baron arem heshvaun |
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For those who have progressed enough for some exploits.
"Unlimited XP" (20,000 XP/Hour) Brotherhood Radiant Side Quest Exploit
baron arem heshvaun |
The "so cheesy you need some bacon on the side"
Duplication Exploit, Unlimited S.P.E.C.I.A.L Items
I may have used this once to see if it works.
;)
Rynjin |
Ok, what is the point of collecting all those aluminium cans when they don't FREEAKING HAVE ANY ALUMINIUM IN THEM
TV dinner trays do
Ryunjin, one punch man rocks. Too bat there is only 8 episodes.
For now. Another should come out tomorrow. I think they've been coming out on Sunday anyway.
The rate it's going, I expect 13 episodes, and it will catch up though the Boros arc. Saitama's "Serious Punch" is a good way to end a season.
Threeshades |
How the **** do I get this ****ing beam emitter to snap onto the ****am* ****ing reflector platform?!!
Edit:
Okay, now it snapped in. I rebuilt the entire structure around it so it doesn't float in midair supplied EVERYTHING with power going so far as to putting in a couple of redundant cables between everything and the quest is STILL not advancing...
Okay I'll try wiring everything directly to everything, maybe that helps...
Scythia |
How the **** do I get this ****ing beam emitter to snap onto the ****am* ****ing reflector platform?!!
Edit:
Okay, now it snapped in. I rebuilt the entire structure around it so it doesn't float in midair supplied EVERYTHING with power going so far as to putting in a couple of redundant cables between everything and the quest is STILL not advancing...Okay I'll try wiring everything directly to everything, maybe that helps...
I linked all generators to a single pylon, then linked each device to each other, and each to to the pylon.
Scythia |
Remember that you'll need two large generators, a medium, and a small, or any other combination that exceeds 27 units.
It took me three trips to my supply cache because I kept running out of copper.
Edit: so, six medium would work, or nine small, or two large two medium, or two large three small, one large two medium three small, you get the idea.
Threeshades |
I went back to my site in sanctuary and stored the beam emitter in my inventory. Then disconnected the console and dish from the single pylon that is connetcted to all the generators. That i plopped the beam emitter back down, snapping on top of the platform. Then connected the pylon to the emitter and the emitter to the console and dish respectively and NOW it's working.
DeathQuaker RPG Superstar 2015 Top 8 |
2 people marked this as a favorite. |
On moments of the radiant events causing weird stuff to happen....
I was helping establish a settlement and they needed water. Not content with water pumps when they had a source of water I could put a pump in, I build the pump and then realize I don't have enough copper for the generator and the necessary wire for attaching the genny to the pump.
Okay, annoying, but not too hard to fix: there's a junkyard nearby. I haven't cleared it yet, but I figure I'll run in, grab some copper bearing junk, and run out.
This works almost brilliantly well: I run in, first thing I encounter is an enemy turret, I destroy it and loot its lovely copper-laden parts. Attract the fire of a couple Gunners, but figure, eh, I'll just run away and they'll lose interest.
Nope.
So I run back to the settlement, only to realize two gunners (including a legendary) followed me (I almost wonder if they respawned near me rather than ran because they showed up in weird spots).
That's not the weird part though.
The weird part is, at that EXACT moment, a random Brotherhood vertibird flies past, and fires on the Gunners. One of the Gunners has a missile launcher and shoots down the Vertibird. In the ensuing chaos, and while the missile-launcher-bearing Gunner is reloading, I, Piper, and the settlers finish off the Gunners. I give the settlers most of their loot.
The remaining problem is there is now the continually smouldering remains of a crashed vertibird on my settlement. One landed in their food supply (mechanically it affects nothing but were it the real world their food would have been destroyed). One landed about six inches from a settler's face (he's fine). And one piece landed right next to my workshop so I have to do jumping shenanigans to access the inventory. And no, you cannot scrap the pieces, so they're stuck there. At least they burn for awhile so it should keep the settlers warm.
At least I got their water pump hooked up.
I realize I brought that all on the poor settlers myself but it's just kind of funny.
=====
Other thoughts, since folks were sharing thoughts of the Institute upthread, along with some ridiculously far too long, general babbling about how I've played my character:
She got to Shaun, and of course was heartbroken to see the boy she never got to see his first steps, words, Halloween, Thanksgiving, Christmas... was now physically older than she. She realizes it's possible of course. But he is is own adult person and well away from her ability to influence or help him in a way a mother with a child can. She was also heartbroken to see he seemed as cold and sterile as the environment he dwelled in -- the Institute is marvelous for its engineering and supplies, but all she could see is how the Institute's technology and building itself could be used to immediately help people---and that they obviously had no real intention to do so. She'd not worked much with the railroad yet but yet had enough encounters with 3rd gen Synths to respect they were more remarkable and effectively sentient than the Institute wanted to admit. She didn't like hearing about the Railroad wiping memories in such a way that some escaped Synths became things like raiders, but the way they worded things indicated that the synths escaped of their own free will, having discovered they indeed had such a thing.
She also quickly realizes that, based on how they have decided they want to use her--and she's not too stupid to realize "use" is exactly the correct word, is as a replacement for Kellogg. She realizes Shaun doesn't want her around because of their biological relationship--undoubtedly her limited exposure to the outside world has still "contaminated" her (she's certainly gotten rad poisoning enough times). It's more that since she killed Kellogg AND a courser and thus proven she's one of few people even more badass than either, they are afraid of her and thus want to have her on their side.
Long story short: the Institute insists they are the only hope for humanity, but my Survivor believes the Institute scientists themselves have long ago forgotten what it means to be human--and that, ironically, she has encountered synths more human than the scientists of the Institute ever will be. Utterly inhuman (in spirit) people cannot be the saviors of humanity.
After encountering the Institute, she sought out the Railroad to learn their side of things. They're short sighted and stubborn, but a lot more on the right side of things. Formally, her only full potential allies against the Institute are her Minutemen, but she is helping the Railroad for now and seeing what else she can do--and learn.
She hasn't declared the Institute to be her enemies YET--and did help them hunt down a rogue synth because he was hurting people--but she figures it's only a matter of time. In-game, it's Christmas time. Diamond City was all lit up. She gave her new love Piper and her little sister some presents, and told Piper to take some time to celebrate with Nat.
She went to spend the only Christmas she knew she was only ever going to get with her son in the Institute. He just asked her, in his perfunctory manner, to attack people in the Institute's name. Her time being amicable with the Institute will be short. She just hopes she can learn enough about the Institute before she can take them down--and hopefully harness the facility's potential to help her settlements in a way no one else could (and the Institute certainly wouldn't).
DeathQuaker RPG Superstar 2015 Top 8 |
1 person marked this as a favorite. |
I'm getting more than a little annoyed at the minute men at this point. I think I've cleared out the some locations 3-4 times, and their missions are boring, don't stop, and have timers.
They need to redesign Preston's programming so he does not give you new settlement quests until you ask for them.
The other thing is as you build settlements, you should be able to order Minutemen units to take care of it. You ARE their general, not their sole agent.
The stuff like "Starlight Drive-In* is under attack!" IS random and timed but they show up less if you have adequate defense and you CAN let those kind of things auto-resolve. I ignored an attack on Sanctuary Hills because I was in the middle of something, and when I returned everything was fine--I presume because I had a good defense and the settlers were well armed. I think there might have been one generator I needed to fix. I also ignored a quest completely and it timed out (Kidnapping at [Place]) and while irritatingly, it won't remove itself from my quest list, I just told Preston I couldn't make it and moved on.
SOME of the settlement quests--largely where you're helping settlements with named settlers--can have some more interesting stories to them AND lead you to some interesting places.
But I hear you. I love doing the settlement stuff to some extent but the unturnoffableness combined with how many there are is getting really annoying. My next playthrough, I'm doing my thiefy mercenary character who's going to ignore them for awhile. For now I'm just learning it actually is okay to ignore them if I want to.
=====
* On an entirely different note, "Starlight Drive-In" is the name of the drive-in in the "Jem and the Holograms" cartoon that houses the computer Synergy. I always wondered if that was random or intentional. Probably random, but it still amuses me.
Anyone knows what happens if you join the Brotherhood before finishing the Minuteman Quests?
Those two on a bad footing with each other?
I personally haven't played through a lot of Brotherhood stuff, but based on what I've read at some point you might be forced to choose between one or the other. AFAIK you can go a good length in both questlines before having to choose, so it should give you time to decide. I.e., if it's early game and you joined the Brotherhood, it won't bug the Minutemen until much later.
CapeCodRPGer |
Anyone knows what happens if you join the Brotherhood before finishing the Minuteman Quests?
Those two on a bad footing with each other?
Not sure. But I did find the BoS as I was doing another quest. I have both quest lines. I heard there are some places you need to save before it branches for trophies/ achievements. I wish I knew what they were.
Caineach |
The settlements being attacked don't bother me as much. They are randomly triggered and you can build up your defenses so you don't even need to show up to some. Its the missions that Preston gives you. I've run the same kidnapping mission 3 times. I swear, twice it was the same woman's sister I had to save in the food stores. But hey, at least the dungeon resets with loot every time. Not to mention his dialog is terrible. I just ran a mission for Sanctuary Hills, and his dialog tree is "great a new settlement has joined our cause".
RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
Caineach |
My new computer just shipped, so I should be playing in time for my Christmas vacation.
Are there any build choices I should avoid? I'm leaning toward a suave James Bond type, emphasizing Charisma, stealth, lockpicking, and hacking. Is that viable?
I'm going to quote myself from upthread.
This is very close to what I started with, except I swapped Endurance and Luck. I would take a look at the perk chart and decide what the highest thing you want is. I wish I had done it before my game, but if I were to go back it would be:
Str 3: Armorer
Per 4: Lockpicking
End 1: Nothing
Cha 6: Local Leader
Int 8: Robotics Expert
Agi 3: Sneak
Luck 3: Bloody MessThere are 4 points left over. 2 into Agility if I plan on using VATS, 2 into Endurance just for HP, or perhaps some in str if I want to make melee mods.
Lockpicking, hacking, and stealth you can do with 4 in perception, 4 int, 3 agility. That much perception and agility will also get you non-automatic pistols or rifles. If you want to do settlement stuff, you desperately want the 6 charisma. After that, how high you want perception, agility, or luck is entirely dependent on how much you like VATS.
RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
RainyDayNinja wrote:My new computer just shipped, so I should be playing in time for my Christmas vacation.
Are there any build choices I should avoid? I'm leaning toward a suave James Bond type, emphasizing Charisma, stealth, lockpicking, and hacking. Is that viable?
I'm going to quote myself from upthread.
Me wrote:Lockpicking, hacking, and stealth you can do with 4 in perception, 4 int, 3 agility. That much perception and agility will also get you non-automatic pistols or rifles. If you want to do settlement stuff, you desperately want the 6 charisma. After that, how high you want perception, agility, or luck is entirely dependent on how much you like VATS.This is very close to what I started with, except I swapped Endurance and Luck. I would take a look at the perk chart and decide what the highest thing you want is. I wish I had done it before my game, but if I were to go back it would be:
Str 3: Armorer
Per 4: Lockpicking
End 1: Nothing
Cha 6: Local Leader
Int 8: Robotics Expert
Agi 3: Sneak
Luck 3: Bloody MessThere are 4 points left over. 2 into Agility if I plan on using VATS, 2 into Endurance just for HP, or perhaps some in str if I want to make melee mods.
My tentative plan is a SPECIAL of 1/4/1/7/5/7/3. That qualifies me for bonuses on automatic weapons, Party Boy, hacking, lockpicking, Ninja, and Bloody Mess. 1 END makes me nervous, especially since I plan on adventuring in just a Tuxedo, but that's why I'm investing in Stealth and CHA.
Caineach |
Caineach wrote:My tentative plan is a SPECIAL of 1/4/1/7/5/7/3. That qualifies me for bonuses on automatic weapons, Party Boy, hacking, lockpicking, Ninja, and Bloody Mess. 1 END makes me nervous, especially since I plan on adventuring in just a Tuxedo, but that's why I'm investing in Stealth and CHA.RainyDayNinja wrote:My new computer just shipped, so I should be playing in time for my Christmas vacation.
Are there any build choices I should avoid? I'm leaning toward a suave James Bond type, emphasizing Charisma, stealth, lockpicking, and hacking. Is that viable?
I'm going to quote myself from upthread.
Me wrote:Lockpicking, hacking, and stealth you can do with 4 in perception, 4 int, 3 agility. That much perception and agility will also get you non-automatic pistols or rifles. If you want to do settlement stuff, you desperately want the 6 charisma. After that, how high you want perception, agility, or luck is entirely dependent on how much you like VATS.This is very close to what I started with, except I swapped Endurance and Luck. I would take a look at the perk chart and decide what the highest thing you want is. I wish I had done it before my game, but if I were to go back it would be:
Str 3: Armorer
Per 4: Lockpicking
End 1: Nothing
Cha 6: Local Leader
Int 8: Robotics Expert
Agi 3: Sneak
Luck 3: Bloody MessThere are 4 points left over. 2 into Agility if I plan on using VATS, 2 into Endurance just for HP, or perhaps some in str if I want to make melee mods.
Adventuring in just a tuxedo wont be practical until you get ballistic weave, and then you need str 3 for armorer to make that practical. Even then that wont be as good as other armor since you wont be able to pile combat armor on top of it.
I have Endurance 2, and I find myself popping a lot of healing, even grabbing the best armor I can.Otherwhere |
I was surprised by the intelligence of an enemy AI in one of my playthru's.
I stumbled across an encounter with 3 super mutants, and I was elevated on a steeply sloped cliff side and thought I'd be relatively safe. (I was on some rocks and had to get there by carefully jumping down level by level to where I was.) I managed to kill one with 2 sniper rifle shots, and was moving back to make myself a harder target for the second gunner in the group. The third super mutant ran back and forth, and then ran off while I was trying to pick off the second guy. After about a minute, my screen displayed the slow-motion death replay of my character. The third mutant had run up the path and jumped down on top of me, killing me with his sledge!
I was only level 8 at the time, and was surprised that I'd encounter these guys so early. But the fact that the melee mutant found a way to get to me was impressive!
DeathQuaker RPG Superstar 2015 Top 8 |
Suicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
Caineach |
Suicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
** spoiler omitted **
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
but... but... XP
Rynjin |
Suiciders are b~@%%$*$. They're the sole reason I have to turn into sniper man whenever I fight Super Mutants.
Also I'm bummed the Walking Cane is so bad. A perfect weapon for a gentleman...but there's only so much form over function one can indulge in.
Killed Swan and got the Furious Power Fist. Good item. Died 5 times before I said "Screw it" and nabbed my Power Armor and Minigun. Strong was displeased.
DeathQuaker RPG Superstar 2015 Top 8 |
DeathQuaker wrote:but... but... XPSuicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
** spoiler omitted **
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
Craft a bunch of turrets instead? :)
Claxon |
Suiciders are b$!*%!%#. They're the sole reason I have to turn into sniper man whenever I fight Super Mutants.
Also I'm bummed the Walking Cane is so bad. A perfect weapon for a gentleman...but there's only so much form over function one can indulge in.
Killed Swan and got the Furious Power Fist. Good item. Died 5 times before I said "Screw it" and nabbed my Power Armor and Minigun. Strong was displeased.
So, the solution to suiciders is to shoot their arm that is carrying the minimuke. If you hit it, it will set off the mininuke. Yes it sucks not getting that as part of the loot. Yes, if they're already too close it will kill you.
But at least this way you have a shot at them (pun intended).
DeathQuaker RPG Superstar 2015 Top 8 |
My character does not have the Per to target limbs that effectively, unfortunately, and is generally bad at guns (yes I know playing Fallout with a character bad at guns is not the most brilliant plan; however I am enjoying the tradeoff of the ridiculous levels of melee damage I can do... if non-suiciders are involved, I one-shot most supermutants and their little dogs too). Last suicider I encountered I remembered the sprint button and ran for my life. It targeted Piper instead, but since she's immortal, that worked out fine.
Caineach |
Caineach wrote:Craft a bunch of turrets instead? :)DeathQuaker wrote:but... but... XPSuicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
** spoiler omitted **
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
That doesn't prevent the quests. From what I can tell, those quests ignore the settlement defenses. My Sanctuary has a defense of over 100 and it is the origin point for them.