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