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Old Marm

DeathQuaker's page

RPG Superstar 2015 Top 8. RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter. Pathfinder Roleplaying Game Subscriber. 6,712 posts (10,908 including aliases). 5 reviews. 5 lists. 1 wishlist. 17 aliases.


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RPG Superstar 2015 Top 8

Ryuko wrote:
I don't understand why everyone wants a scrap all button. You realize it scraps items as you need the materials right?

Because being able to scrap things easily and immediately means you can...

a) Reduce the length of your workshop's inventory, making it easier to see what you have

b) Access EVERYTHING in all settlements via supply lines. Supply lines only share broken down materials (concrete, wood, screws), not whole pieces of junk (bags of cement, ball-peen hammers, desk fans).

c) If you can scrap junk on the move, it can often reduce your load weight (if I need the materials more, I've often scrapped extra guns at a weapons bench I pass by because the materials are lighter than the gun). (Ninjaed by Otherwhere on this bit.)

The only concern I have about "scrap all" is making sure I don't accidentally scrap junk I want to keep (MacReady's gift, objects I want to use for decoration, etc.).

RPG Superstar 2015 Top 8

In my more dedicated builder playthrough, I just maxed out the Strong Back perk so I can run (burning AP) encumbered and fast travel when encumbered. I just loot an area, chugging Nuka Cola along the way, and then fast travel back to the settlement.

RPG Superstar 2015 Top 8

No, Hama, YOU? You found something not to your liking? I don't believe it!

;)

Everyone else -- cool, I was just wondering. Since that is the one Pathfinder Computer Game (well, and the ACG for tablets) that was supposed to be, I was wondering what had happened to it. Thanks.

RPG Superstar 2015 Top 8

I agree with Curaigh, just get a humanoid that looks about right and paint it in rocky colors.

What does your oread look like? Oreads can look pretty diverse, from mostly human with a slightly cracked earth skin appearance to a vaguely humanoid-shaped chunk of crystal. (Just a Google image search for "oread" shows an incredible variety if images.) Most oreads are descended from genies so something with a genie flavor could also work. It'd be a lot easier to find an appropriate mini if you provided more details.

Often with minis it is easiest to find what you're looking for not by using a given race or class name but rather other features -- sex, clothing worn, items held, size, etc. Especially with something like an oread--that's a Pathfinder-specific class name for something in other places might be called an "earth kin" or "genasi" etc. etc.

There's also creative things you can do in addition to custom paint jobs like, for an oread, glue bits of crystal or costume jewelry gems to the body, etc. Especially for unusual races and the like it ends up being the way to go.

ETA: here's a good example of something that might work, but you've got to look around a bit:

Shiver Spike Crossbowman

This is just an elf figure. But the stiff spiky hairstyle could easily be interpreted as being crystalline rather than, I don't know, spiky anime elf hair, I guess. Now, of course, I don't know if the oread you need would be slender, or physically male looking or holding a crossbow... but that's why more details are very helpful.

RPG Superstar 2015 Top 8

Did Pathfinder Online ever get finished? I haven't paid much attention because I don't play MMOs, but I don't think I've heard anything in a long time.

RPG Superstar 2015 Top 8

I would settle for a single button that you could select an item in the workbench and scrap it, much like you can do in a weapon or armor bench with armor and weapons.

RPG Superstar 2015 Top 8

Good to know the workshops can get overloaded. Thanks, Abraham.

I normally don't store anything in the workshop I'm not going to use for crafting (although I will throw in stuff like tatos and mutfruit I plan to use in foodcraft). I've heard people complain that settlers take things out of containers, but I've never had that issue (over 270+ hours in two playthroughs) with containers I built myself. I have certainly seen settlers and companions loot bodies and possibly existing containers... but I've never lost an item. Not gonna say it's impossible, but it doesn't seem a common occurrence. Perhaps the key is simply to put the container in an area a settler is unlikely to path to.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

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.

RPG Superstar 2015 Top 8

Otherwhere wrote:

Enemy AI seems to behave better than my Companion AI. This isn't what others experience, but I'm telling you: my Companions generally are more of a pain than any support.

Constantly blocking my line of fire; seldom attacking anyone, even when I take the time to locate them with my reticule and issue an order for them to attack. In the fight with Skinny Malone and Darla, Curie did nothing while the Triggermen unloaded on me, and Darla backed her into a corner and beat her into that unresponsive, collapsed state without defending herself at all!

I armed Strong with a Super Sledge, and he would pace back and forth, beating his chest, and then retreat back to me. The few times he did attack, he'd murder most things in about 2 blows. But mostly he would pace and hover near me. :( If I armed him with a minigun, he'd do alright - sometimes. Other times, he'd pace, like he couldn't find a good spot to fire from, and just keep moving around spouting his combat lines but not firing. Ugh!

Both of these cases sound like bugs. Curie was with me too in Vault 114 and she was fighting back, and effectively. Do they still do this when you dismiss them and then get them back?

Quote:
Piper would do alright if she was using her default 10mm.

Let her use it. It's a decent custom weapon, she's a good shot with it, and she stays out of your way when she uses it, and since it's her default she never runs out of ammo with it.

Generally it's better not to give them a weapon other than their default, because they just eat up the ammo. (You can and should give them a melee weapon for backup.) Curie I made an exception with because I found a cool flamer I wanted her to have, and I decided I wasn't using the Cryolator to its best effect and handed it to Cait instead (this was a good decision, even if she did eat through the ammo).

I haven't traveled with Danse, Hancock, or Deacon, yet, so no idea if they'd be any better.

Quote:
And WHY do they have to hang out practically on top of me?!? I'm constantly yelling at the screen: "Give me some room, [Companion]!"

I've noticed the Mr. Handys tend to hang a little too close in particular. Cait, Deacon, MacReady, and Piper if anything tend to wander too far off. Danse isn't bad, although I think his power armor makes him hard to travel with sometimes (power armor causes some weird camera issues, and you can't get him to leave it). Hancock's the one companion I haven't worked with yet because the quest you need to get him is bugged for me.

Some of the temp "companions" do this too (people who aren't companions but will work with you on a quest). Glory pushed me into a bottlecap mine as I was about to disarm it. She's the one who actually triggered it because I have the perk that protects you from floor traps and mines, but she knocked herself on her ass. Justice. She still ceased being someone I wanted to spend time with.

Quote:
Maybe they sent the game out with a variety of Companion behaviors and this is all some grand Vault-Tec experiment to see how we respond?

Nah, just bugs. Far more Bethesda's style. ;)

RPG Superstar 2015 Top 8

Odd, Otherwhere. In my game my main problem is the NPCs being too aggressive (Piper is ALWAYS charging into danger). And in particular, watching Curie lean over a raider and repeatedly hack away at him led me to believe she was way more violent than she was letting on rather than the other way around.

With Curie in particular, if you have finished her quest, "Emergent Behavior"...

Curie Spoilers for Emergent Behavior:
Make sure you give her a good melee weapon. Even in her synth form, she still fights like a Mr. Handy, i.e., tends to close in for close combat, so give her a melee weapon. Otherwise she tries to attack with her fists, which if she was in her synth form when she wasn't responding to the raider, might be why she appeared to not be fighting back--the raider might have been hitting her before she could really get a hit off. She may well also be fine with an unarmed weapon (like a power fist). She is frightening with a Ripper to an almost sadistic level. She is also good with energy weapons and flamers for more ranged attacks.

At any rate, what both our situations indicate is THEY SHOULD HAVE KEPT THE AGGRESSION SETTINGS FROM NEW VEGAS. (Why Fallout 4 didn't use some of New Vegas's excellent developments like the companion wheel I do not know. I know Obsidian did it, but it was still Bethesda's engine.)

RPG Superstar 2015 Top 8

3 people marked this as a favorite.
Otherwhere wrote:
DeathQuaker wrote:
I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.
Great! Looks like I can resume Hope rebuilding the Commonwealth this weekend, then.

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.

Quote:

Meanwhile, I've been slowing down my play with my other characters until they've caught up with each other. (Main Quest: Unlucky Valentine, Getting a Clue, and then Reunions. Yeah, I've been at this since the game came out, but I'm playing 7 characters concurrently,and get sooo distracted by all the stuff out there I stumble into.)

I'm also reluctant to join a faction. I read that you can belong to every faction until The Molecular Level,

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.

RPG Superstar 2015 Top 8

I haven't done a lot with X6-88 but I've heard his initial placement gets buggy.

RPG Superstar 2015 Top 8

Fake Healer wrote:
Fake Healer wrote:
DeathQuaker wrote:
Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.
Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

Is it supposed to be on the top floor? My tag is in a room second from top so maybe that's it...i tried the lower level but didn't go above....I'll try that.

Danggit....still no worky. Only bed in the institute not owned is there but I can't get the quest to complete. Gonna try loading something from before I got the quest, and lose about 4-5 hours of stuff i did in-between.

Did the "go back to Libertalia" thing also not work?

RPG Superstar 2015 Top 8

DeathQuaker wrote:
Otherwhere wrote:

Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.

I doubt that, given they paid employees time to work on it. More likely during beta testing they found whatever they were doing with that system had issues, and decided to release the patch to fix the more urgent issues while they continue to work on improving the settlements with more stable code.

Remember this game is still very young. Most Bethesda games aren't properly stable, with works-as-intended features, until about six months post-release (which is when I usually buy their games), and it's only been three. I wouldn't lose hope yet.

I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.

RPG Superstar 2015 Top 8

Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.

Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

RPG Superstar 2015 Top 8

Otherwhere wrote:

Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.

I doubt that, given they paid employees time to work on it. More likely during beta testing they found whatever they were doing with that system had issues, and decided to release the patch to fix the more urgent issues while they continue to work on improving the settlements with more stable code.

Remember this game is still very young. Most Bethesda games aren't properly stable, with works-as-intended features, until about six months post-release (which is when I usually buy their games), and it's only been three. I wouldn't lose hope yet.

RPG Superstar 2015 Top 8

Otherwhere wrote:
DeathQuaker wrote:

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...)

(other stuff)

On another note, maybe I should give Danse the lieutenant's hat. I think it might suit him.

Are you playing a modded version of the game, or vanilla?

I've seen some pretty enviable outfits on all the modding YouTube videos, especially someone who did a whole line of shorts & tops for women. Just incredible work! I hope I can download those for my XBox when mods start becoming available.

Vanilla. Not modding anything until the GECK comes out, not to mention more patches.

Also, as much as I am enjoying dress-up, stuff like clothing mods tend to be low on my priority list (although that may eventually change if there's a good hats mod once we've got a more patched game and a GECK). I appreciate the heads up though. :)

RPG Superstar 2015 Top 8

My stealth pistoleer definitely gets the best general use out of Deliverer, and indeed it is so so pretty for setting up multiple headshots in VATS while in stealth mode. Especially useful against hordes of feral ghouls (sometimes they get legshots instead) and raiders. The sheer number of shots I can get off with it with a high Agility character is insane.

I have the "Limitless Potential" prototype turned into a pistol for when an energy weapon is useful--it's less awesome in VATS because it uses more AP but because you don't have to reload, it is great for spamming hip-fire and makes for a great "run-n-gun" weapon.

I keep Kellogg's Gun for when you need more damage up front (or switch to my rifle) -- it is better, I find, against Deathclaws and Mirelurks in particular when I don't have the jump on them. If I lose any of the guns, however, it will probably be this one, and keep Deliverer and Limitless Potential.

On another note, maybe I should give Danse the lieutenant's hat. I think it might suit him.

RPG Superstar 2015 Top 8

2 people marked this as a favorite.
Scythia wrote:
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...)

RPG Superstar 2015 Top 8

Super mutants are sterile and can't reproduce. FEV transforms any normal human, male or female, into a giant hulking creature with no functional reproductive organs but exaggerated "male" physical features (huge muscular upper body, low bass voice, etc.). (This is a paraphrase of a terminal in FO3 amongst other super mutant lore in the prior games.) Think about it -- steroids cause infertility too. FEV activates similar hormones and such to the nth degree.

Lily and Tabitha are both nightkin, who tend to retain more human memory and intelligence upon transformation, so as they remember being and identifying as female before, they still identify that way. Otherwise, as for them sexual dimorphism isn't even in the picture and it'd be all about identity and emotion, I would wager a super mutant gender-identifies however he or she wants... and gives anyone who disagrees little cause or reason to argue. :)

The F04 mutants refer to each other as "brothers"... but then of course, that doesn't necessarily mean that they all identify as male any more than all members of the Brotherhood of Steel do.

The only way to make new super mutants is to dip normal humans into FEV, as of course happened in Fallout 1 and from henceforth. In FO3, the mutants were doing this by dragging humans back to vault 87. In FO4, you may run into super mutants looking for "green goo" (I did in Fallon's Department Store), hoping to create more of their kind--after all, the Institute stopped the FEV program so they probably haven't been dropping off supermutants into the Commonwealth for awhile. Although you run into a lot of them, their numbers are technically finite and they could be wiped out, and they seem to be somewhat aware of that (even though they're not quite smart enough to realize that if their numbers are dwindling, maybe they should stop assigning some of their number to be suicide bombers).

Likewise out West, no one is making more super mutants -- it's just that the Master created such a HUGE army, remnants still survive. And as some members of his army re-gained self-awareness and some self-control after death, a handful survive peacefully in Jacobstown. After all, unless they're killed, they could potentially live for hundreds and hundreds of years at least.

While they're iconic monsters in the game, it could be at some point super mutants will be no more in the Fallout universe.

Spoilery further speculation on that:

What makes me wonder if they will indeed work on the eradication of super mutants eventually is Virgil's serum. He says he will work on it to apply to multiple strains. As it is, if he creates more of his serum, he could at least wipe out all the super mutants in the Commonwealth. It's interesting they bring a "cure" into the game at this point so I wonder if it does hint at possible futures.

On the other hand, of course, Virgil can be killed in the game, so it depends I guess on what, if anything, they decide to canonize.

RPG Superstar 2015 Top 8

My favorite was the BOS attacking the supermutants in the water supply station. They blew up a bunch of super mutants and vice versa, leaving me little I had to do to finish what I was doing there and lots of loot.

RPG Superstar 2015 Top 8

Odd, I never had bloodbugs show up IN Taffington once I reclaimed it. They've attacked the settlement since, but came from the edges of the area (i.e., not necessary to put a turret in the bathroom. :) ).

It's the pre-set corpses that are the problem--you've probably noticed there's a dead raider and a dog in front of Sanctuary that never disappear either. The corpses are apparently basically set there as (refillable) containers.

I wish you could scrap bodies--they should be good for oil, bone, and maybe acid. Same goes for those effing skeletons that are in places like Starlight as someone else mentioned. Problem with those is they aren't even grabbable, you have to move them by sprinting into them or getting creative with explosives.

RPG Superstar 2015 Top 8

The only way to get corpses that won't disappear to go away is on PC with the dev console. Click the corpse (make sure it is selected), type "markfordelete" and hit enter, then type "disable" and hit enter, and it should go away. "Disable" alone will make it disappear but the first I believe helps keep it from loading at all.

RPG Superstar 2015 Top 8

Basic success, I give the creature's name, its type and loose origin ("they dwell in caves and eat blueberries"), and one to two key attacks or defenses ("it has a nasty stinger in its tail").

I add 1-2 more pieces of information for 5+ the DC, 10+ the DC, etc.

If they exceed the DC by, say 20 or more, I pretty much hand them the Bestiary entry.

I try to use common sense based on the monster, the story, the players, etc.

RPG Superstar 2015 Top 8

I am disappointed by the scripting for Paladin Danse. It's rather... incomplete.

Spoiler:
If you do the quest where you learn he is a synth and he leaves the Brotherhood, half of his barkstrings still have him act like he's with the Brotherhood. This makes the follow through from the quest really disappointing--he acts like nothing happened. And while I haven't seen this particular part of it myself, since you are actually considered ENEMIES of the Brotherhood while you are with Danse, you can be attacked by the Brotherhood which will result in him gleefully slaying Brotherhood members right and left while shouting "For the Brotherhood! Ad Victoriam!" It's rather f~!+ed up.

RPG Superstar 2015 Top 8

Sharoth wrote:
Aluminum. If you see ANYTHING that has aluminum in it, take it. That goes double for adhesive and oil. Ballistic fiber is also very useful, if you do the Railroad quest that give the mod for that.

Don't forget screws--at least if you plan on weapon modding. It's why every Sole Survivor has an extensive Desk Fan collection.

Oil is less of an issue if you make cutting fluid at a chemistry station.

It requires 2 Acid, 8 Bone, 2 Purified Water, and 3 Steel. If you've been looting a lot of corpses, you should have plenty of the former two (if not, go attack a super mutant camp and loot their meatbags). Water and steel are usually plentiful (especially if you have a water purifier).

This yields 1 steel (you get one of your three back) and 3 oil. Worth if it you need oil for making turrets or certain weapon mods. While it requires a LOT of bone and acid, it's not like you need those components for a lot of other items.

RPG Superstar 2015 Top 8

I use a jeweler's saw to cut through minis, which requires patience but results in fewer injuries. Of course small modifications may require a knife or clippers. All should work on prepainteds.

A simple thing like a weapon swap just needs clippers and glue.

RPG Superstar 2015 Top 8

2 people marked this as a favorite.
GM_Beernorg wrote:

I always wondered why you can only get 1 sword in the entire game, and you have to have very high Wisdom and good Charisma to do it.

** spoiler omitted **

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.

RPG Superstar 2015 Top 8

I'm not sure about that but the Institute Scientists do have differing opinions on the nature of the 3rd gen synths and so on.

RPG Superstar 2015 Top 8

Otherwhere wrote:

I wanted to play thru my Bishop character as a Synth who didn't know that he was a Synth.

Like in Bladerunner where some of them had no end date, maybe they made some without a recall code in order to experiment with free-will and all that?

To be nitpicky, would rather defy the point that they keep insisting synths don't and shouldn't have free will. If the Institute wanted to try to give synths free-will, the SRB nor the Railroad would exist.

But if you want to go for it... perhaps instead, a rogue Institute member gave you free-will without permission from the directorate? :)

RPG Superstar 2015 Top 8

3 people marked this as a favorite.

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.

RPG Superstar 2015 Top 8

You can completely stop the nukes with Ed-E's help (and also talk down Ulysses so there's no fight, but why would you ever NOT punch Ulysses in the face until he's dead?*). This earns you buckets of positive reputation with the Followers and the Brotherhood. I think there's a few more items that show up in the footlocker at the end since you don't free up the locations you can explore and loot.

But there's so much STUFF in New Vegas the lure of loot isn't ever a motivator for me, personally (though it certainly is a valid motivation!) -- I nuke or don't nuke based on what I'm roleplaying and/or who I want reputation with.

Also I like the satisfaction of stopping the nukes totally because it is the ultimate defiance of Ulysses... he spends the whole game trying to force you to do these horrible acts of destruction and make them your fault, halting the destruction is the ultimate victory against him. You prove to him once and for all you're not the monster he's trying to make you out to be.

(Of course if you decide you are... )

---
* Says the Quaker.

RPG Superstar 2015 Top 8

Redbeard the Scruffy wrote:

I can never find all 5 chips. I think I got 4 on my main character.

Hey, cap DO NOT let Ed out of the tube in the end.

He's not terribly useful in the end battle, and even if you don't, all his upgrades go to the original Ed-E.

If you DONT let him out, when you challenge Ulysses you get a perk where you get increased accuracy and damage in VATS when you have no companions (Super useful in the DLCs where you're forced to be alone)

But if you're wanting to stop the nukes, you need Ed-E to help you reprogram the nukes.

If course if you're planning to nuke everything, I guess it doesn't matter.

RPG Superstar 2015 Top 8

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You could kill yourself and see if you leave behind a synth component!

Wait...

Okay, more seriously: if you are a synth, and you decide to side against the Institute, why doesn't one of the Institute scientists just shut you down with your recall code?

RPG Superstar 2015 Top 8

Tvarog wrote:
CapeCodRPGer wrote:
Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.
I believe I saved right before finishing Hunter/Hunted (after locating the courser but before entering the building to kill him). During the next quest, The Molecular Level, is when you have to choose a faction, and I'm not sure you can do anything useful once TML has started to change your faction choice. If you need to get a faction to like you in order to choose them for the ending, do it before TML starts.

You can change factions after the Molecular Level -- who you choose to help you build the Array is NOT who you have to stick with. For example, in my current playthrough, I built the Array with the Brotherhood, but then talked to the Railroad and told them I would really help them out. I actually have the Railroad and Brotherhood main questlines running concurrently, though at this point I've stopped at Blind Betrayal with the Brotherhood and am focusing on helping the Railroad (but if I messed that up, I could then go tell Preston I need the Minutemen's help and switch to them, etc.).

You can talk to any of the factions afterward for awhile to switch to them, but there's stuff like--if you get Banished from the Institute before completing the Railroad's Underground Undercover quest, then you will fail the Railroad's main questline and have to switch to one of the other three. Sticking with the Railroad and/or Institute will eventually make you an enemy of the Brotherhood, and vice versa. You can go pretty far before absolutely having to pick a side, which takes place during Mass Fusion if you didn't do it prior.

RPG Superstar 2015 Top 8

CapeCodRPGer wrote:
Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.

First, you need to be sure you don't advance the Brotherhood questline past Blind Betrayal (until and unless you decide to stick with the Brotherhood).

The final, final decision point is the Mass Fusion quest, IIRC--although if you're siding with the Minutemen, I suggest taking the opportunity to leave the Institute during the aftermath of the Battle of Bunker Hill earlier on.

RPG Superstar 2015 Top 8

Matt Filla wrote:
Otherwhere wrote:

This, however, is like half the game. Settlement building is part of the gameplay design - setting up settlements, assigning settlers, balancing imports and exports, defenses, all of it.

Half the game? You can completely ignore it and have far more than half the game available to you.

It doesn't have to take up "half the game" depending on how you choose to play, but it is difficult to "completely ignore it" -- if you want to play the main quest, you HAVE to have at least one cleared settlement to build the thing you need to build for the Molecular Level Quest (and know the mechanics well enough at that point to be able to build what you need to build).

And while the Minutemen faction requires the most settlement building (you MUST have at least 8 settlements to win with the Minutemen), all of the other factions have building and settlement-related quests (you need the workshop for the Brotherhood's main quest line, and you need to established a settlement for the Railroad's Mercer Safehouse quest). There's even an Institute quest that unlocks a settlement for you. It would take advance metagame knowledge to actively try to avoid settlement building in the game and possibly not doing the Main Quest at all.

It may not dominate everyone's game, but it is certainly present in all and even prevalent in many playthroughs.

RPG Superstar 2015 Top 8

Felicia Day has summed it up quite nicely.

The IKEA of RPGs.

RPG Superstar 2015 Top 8

Fortunately some of the snapping and "see what settler is assigned to" stuff will be addressed in the past, Tvarog.

Oh my god, I've spent more time on this game than any other in a long long long long time. Hundreds of hours (mind I'm sure half of that was fiddling with floor placement). I'm still doing quests I haven't done before, finding new stuff--as well as when repeating quests taking different routes and finding other resolutions (they may be simple differences--this character can pick the master lock and take a shortcut!--but still different). Part of it is I THINK I will just rush through to see something happen and then I notice something else over there and start to meander... this is a game that is easy to just slow down and pick the hubflowers along the way. I'm sure you can push through and do nearly everything but everytime I load up I find something I missed....

RPG Superstar 2015 Top 8

Otherwhere wrote:

So - given that building is such a pain in the a@@ across all platforms - how/why did Bethesda release the game in such a state?

Bugs aside because - well, they're famous for it - who at Bethesda sat down to play test this and thought: "Meh - good enough."?

As much as I get frustrated with Bethesda for many things, I'm willing to be patient on this -- this is the first time they're trying something like this with their game engine. Which is not to say you're wrong for being frustrated (you're not), it just is... well it is well within my expectations. I expect it is as it is for a number of reasons (mind this is all just me guessing, and none of these explanations are to serve as excuses or defenses--just outlining what I think is going on):

- This is a massively complex system on top of an already massively complex game. The world is huge, the stories and quests and characters numerous. A LOT of plates are in the air. It is, on one hand, a fairly typical case of Bethesda spreading itself too thin--as is often the case, making broad but shallow rather choosing to do one thing in-depth superlatively well. On the other hand, the fact that they've managed to layer as complex a build system as they have on top of an already full-of-stuff-to-do game is no small feat.

- They didn't know how much interest there would be in it. They know some of their fans love building options, and others hate it (e.g., Skyrim's Hearthfire has a very split fanbase). If they had put more effort into refining the system---perhaps at a loss of developing other aspects of the game--and it turned out most of the fanbase was disinterested, it would have been a lot of time wasted.

- So, I think per above we're ending up "beta" testing a new settlement building system in a finished game (as finished as any Bethesda game is on release with only one patch). With a huge a pool of gamers as possible, they're seeing what people like, dislike, need, don't need, and then plan to improve the system with patches -- as indeed, they are already doing in the upcoming patch that is being beta tested right now. It's frustrating to be used as guinea pigs on what should be a finished game, and YET I kind of get why they wanted to wait to see how their full audience reacted to stuff before refining the system, to be sure they developed things in the direction they knew their audience would want.

I normally buy games like this well after release, after several patches (I got Skyrim and Fallout: New Vegas at least six months after release). I'm used to getting a game experience that feels a lot more complete, therefore, because by the time I'm playing, a lot of stuff is fixed--but that also has made me confident that they DO get their games into full working order eventually. I knew full well what I was getting into by buying the game on release and know my getting to wrestle with bugs and half-developed systems is the tradeoff of starting early and getting to chat with all of y'all about it now. This is how Bethesda has always operated -- get the first-release buyers to work out the kinks -- and I expect it always will.

RPG Superstar 2015 Top 8

Otherwhere wrote:
yeah, I'm not happy with the execution of the settlement building for the Xbox. "Corner pieces don't snap to floors, walls, or each other, but will snap to a roof piece." Like that's intuitive.

It's exactly the same on PC. If you're imagining we on the PC are having some amazingly easy time and building dream fortresses and NOT us weeping on our keyboards because that F&$%ING FLOOR will not line up with that other F$!#ING FLOOR for NO REASON and the F&&&ING STAIR will not SNAP TO THAT F!&~ING FLOOR and then everything looks STUPID and RARAAAARRRRRRRRRRR HULK SMASH!!!!! You are imagining an alternate reality.

The only thing we do get of course is the dev console commands, but those don't make it much easier (I don't use the tcl trick because a) I have a lot of trouble making actually work and b) 75% of the time as I'm working I sink through the floor while I'm working which causes its own placement issues). The folks who are making stuff like tcl and modpos work for them are still spending hours and hours trying to get stuff positioned right.

Quote:


I've had some success when using floor pieces, but this latest was in a spot where I had an industrial genny and I was trying to put up defense walls around it and the walls wouldn't connect. They kept trying to snap into that "walls to infinity" straight line kind of way, and would NOT allow me to turn it 90 degrees. Argh!

I just use the prefab square structures for my genny houses.

==

As for the lighting, well, reading what you have to do to make it work even with console commands makes it sound like a whole lot of frustration even with the aid of cheating. There ARE strung lights in the game, both the little hanging lanterns as well as Diamond City's Christmas lights... I hope they'll let us have those in a patch or DLC.

==

Otherwhere wrote:


On a positive note: I LOVE Ronnie Shaw! What a hoot! Really well voice acted.

She is the best Minuteman by far. I wish I could put her in charge.

My only frustration is for some reason she stopped being a weapons trader for me.

But yes, very well written and performed.

RPG Superstar 2015 Top 8

Scythia wrote:
Rysky wrote:
Yeah, so, apparently you can attach lightbulbs to all the wires you've got going everywhere.
That doesn't work in the console version, so far as I can tell. My housemate saw that and we've both tried it to no avail.

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.

Otherwhere wrote:

Settlement building on the console sucks. I spend 5 minutes trying to get walls to connect on a right angle before I give up. Totally frustrating on something that should be so basic!

"No! I want this wall to go here! Not continue snapping together in a single line!" Grrrr!

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.)

RPG Superstar 2015 Top 8

Cait was mildly miffed at me for being nice to someone. So I went to the Taphouse and got the beer robot to keep for myself. She's now totally good with me. Cold beer cures all ills.

RPG Superstar 2015 Top 8

The setting is good, I agree--but it's the tunnel design itself that's really well done. And they're there just so you don't go through the cool tunnels too fast.

And I'll note, I complain about the dungeon crawlyness of Lonesome Road--because it is just walking through scenery while looting and fighting s$%+, and occasionally listening to a crazy dude ramble at you. Buuuut but but but... props to the actual scenery design. The Divide looks truly like a devastated post-apocalyptic world. The tunnels, the sideways buildings, everything crashed into each other, the crazy ways to path from one place to the next. Easily the best part of the DLC from my personal experience. I just wish there was something I could find interesting to do in it besides find the occasional neat story seed on a terminal.

RPG Superstar 2015 Top 8

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bookrat wrote:
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.

RPG Superstar 2015 Top 8

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Nice.

I'm working on modding an Irradiated Flamer for Curie. Flamers are one of her specialty weapons, and given her namesake, it seems an appropriate weapon property. Need to come up with a good name for it.

And yes, I know she'll probably just set me on radioactive fire with it, but I don't care.

RPG Superstar 2015 Top 8

I try to leave mines on top of tunneler holes, hide on top of an object and when they come out snipe them. If they start coming toward me, flare gun to dazzle then switch to another weapon to kill them off. I think my unarmed/explosives person was best at dealing with them--blow up as many as possible with grenade launcher, but if she was surprised by one she could take them down up close regardless of how nasty they were.

Tunnelers are probably my least favorite monster in all of Fallout. They go beyond challenging to frustrating, they are used as speedbumps (i.e., they aren't very interesting, they just show up to slow your progress in certain areas that are already really boring to travel through (for me). They're too powerful in a way.... the whole "oh one day they'll take over the Mojave" just seems like a lazy way to make them sound badass (and wrong since they can only thrive underground, and the people live on the surface with the big bright sun). Why I couldn't aim a nuke AT the section of the Divide they live in to destroy the colony also makes no f~+*ing sense--if the final decision at the end had offered true player freedom and agency, that's what I would have done.

Through it occurs to me Obsidian does monster-as-speedbump a lot--not an area of design they excel at. Yes, I realize 75% of monster encounters in any roleplaying game are challenges just to slow down the adventurer's movement through an area, but there's ways to make it interesting and various.

RPG Superstar 2015 Top 8

That sucks! Can you use Sweetie's computer to at least get online if you need to?

A similar thing happening to another friend. SSDs are good for a number of reasons and are less likely to fail, but apparently when they do fail it is wholly and without warning. :(

RPG Superstar 2015 Top 8

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HyperMissingno wrote:
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.

RPG Superstar 2015 Top 8

Well, given I've done exactly what those NPCs have done with a Fat Man, I'll reserve judgement. ;)

I did just see some Gunners blow themselves up with their own grenades recently--same situation, where they hit a pole.

None of that has beaten what Piper did to a friend of mine--throw a molotov cocktail into a room with oil on the floor and several oxygen tanks (the red canisters) lying around. The death video showed all of his character's limbs blowing off.

====

Sharoth, if your lag started since you installed the beta, I'd reckon it's an issue with the beta and you should report it along with your DxDiag. That's the kind of thing they need to know.

I've had more lag/freezes/stuttering since the FIRST patch but that's been awhile now. Sometimes being in outdoor areas cause a bizarrely high memory usage spike (normal RAM not VRAM); it's worst if there's a lot of lasers or explosions and they are at night so I'm guessing it's something with outdoor lighting/shadow rendering. I need to figure out if I can tweak my GPU settings to take on more of the burden but I can't remember what setting to look at.

I haven't installed the beta patch so I can't speak to its effects on the game. I decided to wait till they polished it to get it--for those reasons!

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