|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Covenant Convalescent Home for Deluded Synths is up and running. (That is Danse and he is wearing an eyebot helmet because I make him wear stupid hats.)
Current occupants are Danse, X6-88, and a random settler. Ada is their provisioner (her homebase is my main HQ at Starlight). I couldn't bring myself to send Curie there, even though it was more for her to look after the others (which is all of course the story in my head and doesn't matter a whit in terms of game effects--but much of the Fallout experience IS the story in your head, so there). I just plan to send a couple more people there to operate the clinic and the cafe. They should be comfortable and safe, and in my head we can use the horrible research done by the original residents to apply to more genteel psychoanalysis of synths in hopes one day they may be able to interact in normal society once more.
I misplaced Deezer. I hacked him to do something for me, and then somehow he followed me when I fast traveled (although the current active command was "stay here") and then when I fast traveled back to Covenant he was gone. Ah well.
I also finished turning Egret Marina into a fully operational crafting and trading center. I really like that place--the standing buildings are quite usable with a bit of work (although irritatingly there's a couple fallen shelves you can't scrap), and it's large. I like that it has a little diner and the dockside scenery is nice. I've maxed out build limit there, although I of course have some extraneous protective walls I could always scrap if I decide to invest more in decorative items. I named the marketplace "Daily Deals" for Phyllis.
I think some of the lighting actually uses up a lot of size count--I guess because the lighting effects take more juice to render.
There might be a limit on how many given creatures you can have, but I like the idea of the crazy cat person house. Send your dottiest looking settler to it, and trap a bunch of cats, and voila.
Probably one of the actual ramshackle house settlements would be best, like Croup Manor or Taffington Boathouse or Coastal Cottage (you could put all the cat bowls in the garage in that one). Nordhagen would be great but it has preset settlers that I don't think you can send away.
Working on the Covenant Asylum, by the way. Gotta say, it is buggy as heck to get Covenant once you've finished the main quest (not that Covenant isn't buggy beforehand). If you've blown up the Institute, Covenant acts friendly to you--they actually acknowledge you've blown up the Institute and are grateful--but there's no way to make the settlement act allied to you (if you want to ally with the current occupants). But, while the mayor warns you about "Dan," Honest Dan is nowhere to be seen and there's no way to properly start the Human Error quest. I could break into places and still gather information that something clearly sinister is going on there, but even when I went into their facility, no one was hostile. Cool and fine, but when I go talk to the doctor chick, she just barks "I have no regrets!" or something like that and I can't even confront her about the stuff I've seen. You can unlock the captive's cage, but she also just stands there cycling through barkstrings.
Now, narratively, my character has still gathered enough evidence to know these people are torturing synths for no especially good reason, so she has no qualms about shooting them in the head. Shooting the doctor, even from stealth, makes everyone automatically go hostile, even back in the town where they can't possibly know what you've done.
But now I have my asylum for delusional synths. I need to finish setting it up properly, but I'm turning the office into a doctor's office and might turn Penny's store into a cafe/commisary/cafeteria. Keep the other houses as bunk houses. X6-88 who thinks I'm the director of the Institute and that his home isn't a giant smoking hole in the ground will be sent there, as is Danse who still barks "ad Victoriam!" as he singlehandedly shoots down vertibirds and slaughters the Brotherhood occupants inside, and who has never taken off his power armor and I'm sure is more than a little bit rusty and stinky. I'm tempted to send Curie--love her to death and she's much more mentally stable, but sometimes she also she still thinks she's a Ms Nanny and besides, she could care for the other patients and benevolently experiment on them. I have the perk now that lets you see creature resistances, so a couple settlers with unexplained energy resistance might also be sent, just to round things out. Don't know if I'll have settlers or robots run the surgery and cafe.
I left Deezer intact there, but I can't assign him to anything. I might construct Deezer II and have him run the cafe.
Was anybody else annoyed when they cleared out Breakheart Banks and couldn't find a workshop?
Yes. Also West Everett Estates.
I was supposed to be getting work done in my real life home today. Of course I was wasting time instead getting my Coastal Cottage up and running. Used new concrete to build usable living quarters above/around the shell of the ruined cottage, with the hole in the ground as a utility basement holding a power generator and water pump (also cookstove, because reasons). The tiny bit of the cottage with the door got walled in, spruced up and named "The Love Shack," which is of course a cozy couch space filled with kitten pictures (what else would it be?). (Although, upstairs on the roof patio there is a jukebox to which you can hurry up and bring your money.)
And then I HAD to (had to, mind, this was way more important than cleaning house or doing laundry) clear out Kingsport Lighthouse so I could waste precious, precious steel solely to make this sign.
I will note it is annoying and odd that the lettering does not snap the way the neon letters do, and also that they didn't think to provide us arrow signs.
FFIX was the only Final Fantasy game I ever played from start to finish. I've played a number and certainly appreciate why the franchise is so popular and beloved by many gamers, but there was something particular about the kind of grind and certain overused tropes---or occasionally, a boss battle I just didn't have the patience to beat---that didn't appeal to me personally, so most of the games I dropped part way through without finishing. Even though FFIX also certainly had its grindyness and nearly impossible boss fights and such, there was something to its pacing that worked better for me. Not to mention, I found it charming in a way that grabbed me and compelled me to finish, a quality I did not see as much in some of its brother and sister games.
So I'm really glad to see this game get a resurgence, and not just give older fans a chance to relive it on a playable system (my poor PS2 is giving up its ghost) but also a new audience to enjoy it. It sounds like it hasn't aged too poorly. Even though I don't replay a lot of JRPGs (even the ones I have finished take a LONG time to get through and I have fortresses to build in Fallout 4) I may have to pick it up and run through it a bit.
Now, if we could just get the Suikoden series (yes, every single one) ported to PC... but Konami sucks these days and would never do something so cool or nice.
Certainly there will be exceptions to almost anything I pointed out. If the purpose of the homebrew is rules-teaching in an easy manner, obviously that covers the part of being clear about what are the rules-as-written. :)
My couple or few cents:
Before you begin world design, think about the game you're running. What rulebooks are you using? You want to be sure your world supports the rules of the game, and vice versa. For example, if the world uses magic, but the rules don't have a magic system, you've run into a problem.
Think about ahead of time the rulebooks you're allowing and any exceptions to any rules-as-written you're willing to make. I will also note, based on personal experience, it is easier to design a world for rules-as-written than both change rules AND design a world--certain parameters are set for you which can actually make things easier. This doesn't mean homebrewing rules as well as world design isn't bad, but I wouldn't recommend it until you've got some world design experience under your belt. (So your first world might look fairly standard, but your second one you start playing with new races, etc.)
For a Pathfinder (or similar) game utilizing the core rulebook, where we are assuming you are not changing any rules, you know you need:
- A world that contains as common races all of the core races (plus any additional races you are including).
- A world that accommodates the existence of all the classes in the core rulebook. It's easy to accommodate for, say, rogues or fighters, but what about clerics and wizards? There are bards, so how are they trained? Are barbarians simply a type of warrior you find anywhere, or are they exclusively the result of a stereotypical tribal warrior clan? And so on. Think about not only where and how the classes exist, but how they are perceived by society, trained, etc.
- Along with this, you need a source of divine magic, such as deities or other forces that can be represented by domains, divine magic, etc.
- You may also want to consider where arcane magic comes from, and how commonly it may be accessed and/or manipulated. How common are wizards, sorcerers, bards, etc.
- You need to have a planar cosmology that supports the rules as well: there needs to be a shadow plane and an ethereal plane, or various shadow spells won't work, nor will incorporeality. You need dimensions that Outsiders come from, some of which are dominated by concepts good, evil, or neutrality, both for the purpose of summoning spells as well as possible enemies, allies, etc. (You can decide these things don't exist, but then you're going to have to adjust some rules or rules explanations... and that's where things can get more complicated than you expect. I'm pointing this out because I tried once to make a "simplified" world that eliminated certain planes and the like, and realized I had actually made it harder for myself rather than easier as I had to eliminate certain mechanics or re-explain how certain things worked, which made a lot more work for me).
- Think about where monsters dwell, which are common where, who might be the most to least common threats, etc. This can also affect the geography you come up with--if you want to emphasize the existence of creatures who dwell in forests, your world may be heavily forested, etc. The Bestiaries also feature a lot of underground and Darklands creatures so your world may need a complex underworld as well.
Once you've done this, you can get into things like building your world proper, coming up with the land, nation, geography, etc.
This part is a lot more variable--and gets into a lot of "what works for you territory" (although ALL of it goes ultimately into "what works for you territory"). Others in the thread have discussed starting small vs. starting big. You might start with a single town and nearby dungeon, and add on whatever it is you need for your party.
Or you might build a whole world with gajillions of nations, politics, religions, societies, etc. Just note, as someone else did, your players need to keep track of things too. Too much too fast can get overwhelming (although a good world-builder/GM can introduce bits by bits at a time).
In addition to other advice (and I know I'm repeating stuff said elsewhere, bear with me), here's some questions you can try to answer as you build your world:
- Is your world very civilized, or is it mostly untamed wilderness with only a few bastions of safety? Somewhere in between?
- Who are three most powerful NPCs in your world and what do they do?
- What are the three most important historical events in the last 100 years in your world?
- Is there one nation everyone lives in, or many? How does character race tie into nation and culture--in other words, is there one nation per race (dwarf nation, elf nation, etc.) or are there nations where some or all races are citizens? A bit of both? Likewise is there one ethnic group per nation or several? Is there an easy way to tell them apart and/or is it important? How many languages are spoken in a given area? Does everyone get along or are there a lot of rivalries?
- Are the dangers people face mostly political and social (war, intrigue, politics), or mostly outside supernatural threats (corruption from evil outsiders, dragons eating peasants, orcs raiding the countryside)?
- Bearing in mind the existence of magic can improve standards of living, how "advanced" is the world? Are there major strides in agriculture, cottage industry, and engineering? Or is most of the world in a veritable dark age, where maybe magic only makes the lives of the rich and powerful easier?
- How does trade occur, and what impedes trade? What commodities are valuable? Who trades what?
Just some thoughts to get one started.
Sorry to reawaken a thread that fell asleep a week ago, but I just found this and had some thoughts:
- Most of today's professional game designers started by homebrewing. People upthread called Pathfinder a "homebrew of Dungeons and Dragons 3.5"; likewise Dungeons and Dragons itself in its original form was a homebrew system building on the game Chainmail, and I'm fairly sure Chainmail started with people messing around with rules for more traditional wargames (IIRC the term "Armor Class" was borrowed from a naval term for the quality of armor on a battleship). How you practice game design and tweak and adjust for your group, and so on, is by homebrewing. So basically, without encouraging homebrewing, we don't get new game designers, and the industry dies.
-- So, at the risk of sounding terribly dramatic (I'm not trying to be), if homebrew is a dirty word, and we discourage it, we destroy our hobby. So I'd say, no, it shouldn't be a dirty word in the least.
-- Does this mean all homebrew is inherently good? Of course not. Part of the point of homebrew is we're testing, building, trying new things, seeing where rules boundaries do and should lie. As part of this process, we're going to come up with stuff that's crap.
-- But, ideally, we process through the crap to eventually achieve the good stuff. Hack homebrewers might make broken stuff just in hopes of cheating or making things break for the fun of it. OTOH, talented homebrewers with the potential to become tomorrow's game designer solicit feedback on their homebrewed items and tweak it constantly to make it work right.
- So we need homebrew, and talented homebrewers should be encouraged to develop and improve their skills.... BUUUUT this does not mean we must homebrew everywhere, all the time. There is a time and place for it: namely, in my opinion, in the hands of relatively experienced players who are already familiar with the rules-as-written. I favor this advice in many arenas, RPGs included: learn the rules before you break them. I've seen in my days, that in RPGs, what you see on paper often plays out differently in practice. If you homebrew or houserule what you think MIGHT be a problem before trying it, you could be fixing something that isn't broken--and breaking it in the process. Learn how things play out, then change to fit the needs of your group, etc.
-- Of course organized play is not a good place for homebrew. The point of that is total strangers come in to play with each other, and you need in that specific environment therefore consistency of rules. But just because organized play is not a homebrew-friendly environment, doesn't mean either organized play or homebrew is bad. There's just different times and places for each of them. People who want to do both may have to find separate opportunities for each.
-- Likewise, I wouldn't homebrew with folks new to the game. Again, I think it's important to know the rules before changing them. I've been screwed up myself by playing games where a GM homebrewed tons and then joining another GM's game to realize I totally didn't know how to play at all. Or at the very least, it's important if teaching rules to someone, to be clear on what are the rules-as-written and what's homebrew.
-- And also likewise, every gamer is different, and every gaming group is different. Some are really going to want to play with things, wiggle stuff around, adapt the game to their style; these folks can hardly play without homebrewing. Others really are comfortable working within boundaries others provide them or want to spend time really just playing, not experimenting or testing stuff that could turn out to be crap. Does it mean it's "dirty"? Of course not. It's just right for some and not for others. Yes, there are always going to be vocal members of the WrongBadFun brigade who declare whatever it is they don't do is horrible and anathema and people are wrong and stupid to do that thing. How dare people have fun wrong!
But just ignore the WrongBadFun Brigade and just play the way that is most fun for you with good people who appreciate a similar play style.
S&S Tactical Map + Loot+ Man's Promise Ship Reference + Man's Promise Crew
You can (just barely) get a straight line from one corner of your square to the squid, so you have line of effect. Line of sight may still at least be somewhat blocked by the wall you're standing by. I'm going to say the squid gets a cover bonus (+4) from you--but you rolled well enough in this case to still it.
Lee points his finger around the corner and zaps the squid with painful frost.
The squid attacks Lark.
Bite: 1d20 + 4 ⇒ (12) + 4 = 16
It wonders if it should get a new career as a flounder, as that is all it seems able to do. Perhaps it is still distracted by the light thingy.
Combat, Round 6
new round ding!
I'm sorry, what was I thinking. You are of course right as usual, quibblemuch. :)
Otherwhere: Also, yes, I expect they have some kind of sense of competition except they don't realize no one's competing with them and there's no prizes.
Besides, I get to win. Always. ;p
In other news, since of course you have to kill the Minutemen's old sentrybot during Old Guns, I made them a new robot guardian. I named him Revere.
I have never understood the gamers who think options should be taken away from people just because they want to play differently from someone else. What is so frightening about someone else having a choice that you have to argue so adamantly about it? Especially when their counterargument is, "well if you don't like it you don't have to choose to use survival mode!" What's so terrible about compromise? God forbid everyone have the ability to play the game the way they want...
Seriously, can someone explain this to me?
Turin the Mad wrote:
Crashes have only been rare for me too, but they still suck when they happen. And I certainly know of other players who have frequent crash issues. Usually has to do with a particular hardware combo--as is almost always the case, the game works with some PC builds better than others, even if all system reqs are technically being met and drivers updated. Hell, I've heard about crashes happening on XBox and PS and they all have the same configuration.
Regardless, it sucks to lose progress. Bethesda players are used to having to save frequently for what are usually inevitable crashes. The save limitations stops them from doing the one thing that protects them from this problem.
I like the new survival mode personally, even if I continually get stomped in it. Maybe I'm a glutton for punishment and don't mind walking everywhere (something I try to do anyway). My only wish is that they had temporary saves that delete themselves when you load them, allowing you to exit the game anywhere.
Temp saves would be a great idea. I'd play survival mode if it weren't for the savegame limitations. I have no issue with the eating, sleeping, diseases, harder combat etc. Stuff that makes it harder for my character, essentially, sounds interesting and fun to play. What I don't want is stuff that makes it harder for ME, as the player, to play on a meta level--i.e., that impinges upon my time in an unfun way. If I've only got 20 minutes before I leave the house, and I know I can either take those 20 minutes to walk to the place where my quest is but then have to stop before I can complete the quest, or just fast travel to that place and finish the quest, I know what I would personally prefer to do (which yes, may be different from what someone else might prefer--welcome to Fallout, which is supposed to provide the player OPTIONS, not take them away).
I don't just sit at home and play video games all day. I have a full-time job, freelance work for Paizo, friends, family, a religious community, a community chorus, and other hobbies like miniature painting to put time into. Bethesda clearly made this "survival mode" for the people who do nothing but game, not for people with other things in their life as well.
For me it'd be
Companions are a huge part of gameplay for me, and 4's are SO much better than in any other Bethesda game I've played (though there's always a warm spot in my heart for the mechanical loyalty of Skyrim's Lydia). I also have to say, though 4 may have its flaws, I have easily put almost as many hours into it as Skyrim and New Vegas and I've owned the other two a lot longer.
If I'd expand to all the Fallout Franchise and Elder Scrolls Games I played, it'd be...
Note that I love all these games (I can see why people worship Morrowind so much, even, especially for its time, it just wasn't a game that worked well for me).
Fallout Rampage Cap'n Furiosa wrote:
In my main game (the one where I tried to do ALL the stuff), I didn't talk the Legate down. I let Veronica punch him in the face. He went from full HP to about 4 hp in one blow. It almost felt like a cheat to finish him off with a little pistol bullet to the arm... but I did.
Scythia: Like I said, difference in playstyle and build. (And if a playstyle/build eliminates a factor of the game I like, then I probably won't pursue it. :) )
Gotta say, I'm really underwhelmed by the first two DLCs announced. Pretty sure there are already mods that do all of that (except maybe the voice acting).
I think the robot one is a YMMV -- some people are gonna be more than delighted by it, others less interested--but they know they have a large giant robot loving crowd in their audience, so it's probably a no brainer to do. I'm intrigued by the introduction of a new enemy, which means there should be at least some new story play. The screenshots also intrigue me because they show the Sole Survivor in a backpack (also with his pet robot carrying packs) and I'm a weirdo who actually likes to see on character models the backpacks, etc. we use to carry our stuff---plus the possible option of a robot pack mule? That is points in its favor. Is it worth the price of admission? That's probably still YMMV.
The Wasteland Workshop one -- I think it's going to be good (for the $5 they're charging for it), but the marketing for me personally is all off. I don't give a flying f##& about making a Deathclaw Arena, which is of course the thing they're hyping the most, but the "nixi tube lighting" they buried in the fine print in the bottom of the description has got me excited. I CAN PUT GLOWY LETTERS ON THINGS. Yesssssssss. I'm interested in all the other new furniture, etc. they come up with too. Yes, some of that will also come in free mods but depending on what they also come up with it will probably be worth it for me.
The other thing I DO like, which again is undersold for me personally, is that you can capture enemies. They're playing up the "make them fight in cage matches" part but apparently you can also do other stuff, like tame monsters to work and whatnot. I wonder if you can do stuff like, say, tame radscorpions and have them guard your perimeter. Plus I just like that you can capture creatures rather than kill them. They say you can capture Raiders, so can you also "tame" the Raiders? I.e., can you rehabilitate them? That would be really cool.
Both I hope to hear more about but I think for me, anyway, they will probably be worth it (though I wouldn't purchase each separately at full MSRP).
That is the danger of the Season Pass model. You pay people for work ahead of time sight unseen which is seldom a deal in your favor. They could put out twelve "dog armor" DLCs after this and insist the dog armor is SO AMAZING it's worth $60 and you got more than your money's worth.
That said, I'd say if they're putting out the three DLC we know about and at least two more... it's probably at least worth the $29.99 Season Pass price. But if I don't get that (I haven't gotten the Season Pass yet), I'm just waiting until they individually go on sale on Steam (where I can buy the ones I want and do without the ones I don't) -- after all, the second one comes out only a or so before the Steam Summer Sale -- or even until the "Ultimate" edition and THAT goes on sale for less than the post March 1 price of the Season Pass.
For me I know I'll get most of the DLC... it's whether I want to buy into the Season Pass model (which I have a lot of... I guess ethical issues with), or force myself to be patient.
The other thing I liked about New Vegas's hardcore mode that I miss in F4 is limb damage was harder to heal--stimpaks didn't heal it, you needed a doctor's bag, a highly addictive chem called Hydra, or actual medical treatment. It didn't totally gimp you as long as you were prepared, while at the same time making injury feel a little more serious as it should be in a post-apocalyptic world.
I agree, however, that I would prefer the eat/drink/harder healing etc. separated out from combat difficulty.
And I have to admit, verisimilitude aside, I don't miss ammo having weight as it did in NV hardcore.
With Mainiacs in my family tree, I'm excited about the Maine DLC.
Otherwhere: if you ever want to check a local meeting out, try quakerfinder.org (and if not, that's okay too. :) ).
Scythia: Two, actually: Herbert Hoover (not sure of his particular affiliation) and Richard Nixon (grew up in an Evangelical Friends Church). Which in either case probably suggests we shouldn't seek political careers. ;)
Alright, I have a snow day today, so I and my bad Quaker self are off to slaughter the Brotherhood in the name of the Railroad. I'll let you know how it turns out.
Turin the Mad wrote:
Bear in mind your game will still autosave when you choose a perk on a new level, even if you shut off the other autosaves. I realized I had a bunch of savegames I know I never made intentionally. Trying to figure out which save is what to delete is a bit of a challenge. (IF we could rename our savegames.... grrrrrrrr....)
Pulse grenades are designed to stop robots, which they do very effectively in both NV and 4.
Grenades just can get heavy, and Fallout 4's crafting mechanics encourage you to collect junk everywhere you go (yes, way more than in NV). I know this sounds like total nonsense to you because you haven't played the game yet, but if I have to choose between a pack of duct tape and a plasma grenade, then quite obviously the silly useless grenade is definitely the one to go.
Just played with the patch last night and I can confirm the Settler assignment feature is working. In addition to showing their assignment, if they're assigned to food, the "highlight" showing what crops they are working shows up from farther away now too.
THE MOLECULAR LEVEL DOES NOT TIE YOU TO ONE FACTION. YOU CAN STILL BELONG TO ALL FACTIONS AFTER THE MOLECULAR LEVEL.
Sorry for shouting, but I've seen people say that before and it is very, very, very not true, and I expect this expectation f#@#s up a lot of people's playthroughs because they think they're making some huge decision when they're not.
You can belong to every faction through well after the Molecular Level, and you can change who you're investigating the Institute with AFTER that point--several times in fact.
At some point you do have to pick one, and some quest threads will eventually put you at odds with more than one faction---BUT NOT AT THAT POINT.
The one time I finished the Main Quest (with the Minutemen as my primary allies, I finished on friendly terms with the Railroad and Brotherhood as well, and can still do quests for all three. And I was friendly with all four until I made an active decision to tell the Institute off after the Battle of Bunker Hill (which was my decision and not a forced thing to do).
The one thing the Molecular Level does is it can close off, temporarily, some Railroad Quests, if you don't do TML with them, BUT all you have to do if you want the Railroad's Underground Undercover quest is tell them you'll side with them instead and then you'll unlock it (and your other faction quests will still be active and you won't piss anyone off, and you can switch back to another faction later). And even if you decide not to tell the Railroad you'll side with them, you can still remain friendly with them and do sidequests for them.
Here's the progression of decision points:
- Do the Molecular Level with whomever the f@*% you want, but when you're given a holotape to get Institute data, share it with everyone (you might have to go back and get an extra depending). I'd say it's EASIEST to do it with the Minutemen but it really doesn't f*%&ing matter.
- Doing stuff for the Minutemen will never piss anyone off (unless and until you decide to betray the Institute, which you have to take a direct, knowing action to do). And if you screw up the Main Quest with another faction, you can always default to the Minutemen instead. The only way to piss off the Minutemen is if you actively, intentionally attack them.
- If you're doing Brotherhood quests, go as far as "Blind Betrayal" but until and unless you decide to side with the Brotherhood, do not continue on to "Tactical Thinking." It is okay to talk to Maxson to finish Blind Betrayal, but when he tells you to talk to Lancer Captain Kells and "Tactical Thinking" shows up in your questlog, avoid Kells like the plague--because the dialogue with him will make you enemies with the Railroad. You can, however, continue to do Brotherhood sidequests to your heart's content (as long as they don't make you report to Kells).
- The Battle For Bunker Hill gives you an option do do stuff for Institute, Railroad, and Brotherhood. If you end the quest in favor of either of the other two, you can ask the Institute for forgiveness (maintaining your friendliness with all groups for the time being) or tell the Institute you don't want to side with them anymore (which also closes off the main Railroad Questline, but you will remain friendly with the Railroad and can continue to do sidequests for them).
- The next, real "point of no return" is a quest called Mass Fusion, which you will get working for the Institute (and also siding with the Railroad, which makes you follow the Institute plot for awhile). If you go through with it, you will become enemies with the Brotherhood (or, if you warn the Brotherhood, you will become enemies with the Railroad and Institute). If you don't want to do either at that point, then your default choice is working with the Minutemen.
Notes: I've edited this about a hundred times so if you read it when I first posted it it's probably changed.
The only thing about the mannequins that bothers me is that you can't take clothes from the dressed ones, put clothes on them, or build them at your settlements. I want outfit display options.
Me too! I thought it was especially weird you couldn't do that since in Skyrim's Hearthfire you could have the armor mannequins--so it's not like they don't have code for it.
I have to admit in my current playthrough I'm having fun playing dressup. I'm caring less about armor (if I need to I'll jump into one of my gajillion suits of power armor), and more about just what outfits I can put together, as well as of course making my companions look fabulous.
It's not creative, but damn I find Curie droolworthy in glasses and a clean lab coat (yes, I have strange tastes). Cait's rocking a clean black suit and military cap, ready to restart the Irish Mob. MacReady looks really good in Kellogg's outfit.
Since I put a bowler hat on her original form, I made Curie continue to wear one for ages (it looked really cool with the Scribe Outfit I put her in while doing Brotherhood quests) but it didn't look right with the lab coat so it's unequipped now. Codsworth of course has his.
(It is of course irritating you can't get Danse to exit his Power Armor, but I think he knows I'd put him in a sequin dress the first chance I got.)
My current challenge is to find the best outfit that looks good with the lieutenant's hat. Currently Sole Survivor Jinx Jones is wearing it with an armored greaser's jacket and red bandana, but I'm thinking there's probably a better hat for that outfit, and I should save the navy hat for something else. (Also you can't put ballistic weave on the lieutenant's hat which really sucks.)
Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)
IIRC, in most typical fantasy games, the coolest weapons are almost always swords. Ergo, in Planescape: Torment, where the devs were actively working to flip a LOT of RPG expectations on their heads, they explicitly eliminated usable swords from the game.
Other expectations flipped included stuff like the fact that in a normal RPG, the worst thing that could happen is you die, and you have to reload when you do, and your ultimate goal, beyond any other MacGuffin you seek, is to not die. In this game, death isn't a game over state, and sometimes you even have to die (temporarily) to solve certain dilemmas--not to mention of course that your final goal is in fact to die permanently.
There is never a correct or incorrect choice in Fallout. I'm not saying you're wrong for using the nukes. You're not. I'm just noting if you DON'T want to, there is a way (and that you need Ed-E to do it). I noted some of my personal reasons for doing so. They are just mine.
I apologize if I came off as pissing on anyone's parade, but likewise, please don't piss on mine.
Just FOR THE RECORD, and again this is NOT A JUDGEMENT on anyone's choices: for the reputation boost with Followers and Brotherhood: If you do Lonesome Road before you meet the Brotherhood, it helps you with getting on their good side for their missions. (Same for the Followers.) And the reputation boost helps you keep Veronica if you decide to blow the Brotherhood up later (there are other ways to keep it high enough, but it's one of the best ways to be sure--she'll leave you if your reputation with the Brotherhood is Vilified but will stay if you're anything higher). Of course if you don't want to keep Veronica, or otherwise are sure your rep is high enough, or don't want to blow up the Brotherhood, that's also a non-issue. Those are just the options.
As a side note, I've never helped Hardin yet and have always kept MacNamara (I like to keep my minions docile)--but I'll probably do that in a subsequent playthrough if I ever shake my Fallout 4 addiction.
By all means if you want to nuke away, please do so. I nuked the Legion in my last playthrough and the sheer sense of joy in incinerating some of those raping, slaving bastards was worth it.
I haven't honestly tried it yet (I use PC) but it is supposed to be EXTREMELY fiddly. There's no reason it shouldn't work in console--there's no difference in the interface and I expect much of building is actually easier with a controller (the keyboard/mouse commands are extremely nonintuitive and the UI was definitely built for controllers/consoles in mind)--but more likely the selection process is ridiculous.
Build a roof and put it on top of the wall where you want there to be a corner. Then when making the new wall, the roof will let you make it snap to a right angle. Then remove the roof (store it so you can use it for the same trick later). This will also work with floors. This is the only way to make walls turn corners. (Ninjaed by Turin the Mad: I haven't found the need to do the three small floors however, just one roof works fine and this will save you materials.)
BTW regarding prefab foundations, you can stick floors ON the prefab foundations, which you should do to be sure everything fits properly. The prefab foundations are not supposed to serve as floors, they are supposed to serve as flat surfaces to make it easier to build on.
(These are things DeathQuaker learned the hard way.)
Hopefully the patch also will make this work better.
Turin the Mad wrote:
Raiders and nosy-bodies can't take what they can't physically access. When you've completed your shed, slap the last wall into place. Workshop-remove said wall, get your suit on, replace said wall, go kill stuff. Return as necessary.
Raiders and nosy-bodies also can't take power armor you didn't leave a fusion core in. Just take the core out and no one can use it--which is a lot fewer steps than trying to swap walls in and out!
I can see leaving the core in to use as a lure, per your armor trap you described--which sounds hilariously awesome, btw--but if the issue itself is simply theft, just don't leave the cores in your armor. (Me, I actually sometimes intentionally leave armor with cores in for my settlers to use, just well away from enemy spawn points.)
Eh. I liked the book. Felt just like playing the game, to me - since that's what it practically was: just another play through of the game. But it's been, what, 15 years since I've read it? So maybe I'm full of crap here.
Bear in mind there are two different "books" -- the official novelization by Roy and Valerie Vallese (where Annah is an ugly old lady and the Nameless One is given a name) and the "fan" novel, which is where a fan just took the text from the game itself and edited into a narrative by a fan named Rhyss Hess. Notably, the latter is the "book" packaged with the GOG.com version of the game.
The official novelization shouldn't have felt like a playthrough of the game since so many details were in fact different--the plot was only very loosely connected. Although of course if you or anyone liked it, that is by all means your right and pleasure! Nonetheless if someone says, "the novel was awful," they're almost undoubtedly talking about the Vallese novel, which is criticized heavily FOR changing so many details.
The Hess edit IS a playthrough of the game, pretty much. Although IMO it could actually use MORE editing, it is pleasurable to read because it's the in-game text and the in-game text is pleasurable to read (at least to fans of the game!). (Honestly, I'm kind of surprised Chris Avellone never became a novelist. After all the massive amounts of game text he's written it would be a breeze.)
Just clarifying because some folks talking about the "book" may in fact be talking about two different texts. I know some are indeed talking about the Vallese novel.
Alright, it's been a few days, I'm doing fine, jaw's sore as hell but whatever. Only issue, aside from a serious pretzel craving, is that my cheeks are a bit swollen. My instructions say to apply moist heat to it but I'm not sure how to do that. I tried running a small towel under hot water but it cools off too fast. Any ideas?
Wrap the hot wet towel in plastic wrap, it will keep the heat in longer, and there will still be enough ambient moisture to be safe.
You can also wet the towel and nuke it for a minute so it gets nice and hot (be careful handling and if it's too hot of course wait to cool).
A little essential oil on the towel makes it smell nice and can help with the soothing--should you happen to have any.
Although the Legion sometimes couples their melee folks with a sniper, so you have to be careful you don't get tagged while the melee dudes keep you busy. Legion drops some surprisingly good loot tho.
Khan quest is a little buggy, be warned--but it is worth getting their help. That you don't have positive rep with NCR might make things easier for you, actually.
OT: Captain Yesterday, sorry to hear about your dad's illness; I pray the medication continues to do its work. I was just curious; I'm clerk of our YM's intervisitation committee so I like to hear about other Friends' travels.
I had to choose between desk fans and combat armor recently. The armor lost.
So, something I am impressed with--given Bethesda is not always great about attention to story detail ---
As I'm sure anyone reading this thread knows, if you follow the "suggested" main quest path, you of course go to Sanctuary Hills and then Red Rocket and Concord, possibly gaining various companions and allies, including your robot butler Codsworth.
In my second playthrough, I ignored that path entirely. I caught up with the main quest in the Boston area. I had decided this character couldn't bear to see her past life in ruins and just wanted to start anew... but slowly, reminders of home were forcing her to face the disappearance of her son, etc.
In Goodneighbor, you run into a familiar (well, sort of...) face...
The Vault-Tec Rep you meet in the prologue has become a ghoul.
This person to me mentioned Sanctuary Hills, and it was the first time in this playthrough anyone had really mentioned it. He mentioned that he'd seen it, including, "Your robot."
So my character realizes, a good month and a half into her emergence into the Commonwealth, that her Mr. Handy has apparently been so loyal he's remained in Sanctuary all this time. Her head reels a bit. This is not long after she is deciding finally to track Shaun down, and realizes she should, if properly addressing remnants of her past, see if Codsworth really is there. So after tying up some loose ends, she finally at long last heads up there and feels bad for abandoning her loyal robot for so long.
What I dreaded is that Codsworth would still have the introductory dialogue where you act like you have no idea yet it's been 210 years, etc.--all stuff she already knows because of the order in which I've done things.
But no! Apparently having advanced the main quest to a certain point, he has different dialogue!
This may seem a silly thing to be delighted by, but I haven't always trusted Bethesda to pay that sort of attention to narrative detail, so I'm delighted. Further, as soon as I met him, he is immediately available as a companion (I don't have to go to Concord first. I probably will eventually for other reasons, but I don't have to, to get him as a companion). So that's awesome.
I also auto-unlocked Sanctuary. I don't plan to build there this game, but I am looting the heck of it and grabbing lots of wood to send to Starlight Drive-In where I'm building my personal home/fortress/companion entertainment center, trading stop. (I have three "settlements" and I'm trying to have no more: Starlight, which is just for me and my companions; Sunshine, which is the only settlers-invited farm I've started so I can have, eventually, a full trading post/safe place for people to go; and Abernathy Farm, since Connie is useful to trade with and to have one more workbench to share supply lines with (I haven't built them anything other than some defenses and power, and not having more settlers there).
Ninjaed by Redbeard. I don't recall Rosie being killed in one hit, and she definitely can leave with you, but she can be easily overwhelmed since she's close range only.
ETA: I was wrong, Roxie won't go beyond a certain point. She is however "revivable" (you can repeat the process you get her multiple times).
You can get a canine friend, but the problem is finishing the area outside the lab where you get her spawn a mob of Lobotomites who inevitably kill her the moment you step outside. If you're not on hardcore and/or otherwise are luckier/more skilled than I, that's probably not a problem. Some have used her quite effectively.
I would otherwise suggest following quests for armor and/or weapons that might pop up.
IIRC I recall a good route for me was going to the medical facility to get healing items and Autodoc upgrades... There's a decent suit of armor there too, though you may well have better. Then I went to the facility to recover the Stealth Suit, which even if you are not stealthy is a useful suit of armor because it can auto-heal you if stimpaks are in your inventory. You have to be careful though as if needed she will also iirc inject you with med-x, hydra, and super stimpaks and then you may have to deal with ensuing addiction/debuff.
Cole Deschain wrote:
Exactly: Synths have "synth components" -- artificial components in their brains, so if the Courier were a synth, both possibly Doc Mitchell and definitely the Sink Auto-Doc would have found that when operating on the Courier's brain. The Followers Doctor who can give you cybernetic implants would also be likely to have noticed, especially if she gave you the Intelligence implant.
It would also be highly unlikely a synth had gotten that far West. Possible, sure--the Broken Mask incident in Diamond City was 60 years prior to Fallout 4, so 50 years prior to Fallout NV and Fallout 3, so 3rd gen synths would have been around long enough. But the likelihood that one made it from the East Coast to Nevada--through Legion Territory--seems highly unlikely. Kellogg IIRC came out East before the Legion got as powerful as it is, and the same goes for the Eastern chapters of the Brotherhood.
But even if it was possible--again, the Courier should have a synth component that any number of Doctors or auto-docs would have found.
While it's not clear she endured exactly the same thing, Christine also lost at least a chunk of her brain to Big MT and also survived personality intact, and it's unlikely she's a synth either. So the Courier is not unique in that regard.
Sometimes people when suffering brain damage, other parts of the brain effectively take over functions that they technically shouldn't be "in charge" of. Of course Courier lost the brain completely, including the amygdala (brain and spine were replaced) so that doesn't really apply. Other possibilities---
- The Courier's real brain is still somehow "connected" to the Courier via brainwaves/broadcast from its tank in the Big MT
I'm sorry, RainyDayNinja. Your wife's character is neither any of my business nor an appropriate topic of conversation for this thread.
I will request that in this thread we refrain from calling anyone, directly or indirectly, real or fictional, a "slutbag" or any similar epithet from here on out.
Now. Where were we? Ah yes. Piper is awesome.
Any other favorite companions?
Unfortunately, as written you can't take Christine with you. Mainly because they would have had to write more dialogue both for her (whether she talks or gestures) and also had people react to her and couldn't necessarily bring back voice actors to do that. (Although I have a feeling if Felicia Day had been available, she would have happily recorded extra lines for Veronica's reaction to Christine's return.)
There is, of course, a mod for that, however.
I also totally don't have most of a fanfiction written that addresses that, because of course that would be pathetic. (*checks to be sure the version of "Ghosts of the Sierra Madre" on her hard drive is the latest*)
Interestingly, Dean is supposed to eventually make his way to New Vegas. I think it would have been cool to add him to the acts at the Tops Casino. Probably wouldn't have been too hard to work in the animation and THAT wouldn't have required a lot of new reactions, etc.
I wish you COULD nuke the Sierra Madre (as long as Christine weren't in it, as she stays there if she lives), that would be awesome.
Even if it's only because she was put in the trailer, Piper has some of the best animations for expression--I think specifically, she has more body language than most other characters. While exaggerated, her gestures make her look a lot more human than the stuff "talking heads" of old.
It also makes her romance talks really cute.
I totally do NOT have a crush on a set of pixels, I don't I don't I don't.
And I play it almost entirely third person.
"True" shooters rely only on player skill. This is an RPG that looks kind of like a shooter, but your stats affect your accuracy--if you point right at the bad guy and have a low Agility, you're still probably gonna miss. And of course there's VATS.
Otherwhere, for a Joker build, maybe you could get Cait and refuse to get her the treatment she needs.... maybe she'll be kind of like a Harley...
Ironically, I think the main problem with Dead Money is it utterly fails at what a Fallout game should do: accommodate a number of builds. The "right" build can make it much easier, but you shouldn't have to have a "right" build to enjoy a Fallout scenario. Ironically, the flexibility of character building is what makes Chris Avellone wax eloquent over the wonders of Fallout all the time, and he was the lead for all of the DLC, including Dead Money.
Actually, she claims she's skilled with any weapon, but it's best to give her a melee weapon or gun. She's still damn good at fighting though. I gave her a cosmic spear and she brutalized ghost people with it.
And if you piss her off in the later part of the game, she's one of the hardest enemies to fight.
Dead Money being playable requires
It also gets much better once you get out of the villa and into the casino-hotel.
It IS actually possible to get ridiculously OVERPOWERED and steamroll through everything--especially once you can basically get buckets of chips and unlock all the goodies in the vending machines--if you unlock the right stuff but it takes time, care, and attention to get there.
It definitely is not a good DLC for folks who just want to run through somewhere and kill s@%% and be godlike, and for folks who enjoy Fallout for that reason (and it is a good reason to enjoy Fallout!) it is endlessly frustrating. There's a lot of unbalanced stuff in it as well--it was their first DLC and they were experimenting a LOT to see what would work and what wouldn't. Unfortunately I think they revealed more in the "wouldn't" category.
I think it's worth playing for a) the story (there is one in there that is really good), b) getting the abandoned BoS bunker as a hideout once you've finished, which is one of the best "player homes" in the game, complete with vending machine and an endless supply of chips, and c) giving Veronica some closure over Elijah.
ETA, as I was ninjaed: Sorry you're so upset Cap, but maybe if you'd followed some advice in this thread, you'd have a different experience.