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Wyrdness said:

All of which don't have close to half the dynamic interactions as TOTK and only remember very minimal, for example most locations in Fallout are not seamless locations connected to the overworld so data in them is logged separately and the is not much to remember in them either after a while certain things despawn. On the overworld things are forgotten just like in TOTK, why do you think that F4 you can only build in certain locations without mods? Those are the dedicated cell locations that are scripted to remember.

What you are asking for is not possible for any game hence why AB ability is a good way to address it, want an example Skyrim had to have a memory management mod to allow numerous mods to work because some of those mods didn’t despawn their assets causing the game to crash no matter what your hardware was this is why original Skyrim modders could only use one set of hair mods.

Not much to remember in F4? 10 floor skyscrapers with lights and traps etc isn't much? Anyway good on the devs as it didn't feel restrictive to me building several huge towns across the overworld!

Skyrim remembered every item you displaced around the world. Which is why it started running so poorly on PS3 the more you interacted with the environment. But that is a hardware limitation, PS3 didn't have enough RAM. Hence Switch not doing it, also a hardware limitation.

The PS4 (original) also held F4 back as when I turned on the power to my animated sign fps would drop to below 5. (Optimizations and PS4 Pro later fixed it, still sluggish with 261 power generators) But it allowed you to build as much as you wanted (although to be fair I used a workaround to keep on building far beyond the regular soft imposed limit. The game never crashed though, just ran slower and slower) TotK simply doesn't record what you did, wipes it again after leaving the area.