 scrap each of the weapons. It would be
2:06 better to just store so you can keep the
2:08 weapons to do it again when needed. And
2:11 that's that. The way this works is
2:14 relatively predictable. Usually, when
2:16 you store a build item, the game will
2:18 accordingly reduce your build limit. But
2:20 it would seem that the game is unable to
2:23 determine if the item being stored is a
2:26 build item or regular item, leading to
2:28 the build limit decreasing for storing
2:30 weapons. Because of this, storing junk
2:33 items will also reduce your build limit.
2:36 But weapons are the most effective. This
2:38 is because the build limit is actually
2:41 internally calculated by the items
2:44 polygon count. So, high polygon items
2:47 like weapons will decrease the build
2:50 limit more efficiently. First exploit
2:53 done. Easy peasy. Now you can build to
2:54 your heart's
2:58 content. Item duplication. It's Fallout.
2:59 There's going to be some way to
3:02 duplicate an item. Now, it's thanks to
3:04 the game's many forced patches and
3:06 updates, as mentioned, that many of
3:09 Fallout 4's exploits have been fixed.
3:11 You know, you can't be having bugs
3:13 flying around your game all the time.
3:15 And some notable item duplication
3:18 methods in the game have been patched.
3:20 You used to be able to pick up an item
3:22 at the same time as dog meat and
3:25 duplicate it that way. Though, patch 1.3
3:28 released in February 2016 supposedly
3:31 fixed this. The dog meat duplication
3:34 glitch would no longer work. Or would
3:37 it? A variation of the dog meat
3:39 duplication glitch has been floating
3:41 around ever since the contraptions DLC
3:44 was released, and it's really simple,
3:48 but it requires a tad bit of setup. Make
3:50 sure you have dog meat, enough materials
3:53 to do some contraption construction, and
3:55 some items that you want to duplicate.
3:57 In my testing, I could not get a
4:00 legendary weapon to dupe. So, I'd wager
4:02 this glitch is best used for consumables
4:04 or high-v value weapons that you want to
4:07 sell for caps. Anywh who, you're going
4:09 to want to build this sort of conveyor
4:12 contraption. Elevated power junction in
4:14 the middle, conveyor storage on one
4:16 side, and a conveyor hopper on the
4:19 other. Add some generators for power.
4:20 Then, you're going to want to add a
4:23 storage container touching the hopper.
4:26 And that's it. Contraption completed.
4:28 Now for the
4:31 duplicating. Add an item to the conveyor
4:33 hopper. It will enter the hopper, then
4:36 the conveyor belt. Once the item is
4:37 about halfway through to the conveyor
4:39 storage side, you're going to want to
4:42 tell Dogmeat to grab the item. If it
4:44 worked, you'll end up with an item on
4:46 the floor that Dog Meat drops for you
4:48 and the same item in the conveyor
4:51 storage. Simple as. Hey, this is
4:54 EditorNort with a small addendum to this
4:56 exploit. Now, after some testing, there
4:58 is a way to duplicate stacked items and
5:01 ammo using this method. Don't ask me why
5:04 this works, just accept it. So, add your
5:07 stacked item to the hopper as normal and
5:10 do the dog meat fetch trick as normal as
5:13 well. Now, normally dog meat only drops
5:15 one copy of the ammo. What you're going
5:17 to want to do is take the stack of ammo
5:19 that you just put into the hopper and
5:21 remove it from the conveyor storage.
5:23 Then drop it on the ground. Hit a quick
5:26 save and exit to the main menu. Then
5:28 load up your quicksave and you should
5:31 see two stacks of ammo. This is probably
5:33 the quickest way to duplicate ammo in
5:36 Fallout 4. Just be careful of crashes.
5:39 Big stacks equals more frequent crashes.
5:42 But that's not the only useful item
5:44 duplication method. It is possible to
5:47 duplicate crafting components using a
5:49 method that is quite similar to the
5:51 ghost duping method we talked about in
5:54 the New Vegas video. To start, all you
5:57 need is at least one copy of a crafting
6:00 component that you want to duplicate. It
6:03 obviously works better if you have more,
6:05 but you can start with one. And let's
6:07 say screws. I'm always running out of
6:10 those things. Then go to one of your
6:13 settlements, drop the desired crafting
6:16 component on the floor, and enter build
6:19 mode. Hover your reticle over the item.
6:21 And this is the tricky part. You're
6:24 going to want to press the scrap button,
6:26 and then almost immediately after, press
6:29 and hold the store button. The timing is
6:32 almost simultaneous, so be quick about
6:35 it. But make sure that it's press scrap
6:39 button, then hold store button. Keep
6:41 holding the store button. If you've done
6:44 it correctly, you'll see two overlapping
6:47 tool tips. The scrap tool tip will be
6:49 over the store tool tip. While still
6:51 holding the store button, you're going
6:53 to want to confirm that you're scrapping
6:55 the component. Once you've confirmed
6:58 that, you can let go of the store button
7:01 and hit yes to storing the component in
7:04 the workshop. Voila, you now have two of
7:07 the crafting components. And this duping
7:09 method will also double stacks of
7:12 crafting components. So, while this
7:14 duping process might start slow at
7:17 first, it'll quickly add up after
7:19 dropping some stacks. It can be tricky
7:22 to time at first, but soon you'll be
7:25 piling up components in no time. Again,
7:27 this bug is pretty easy to predict why
7:30 it works. because of how you've timed
7:32 the actions, you're essentially
7:35 scrapping and storing the item. And
7:37 because storing results in the exact
7:39 same thing as scrapping when it comes to
7:41 crafting components, you end up with
7:44 double the component. While this method
7:46 can be used with any storeable and
7:50 scrappable item, say a 10 mm pistol,
7:52 because scrapping results in getting the
7:54 components, and storing the original
7:57 item results in storing the original
8:00 item, you can't duplicate anything but
8:02 components. While using this method,
8:03 you'll just end up with the components
8:08 from a scrapped 10 mm and another 10 mm.
8:12 But yeah, duping is pretty fun. Wall
8:15 sliding. The next exploit is also quite
8:18 fun, even if it leads to a few deaths
8:21 sometimes. Some call this wall jumping,
8:23 but it feels more like you're sliding up
8:26 a wall rather than jumping up it. What
8:27 you're going to want to do is find an
8:30 item with a large surface area. It
8:32 doesn't really have to be big, but it
8:35 certainly helps. Grab that item and
8:36 position yourself against the wall you
8:39 want to scale. Please note that the wall
8:41 has to be sheer or smooth as any
8:44 outcrops, billboards, or trim will stop
8:47 you from your ascension. Once you're in
8:49 position, jump a little to get on the
8:51 object and then just walk backwards into
8:54 the wall, and you should slide right up
8:56 it. Now, I will say that I haven't found
8:59 a ton of uses for this exploit. It's fun
9:02 to do and can help you scale some walls,
9:04 but so many of the buildings in the
9:06 Commonwealth have some sort of overhang
9:08 or lip that will stop you from climbing
9:12 to the very top. Still, it certainly is
9:16 funny. Settlement ammo farming. Welcome
9:18 to the settlement ammo farm. What is
9:20 essentially passive ammo income. What
9:22 you're going to want to do is go to a
9:24 settlement where you have a lot of
9:26 settlers and get a lot of weapons that
9:29 use your desired ammo. and at least one
9:31 ammo per weapon. Then you're going to
9:33 want to give each of your settlers the
9:35 weapon, say some laser guns, and give
9:38 them one fusion cell. And that's the
9:41 basic setup. After some in-game time,
9:43 I'm honestly not sure how long, these
9:46 settlers will eventually turn that one
9:49 fusion cell into about a dozen of them.
9:51 The more settlers, the more ammo you
9:54 will farm. And you can even give the
9:56 settlers multiple guns that use
9:58 different ammo types to generate all
10:00 sorts of ammo at a time. All they need
10:02 is a single bullet and they will
10:05 eventually generate a dozen after some
10:07 time. Like I said before, it's free
10:10 passive ammo. Do the setup, play the
10:12 game as you would normally, and come
10:14 back every so often to collect your
10:17 spoils. It's not some gamebreaking or
10:19 engine abusing exploit that you might be
10:21 accustomed to, but it is something that
10:24 I would say is not intentional. Worst
10:26 case, just think about it as if your
10:29 settlers are scavenging for ammo after
10:31 their boss gave them
10:34 scraps. Punch warp. So, this next
10:37 exploit is one that is often used by
10:39 followed for speedrunners. The punch
10:42 warp is a wonky teleportation method,
10:43 and you thought it was only the
10:46 Institute that could teleport people.
10:48 It's a little tricky, I'll be honest.
10:49 You're going to want to have a melee
10:52 weapon equipped. Your fists will do just
10:55 fine. Enter VATS and input one melee
10:58 strike. Press accept, but before you
11:00 actually commit to the attack, cancel
11:03 VATS. This is best done against a target
11:05 that is hard to reach. It can be a
11:08 landmine in a tough spot or I've gotten
11:11 it to work on a max range strike or even
11:13 a coffee table between the both of you
11:16 should work. After successfully doing
11:18 this, your position will be stored
11:20 internally. Go about your business, what
11:23 have you, etc., etc. And the next time
11:26 you attack with a mele strike in VATS,
11:28 you'll be teleported roughly around your
11:31 save location. I'll be honest, I'm not
11:34 entirely sure how or why this works. I
11:36 don't know why it only works once before
11:38 you have to set it up again. I don't
11:40 know why you get moved to your rough
11:42 coordinates and not your exact ones. And
11:43 I don't know why when inside of an
11:46 interior cell, it gets all wonky and
11:48 ports you across the Commonwealth. I'm
11:50 sure someone in the speedrunning and
11:51 exploit communities would know a bit
11:54 more than me, but this has got to be one
11:57 of the weirdest exploits in Fallout 4.
11:58 Let's move
12:02 on. The scribe farm. So, there are more
12:05 than a handful of XP farms in Fallout 4.
12:07 I'm not entirely sure how many of them
12:10 could be considered exploits. But what
12:12 is an exploit but an unintended,
12:15 unbalanced, and not well-known in-game
12:17 mechanic? So, if you get tired of
12:19 placing a dozen copper statues in your
12:21 settlement, you can try the Brotherhood
12:24 of Steel scribe farm instead. What
12:26 you're going to want to do is first have
12:28 access to the Predin. So, you need to
12:30 get further into the game. Also, make
12:32 sure you have a long range stealth
12:34 weapon. While it can be done with any
12:37 weapon, stealth works best. Then, speak
12:40 with Proctor Quinnland and ask to escort
12:43 a scribe or train him or whatever.
12:45 You'll get a radiant quest called
12:47 Learning Curve. Now, the intended
12:49 outcome for learning curve is that you
12:51 bring the scribe to like one of six
12:54 random locations, escorting them to a
12:56 specific terminal so they can do their
12:59 thing and then return to Quinland.
13:01 However, if the scribe ever dies during
13:04 the quest, your quest updates, telling
13:06 you to go immediately back to Quinland,
13:08 where the quest gets counted as being
13:11 completed, giving you your rewards with
13:13 some extra remarks from Quinnland about
13:16 how you're some crummy escort. It's
13:18 whatever. And so to speed up the
13:20 completion of this quest, we're going to
13:24 agent 47 the scribe and ensure that they
13:26 don't make it out alive. So you're going
13:28 to head to the Pridwin flight deck, go
13:30 down this walkway, and you should see
13:32 the little ant of a scribe waiting for
13:35 you below at the airport. But what we're
13:38 not going to do is train or teach or
13:40 escort this guy. We're just going to
13:42 kill him. It might be a good time to
13:44 quicksave just in case you do get
13:48 caught. Take aim and fire. Your quest
13:50 will update to speak with Quinnland. Go
13:52 through the load screens again and go
13:54 talk to him. He'll yap about failing the
13:57 quest or whatever. It doesn't matter.
13:59 We're just here for the XP. You should
14:03 get some caps and around 370ish XP.
14:05 Quinnland will also offer up the quest
14:07 again, oblivious to the scribe serial
14:10 killer that you've now become. Take the
14:12 quest and repeat the process all over
14:15 again. To speed up the XP gains, it
14:17 might be wise to put a few perks into
14:20 Idiot so as every so often it'll trigger
14:23 on quest completion, possibly granting
14:26 five times the XP. And just like that,
14:28 you're farming Brotherhood of Steel
14:32 Scribes. Hopefully, they don't run out.
14:33 Forced mod
14:36 attachment. I've saved the best for
14:38 last. Have you ever wanted to fire
14:41 dozens of mini- nukes in the mere span
14:44 of seconds? Well, now you can. The
14:46 forest mod attachment exploit allows you
14:48 to make some pretty wonky weapons that
14:51 you would otherwise not be able to make.
14:52 This means that you can attach a MV
14:56 launcher mod to an SMG. It is a little
14:58 tricky and it does require a bit of
15:00 setup. It works similarly to the
15:02 previously mentioned component item
15:04 duping exploit that we talked about
15:07 before. What you're going to want is two
15:09 weapons. One that you want to take a mod
15:12 from and one that you want to put the
15:14 mod on. The weapon you want to take a
15:16 mod from should be one that you're okay
15:19 with scrapping. So, don't do it with any
15:21 unique weapons. With only those two
15:24 weapons in your weapon inventory, head
15:27 to a weapon bench. Rename the weapon you
15:29 want to take a mod from to a single
15:32 space. Rename the other weapon to two
15:35 spaces. This will ensure that the weapon
15:37 you want to take a mod from is above
15:40 your desired base weapon in your entire
15:43 item inventory. It's probably a good
15:46 time to quick save now. Then you're
15:48 going to want to press the modify button
15:51 and then immediately the scrap button.
15:53 Again, like the previous exploit, it's
15:56 nearly simultaneous. If it worked,
15:58 you'll see the scrap tool tip and the
16:01 modding menu behind it. Make sure you
16:03 see the modding menu behind and not your
16:07 weapons list. Then you may press scrap.
16:10 Bye-bye weapon. Now, without pressing
16:12 anything further, you should see your
16:15 base weapon in the preview, but the menu
16:17 should still be the scrapped weapon mod
16:20 menu. Now, hit the right button on the
16:22 directional pad. This will take you
16:25 further into the mod menu where you can
16:28 select the specific mod. In this case,
16:31 it's the quad barrel. Press attach, and
16:34 your preview screen should show a janky
16:37 base gun with the target mod forcefully
16:39 attached to it. I'll admit, it looks
16:42 quite cool. And voila, now you have a
16:46 quad magnum. As mentioned, only some
16:48 combinations work. If it doesn't work,
16:51 your game will let you know by crashing.
16:53 So, make sure you have a backup save.
16:56 And I should note that this exploit most
16:58 reliably works with the target weapon's
17:01 top mod slot. It's a bit harder to
17:04 modify any other slot. You can do it
17:06 with the correct timings, like hitting
17:08 down on your analog stick at the same
17:11 time you press modify and scrap, but
17:13 it's a bit more challenging. It's really
17:16 quite fun to use though, trying out the
17:18 different combinations. The MV is great,
17:21 but the Fletchets mod from the harpoon
17:24 gun is also pretty devastating. The deep
17:25 dish mod from the gamma gun is also
17:28 good. And the quad barrel mod from the
17:30 missile launcher is another great
17:33 candidate to use. You can really mix and
17:35 match, making what would otherwise be
17:37 some impossible weapons.
17:40 The Commonwealth may not fear a 200 plus
17:43 year old frozen TV dinner with a 10 mm,
17:45 but a TV dinner that can fire off
17:48 hundreds of mini- nukes in mere seconds
17:50 might be a bit more fearinducing. Let me
17:52 know some of your
17:55 combinations. And that wraps up about
17:57 seven or so exploits in Fallout 4.
17:59 Again, all these were done on the next
18:01 gen patch, so you can go and try them
18:04 out for yourself today if you wanted.
18:05 Are there any that you already knew
18:08 about? Any others I should mention for a
18:10 potential sequel? Let me know. But
18:12 that's all for me today, folks. If you
18:14 like the video, be sure to share and
18:16 subscribe. Join the Discord. Have a good
18:19 rest of your day. Cheers. Broke up with
18:22 my girl. She kept the cap off the