how? they must have made their camp with the intent on farming eviction notice but still, how???
So I haven’t posted anything here in a while, but I’m having some trouble with my CAMPs in Fallout 76. I currently have 5 CAMPs that I’ve built and can activate. Unfortunately, my 5th one can only activate, but not turn on the public icon, so no one knows of it’s existence and can’t use the vending machines there or any of the CAMP’s other facilities.
I’m currently playing on Xbox. Is there a way that I can remove one of my other four CAMPs to make way for the one that’s not working properly?
Thanks in advance! 😇
From the outside it's a nice camp. But not really spectacular. It's the shelters that are!
Squatch & Sauce, who I follow, decided to check out this guy's camp and their Shelters. Prepare to be dazzled because these shelters are amazing
It's been ages since I crafted a wood pile for my camp. I made two. And because it was a while back, I honestly cannot remember how I did it.
I've gone into C.A.M.P build mode and can't find it.
Anyone know? 🤣
So I just got back to my CAMP to collect and recharge my fusion cores and I went to put a dead fusion core into the recharger and it didn’t work, it just stayed in my inventory. I’ve tried other fusion cores and the same thing happened. I’ve exiting and re-entering the game and another attempt, I tried switching servers and still the same thing happened.
What kind of cruel glitch is this?!
So ive been looking for a camp location in the mire and tbh its way too big to explore alone for me. so does someone, know well enought, the mire to tell me where i should set up shop, since i really wanna create a safe space for people in trouble (ex: people low healte with no stimpacks, traders, ect) i just need the location and ill be happy
Prefered near or on water, away from the town that is in the mire and has a vibe like the bayou in louisiana
Read this below, some guy posted 5 months ago. i just got my CAMP permanently [BLOCKED] last week. most specifics are exactly the same, improbable as coincidence.
Some people are lucky, they can get back in the first camp and rectify the issue, for others (like me and this guy), moment you stack multiple corn on more or less the same spot and then log off, it could the LAST TIME YOU EVER SEE YOUR CAMP.
https://www.reddit.com/r/fo76/comments/omqg0v/camp_blocked_because_of_stacking_corn/
We also have a thread on this, my complaint post last week :-
https://fallout.fandom.com/f/p/4400000000003556872
I logged into a world, it says my currently active CAMP cannot be placed, would you like to pack up etc...
I select 'No', then activated my other CAMP. After i was done with whatever I was doing, i logged out.
Problem : Now in whichever public world i log in, i CANNOT REACTIVATE my first CAMP. Have tried five different worlds which five different friends were currently on. It always says my camp cannot be placed, would you like to... selecting 'No' brings up the brief system notification 'intersects with existing object'. Bullshit, it intersects with nothing. i have this camp laid down for months, it's not hanging over anything, it's on flat ground. currently checked this on five different worlds, nothing was blocking, and i cannot activate the CAMP.
Anyone know if there is a workaround? Moving my CAMP AGAIN is completely out of the question, this is not the first time. Have experienced one problem or another forcing me to pack up multiple camps many many times. i am OCD extremely fussy sometimes it takes me 1-2 weeks to place a camp down and arrange every straight-edged object to be exactly perpendicular or parallel to each other, to the nearest visible pixel. it's too much trouble to do again now.
Need a workaround.
Why do you sell a game when it has this sort of game breaking issue. this is why people keep complaining this shit is still in beta phase, and no one gives a FF C VK about fixing anything substantial.
Hi guys. You know, when some functional structure in your camp gets unlocked for whatever reason, you can't relock it? Traditionally the method was to store that structure and then rebuild it from Store.
But for some fussy people that just won't do! Because you want to preserve the object in the PRECISE location you set that object at in the first place... and don't think you can get it exact a second time (or do not wish to expend extra time to get it exact). I am a bit OCD and in the past i could spend several hours just to align a huge structure like super reactor to be perfectly (right down to a pixel strip visible to my eyes) perpendicular to another rectangular object like the edge of another super reactor or a foundation block.
Well, i found an optional method and it appears to work for me at the present time :- what i do is i go ahead to Re-Lock it but do not set it to the previous level when it got unlocked; if u set it to same level, it doesn't get locked as per the present bug we are discussing. like eg. previously i locked it at Lock 3 ok, then it got unlocked. i re-lock it at 1 now. success, object gets re-locked. then re-enter Camp Build Mode V again, and change it from Level 1 to Level 2 or 3 again. it works this way.
Make sure at all times ur equipped perk list (and/or +master infiltrator) does indeed empower you to lock at that level.. once i forgot i un-equipped my picklock perks and that also caused me unable to re-lock my structures.
I would like to make a ghost image of the finished structure, then periodically gather & throw the required materials at it until it's completed.
That way I don't have to keep the design in my head!
If there's a mod that does that (and won't get me banned), please reply with the link
Are there any wall or roof lights that give off a warm (more orange than white) glow? Everything I’ve found so far has just been white and harsh against my C.A.M.P. so far.
Unlike settlements and workshops, any given CAMP you stumble across is going to be completely unique, handcrafted by a player to suit their needs or tastes. And these CAMPs come in all shapes, sizes, and of course, varying levels of quality and cohesion. This series will look at some of the best and worst CAMPs; highlighting what makes these locations so good and offering some constructive criticism where it's needed. Some CAMPS, however, might just be better off nuked. No complete Gamertags are being thrown under the bus, with owners not being outed, whether good or bad.
It's been a while since the last installment, so we're bringing out another settlement which I quite enjoyed. This CAMP, unlike some of the others featured, is not even trying to be a home. It's a stage, primed for one thing, entertaining and accommodating players before, during, and after a nuke has been launched and Scorched Earth
During the downtime, while the nuke is incoming or after the event is completed, there's a considerable amount of instruments on stage.
Additionally, both sides of the stage are flanked by stash boxes, 1st boxes, and crafting stations.
And it goes beyond just the frills of the stage or the post fight amenities. Above the stage, hidden in the fog machines, are a row of heavy laser turrets, and in the field adjacent to the stage, the best part, is a series of ramps arranged in a circle. Because 76's enemy AI is slightly worse than your average PS1 game, enemies have absolutely no idea what to do with anyone standing on the ramps, and you are essentially invincible once there. More SBQ's were killed here in about 20 minutes than I have ever seen.
In addition to the utility, there was quite a bit of fun to be had with the attached atrium shelter.
Anyone else have the strange sensation of having entered a magical painting? Never saw the trolls I was expecting.
Unlike settlements and workshops, any given CAMP you stumble across is going to be completely unique, handcrafted by a player to suit their needs or tastes. And these CAMPs come in all shapes, sizes, and of course, varying levels of quality and cohesion. This series will look at some of the best and worst CAMPs; highlighting what makes these locations so good and offering some constructive criticism where it's needed. Some CAMPS, however, might just be better off nuked. No complete Gamertags are being thrown under the bus, with owners not being outed, whether good or bad.
This CAMP, unlike the previous two shown off, is quite the mixed bag. Much of the exterior is a hodgepodge of features seemingly slammed together without cause or reason. It's basically just a big metal box with shit tacked on to it.
It does have a coherently decorated vending area, and a well developed, if perhaps tacky, utility room for power and a resource extractor. Most folks try to hide their power source, so that it does not take damage or appear an eyesore, but this was prominent part of the build.
The interior is a bit of mess, and honestly some of that looks to be intentional. There are sections that appear meticulously crafted and then just next to them, sections which are obviously not.
Notice the weird clipping on the rug as if overflows off of the table, which is otherwise well decorated. Also, 3 or 4 styles of wood all on display in the same room is pretty rough on the eyes.
Looking at the kitchen, there is some sort of glitch at play here that I'm trying to sort out, but does not seem to be common knowledge. I believe it's a distant cousin of the rug glitch in F4 mixed with looser tolerances from blue prints, but I have not quite mastered it yet.
See how that bear proof trashcan is inside a shelf or how that sink is inside a stand? Normally, item collision would completely prevent that. These types of structures placed within structures are the best elements of the entire residence.
The bedroom is a little meh, with very little decoration and functioning as little more than hallway, but the bathroom is well done.
Upstairs, there is a small military style room, which was a little sparsely decorated when compared to the downstairs. Some of the decorations downstairs which appeared sloppy would be better suited upstairs.
Lessons to take away from this CAMP, a few great elements may not be able to outshine every problem. Still working on replicating that glitch, so if anyone is familiar with it, please share in the comments.
104 Votes in Poll
Unlike settlements and workshops, any given CAMP you stumble across is going to be completely unique, handcrafted by a player to suit their needs or tastes. And these CAMPs come in all shapes, sizes, and of course, varying levels of quality and cohesion. This series will look at some of the best and worst CAMPs; highlighting what makes these locations so good and offering some constructive criticism where it's needed. Some CAMPS, however, might just be better off nuked. No complete Gamertags are being thrown under the bus, with owners not being outed, whether good or bad.
Off the highway, across from
the soon to be Brotherhood base at ATLAS, Blacksword’s CAMP is a Brotherhood themed complex. It incorporates both plop and go structures as well as Dweller customized buildings.
Bunker
One of the structures given the most attention is the placeable BoS bunker from this season’s rewards. Sitting with decent tree cover despite being right off the roadway, the bunker is well worn. Admittedly, maybe too well worn to be up to code. The decorations are on point.
We have a bed, terminal, the space ally’s large console, the glowing Appalachian map, and some caged lighting. Even a small kitchen, certainly not the worst thing to have in a bunker. But the less than flat landscape means there’s a considerable mound of dirt clipping inside the bunker. If the rest of the camp were ramshackle or dirty, this would not be worth mentioning, but everything else is pretty damn immaculate which makes it stand out considerably.
Also, there’s an American flag hanging prominently on the wall opposite the door, which poses the interesting question: is that lore friendly?
If the entire restructuring of the military remnants Maxon gathers in the wake of the Great War is specifically to have them identify not as rank beholden to the same politicians who saw to the horrors of locations like Mariposa or contributed to the War, then would an American flag be considered appropriate? On the other hand, at this point in the timeline, members still included those who served and lived in America, and in addition to personal sentiment, it could still be seen as a symbol of the people who the BoS will look to protect, even if it is no longer a symbol they use.
Garage
(Sword, above, and Ashie, below)
We also have the ever popular Red Rocket garage. While it and the attached platform still function as a sort of guest services building, with a vendor and the crafting stations, we do see how far extra decoration can go to make this cookie cutter placeable feel unique. The required power cables for the lighting may not be ideal, but that’s a limitation of the mechanics and the overall effect is well worth it. It does nothing to put on airs as a gas station, even being set too close to the road to have sensibly been pretty-War, but in terms of decoration and style it’s fine. The only other minor issue here is that as an independent build, a little slice of life, it performs far better than it does as a member of a BoS outpost. Just doesn’t jive with the rest of the build.
The back half of the building has a raised platform for more crafting and trade.
Mess Hall
The final structure is a very western mess hall. I love the barn texture, the white trim on the crisp red walls is really nice. But it is unfortunate Bethesda only gives us options with broken glass, just a little editorial note that’s not at all something Sword here could have fixed.
This mess hall is about as saloon as you can get. From the literal saloon doors to the very western interior, not much to critique here. Maybe a little bare in spots, but most of the available types of build items are already on display. Just not the freedom to go overboard that something like F4’s Place Anywhere mod allows.
Farm
The final area is sort of agricultural area in the center of the outpost. We have crops, livestock, chickens, and an artillery emplacement. Other than it being a little unlikely the animals are allowed to wander around (and eat) your crops, such the addition of a local food source makes sense. There was a tamed deer here, idk if that’s just the brahmin’s pasture mate or mutant doe do something useful. Supply urine to use to mask your scent while hunting wild game, perhaps?
This originally started out as a post to ask about what sorts of surprise content, things not already discovered by datamining or shown off in test servers, would you like to see come with the Steel Dawn update, and I still might eventually do that post, but as I started compiling my list I kept rattling off more and more CAMP features that are strangely absent. Which led me to focus more on the question, what features (mechanics or cosmetics) do you find currently missing from CAMP?
Here's my list, not exhaustive, but it does hit some of the main points.
Structure:
* Interior stairwell - so far, for whatever reason, the only stairwells we have been given have been better suited to appear in an industrial setting than a home.
* Interior only walls - if you intend to have rooms in your house, you currently have to have an exterior wall facing one side of the room. Sometimes not a problem, everyone likes a little bit of texture, but sometimes it is a problem and there's no way around that. Depending on how the interior and exterior sections meet at a corner, it can also cause a noticeable "crack" to appear that is not fixed with wallpapers.
* Ceiling options - There is no feature like the wallpapers where the underside of second floor tiles can be altered, so everyone, regardless of build theme, has the same ceiling. And options for slanted rooves which offer a flat surface as a ceiling, rather than only having the actual roof section lead straight into the build area. Again, situationally high ceilings are the bomb, but there are times it would be advantageous to both have a consistent slant on the roof, but a lower ceiling in the room below. If you don't mind burning through build space, you can eventually finagle roof sections inside and under other roof sections, but you should not have to burn that much build budget.
* Snap free build options - I believe one of the new fence options is among the few structures to allow this, but it's a strange requirement.
* Any sort of curved goddam surfaces or alternative angles. It's all 90 degrees all day. No angled walls, either.
* Trims and molding - The default brick interior wall is the only option to have molding, none of the wallpapers include this touch. And there are no options for door or window frames.
Lighting:
* "Warm" lighting - the cage lighting offered as a Daily Ops reward is one of the few light sources which puts off a good deal of light in a color other than stark white. There are very bright options available, and even including the caged lighting, not particularly suited for home lighting, focusing more on industrial or exterior lighting. There's a plethora of clearly interior designed lights, but for whatever reason, they typically have small a lighting radius or cast a very clinical white.
Build items:
* Clean bathrooms - the tub is a mess and the toilet is a travesty. There are already clean versions in game that we can find at other locations, like the Galleria or the Overseer's residence. Also, I owe Ashie an apology about the clean sink looking better for bathrooms because as I found out with a little testing, the clean sink's plumbing runs deeper than a floor tile, so your pipes will show coming out of the ceiling on the floor below. The biggest win for the bathroom we've had so far is not without setbacks.
* Rugs are extremely limited. There's multiple very nice hardwood floors, and no decent rugs? Better hope those are on coasters... Still leaves us with nothing to tie the room together.
* No window shutter options other than wooden exterior walls.
Misc. issues:
* The clean sink gives dirty water in addition to the plumbing extending through ceilings.
* Rain passes through the greenhouse rooves like the glass was never there.
* Curtains, what should be thin pieces of fabric, have oddly thick hit boxes and are some of the least tolerant to intersecting with or even coming near other build objects.
* The AI cannot close a goddam door to save its fucking life. True, some NPCs could feasibly have been born in a fucking literal barn, but not all of them. At the very least allies should close any door they open.
* The build menu budget does not have any sort of points allocation system, but some items clearly use more build budget than others. An " item uses X points out of Y total" would be highly appreciated.
* Tamed animals are lost, not "repairable" like build object animals, vendor bots, or collectrons.
* Waterboarding remains a preferable alternative to using the ammo converter and its broken interface.
* The default spawn point for a camp can be absolutely atrocious, with no options to correct this.
Might add more as I think about them. What have yall been hoping to see, but has yet to make an appearance?
CAMPs are one of the unique attractions to Fallout 76 that can be found nowhere else in the franchise. Unlike settlements and workshops, any given CAMP you stumble across is going to be completely unique, handcrafted by a player to suit their needs or tastes. And these CAMPs come in all shapes, sizes, and of course, varying levels of quality and cohesion. This series will look at some of the best and worst CAMPs; highlighting what makes these locations so good and offering some constructive criticism where it's needed. Some CAMPS, however, might just be better off nuked. No Gamertags are being thrown under the bus, with owners being given a near enough pseudonym to be referred to.
Wanted to start series off on a positive note, looking at a well made CAMP, so we'll be looking at one belonging to "Ashie." As seen in the image above, the camp is a small contemporary home, with a Red Rocket style garage, and a small dock all overlooking the lake. Unfortunately, there was some sort of capture error and 3 photos were not saved, so the kitchen and downstairs living area were lost entirely. If I am ever lucky enough to encounter this one again, I will make sure to do an update.
Garage
Here's the garage, which serves as a crafting area, merchant hub, and houses some other misc items like stash boxes and the weights. May as well call it the visitor's center.
This, however, is one of the weaker areas just because of how uniform everything is. The stations inside are the same as will be found in every camp, which is not a fault by itself, but an unfortunate side effect of using the Red Rocket placeable garage instead of building one from scratch is that everything wonderful and unique that could be said about a camp, is much more likely feel common because the whole structure is simply plopped down. On the flip side, it does also feature some nice, rounded edges which cannot currently be player build due to the limitations of build tools (there's literally no curved walls or floors to use). After briefly speaking with the player who made the camp about another issue we'll get to later, it sounds like the build budget had just run out. So based on the amount of decoration present elsewhere, it may just be an unfortunate limitation of the build budget. That in mind, I would have opted for a little less lighting, just enough to take it from being clinically lit, and to free up room for some wall decorations. A few posters to break up the wall texture would go a long way.
Upstairs bedroom
Overall a very clean look, decorated most prominently with camp build objects, rather than display shelves with inventory items assigned. While this does come across as being much more natural looking than rows of only 4 items, it does start burning through the build budget. I do agree, however, that if one part was to be better decorated, it would be the house interior rather than the exterior garage. Just out of frame on the right was an small shelf with atomic shop buildable decorations and a couple collectables, and the door to the bathroom was underneath the row of just out of season jack-o-lanterns.
Bathroom
This is one of the real exciting bits. I have long since complained about the lack of bathroom items with only one destroyed toilet and broken bathtub available. Since launch, we have been given two sinks, with Ashie opting for the rustic sink. Personally, I see this one as more appropriate for a kitchen than a bathroom, at least based on the style of the bedroom which does not appear to have any rustic stylings, and based on the unlocked gameboard displayed on the bedroom wall, we know the "clean sink" should be unlocked. But it works, and if paid atoms for it (which I believe is the only way to unlock the rustic sink) you might as well use it; it is a nice sink, no matter where it goes.
But the crown and glory is the shower. Yes, that steam you see is quite the creative achievement, because there is no such thing as a working show in the build menu. What you as seeing is wall with a doorway (interior side facing us and wallpapered to match) disguised with window curtains to obscure it's nature further and hide some of the inner workings. On the other side of the doorway sits a radiation removal station, which activates to create the water effects.
Exterior porch
Huge fan of the community firepit, so much so I had unashamedly made an add-on to my camp just to house one, at least for a while. But the bit of wizardry at play here is not just the level platform on which all the camp sits (which probably also burned up some build budget, but looks fantastic to have so much stable ground), it's the porch swing... because just like the shower, there is no such thing as a porch swing. Using quite the trick with a series of power conduits and floating a bench, a porch swing was created. This is good shit right here.
There was really only one other main issue, which is what I was so confused by that I had to reach out and ask Ashie about. For whatever reason, the power generator, was just sitting above a section of porch on the far side of the house. For the moment, it seems with no build space free, it's taken a bit of work trying to find out where and how to hid the generator.
Hopefully, Better Homes and Gore-dens will be a fun little look at some Fallout content, and inspire some folks to put more work into their camps. Seriously. Also, new Nuka Cookin' should be out this weekend, as I now have more eggs.
I saw a build somewhere of somebody building their c.a.m.p in an old unmarked diner up in the toxic valley, anyone know where specifically it would be?