Fallout 4


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Some troubling news related to my new not quite started run. The author of my favorite alternate start mod (Start Me Up, Full Dialogue) got tired of abusive console users and Bethesda's auto-removal moderation and took down his mod.

I searched for it on the nexus, found it easily, and looked through the comments. He specifically stated why he took it down and didn't want to get any messages about requests to put it up. Well, I decided to send him a long message in hopes for a response.

It wasn't quite a request, so I hope he didn't delete it out of habit. Hopefully he isn't offended, I offered to pay him for it (I firmly believe in supporting what you like if you can) or learn how to port it over with his permission. I've never done any mod stuff before, but for this I will.

*crosses fingers*

Anyone here even know what is required in porting a mod over to Bethesda's site for consoles?

EDIT: I might have found an answer to that. It seems like it might be as easy as downloading it from Nexus and uploading it through the Creation Kit to Bethesda. Hopefully the author gives me permission, I'd happily pay for that even.

Dark Archive Bella Sara Charter Superscriber

My problem with Deacon is that his changing appearance often leads to him almost getting shot in the face.

Dark Archive Bella Sara Charter Superscriber

MeanDM wrote:

So Nuka-Cola DLC had me restarting a new survival game, and I seem to be doing better this time than the last. I've added two mods which help ameliorate the difficulty somewhat, while still keeping the feel. I grabbed the camping mod which allows you to craft sleeping bags at the chemistry station, as well as the Underground Railroad mod which adds 9 or so manhole covers which can be entered and exited from only upon their discovery but can be used for fast travelish means.

I love the Underground Railroad mod (though now that I can summon a Vertibird tax or teleport into the Institute, it's less essential) except for the fact that the pathfinding will send me to the nearest manhole even if it's not the most direct route.

RPG Superstar 2015 Top 8

Sebastian wrote:
My problem with Deacon is that his changing appearance often leads to him almost getting shot in the face.

LOL that can be an issue.

Although weirdly, you can shoot and kill him when he's in disguise before you meet him in Goodneighbor and Diamond City, and while he won't show up in the one place if you killed him in the other, he'll still be miraculously arrive when you find the Railroad.

Underground Railroad sounds like a cool mod.

In other news, I am struggling with the Vault building in Vault 88. I played with it a good bit last playthrough, but with my Vault-Tec based character I'm of course trying to work harder at building a true, fully functional vault and I keep hitting weird bugs and glitches. I have a stairway that refuses to snap to the floor/walls even though it did it on the other side of the atrium with exactly the same setup (trying to make a symmetrical entryway.

Settler pathfinding also gets really weird in the Vaults. I'm especially having trouble with Clem and Overseer Barstow--I built an overseer's office whose windows look three test chambers used for the different experiments. Often she has trouble leaving the office and finding her way through the halls to the test chambers. Clem seems to have trouble too--I built the drink station, but he initiated the dialogue for that test where he was standing, which was on an entirely different floor than where the soda station was. Then neither of them seemed to be able to get to the phoropter. Clem got stuck in a hallway that wrapped around the experiment room. I had to physically remove the walls to get him to walk toward the phoropter. Overseer Barstow refused to leave her office. I had to leave the Vault and come back and come into the right place.

Snaps are super fiddly and really frustrating. As with the stairs, there are several pieces that should snap but won't or snap in the wrong direction. Shame Bethesda didn't QA test this more.


I got lucky at some point and I didn't even know it until now.

I came to this site a little while ago to purchase PDFs of Pathfinder stuff. Little did I know then that I would also stick around enough to chat to people here. People here are, for the most part, pretty nice to chat with; just stay away from politics and rules discussions. I thought this behavior would be 'normal' for most forums, but boy was I wrong.

I found the information I needed rather quickly, but I'm afraid my previous perceptions of gamers has been mangled. Now I remember why I stayed away from the internet in general and games that rely on forced cooperation between strangers.

I guess what I'm saying could be summed up as this: I never thought it needed to be said, but thanks for being a bunch of level-headed gamers.


Yeah, there's some decent people on here. Speaking of...

DeathQuaker, finicky snap to has long been my enemy in building outside the vault. It sometimes manages to defy both logic and physics. I haven't even tried building the vault yet, but I don't look forward to fighting with the build mode to get it done. Although, now that I have a mod that allows me to get 400 of each shipment quickly, I may give it a try.


I recommend the mod "Place Anywhere" to help with building. This helped me build walls that didn't hover over the ground and many other things.

RPG Superstar 2015 Top 8

Does "place anywhere" allow you to turn snapping on and off? WHEN it works as intended, it's helpful to ensure things are lined up right.

I think with the vault building, it's best to stay simple--something windy or nesty causes pathfinding issues. Upper stories seem to cause issues, so trying to stay one story or two at most seems best. I will say my upper story "farm" with the garden plot squares works well.

RPG Superstar 2015 Top 8

I shouldn't have been nonchalant about power armor disappearing. My Atom Cats armor has disappeared. The weird part is, I'm certain I took the fusion core out, and there should have been no one in the area to take it.

Because I was repairing multiple suits, it's not the last suit I wore so it won't show up on the map either.

Most likely I probably went somewhere, jumped out of it to deal with something that was easier to deal with outside of power armor, then forgot I had it with me.


Place Anywhere does allow you to turn off snapping. It is pretty simple to turn it back on again, just set the Place Anywhere config item into one of the directional hotkeys.

I kept snapping on for the most part. When I turned it off it was when I was trying to build walls around bends and other odd projects. It is very useful for lots of different situations though.

RPG Superstar 2015 Top 8

Thanks. I may try it.

Found the power armor. I'd left it at Abernathy Farm while making some renovations.

BTW, something I forgot to say earlier, Scythia -- if you've got a mod for shipments, that's awesome, but FYI the vault itself is chock full of 99% of the materials you'll need to build things in it and elsewhere (copper and ceramic I think were the only items I needed to be sure I got some extra of, and that's mostly because I was being compulsive about lighting). In particular, it's got buckets of steel and concrete, as well as generally whatever you'll need of wood, rubber, nuclear material (there's uranium deposits you have to clear out), circuitry, etc. Generally unless you go really crazy with building, you'll have way more than you need. In fact, one of the awesome things about the Vault is once you get a supply line to it, its more-than-ample supplies also make it easier to build up your other settlements as well. In particular, the vault comes in several sections. With the exception of the area that contains the giant water purifier, I never felt it necessary to build actual dwelling/work stuff outside of the main area, so the additional caverns are basically just huge sources of building materials for my vault and/or other settlements.

This comes with the caveat of course that you have to clear out the extra caverns outside the main vault, and there's some pretty tough monsters in some of the caves--mole rat brood mother swarms, radscorpions, feral ghouls, and there's a deathclaw in there somewhere. On survival mode some of the areas were tough to clear in particular. On the upshot, in addition to getting eleventy billion units of steel, several of the caverns have exits into other parts of the Commonwealth, giving you (once you clear them) safe underground passage to various areas.

In completely other news, my Nuka World project in Planet Coaster might have to come to a stop.

Mindless Rambling on a game no one plays that is not the one this thread is a subject for:
The game uses buckets of CPU to manage the various building objects in the world, and the more objects, the slower things run. Nuka World is by far my hugest and most ridiculous project chock full of crap, and it is really starting to hit some annoying slowdowns--I was trying to build the track ride for World of Refreshment and things were getting really hung up, especially as it was trying to render stuff in the background. My CPU's probably about 5 years old (RAM could use an upgrade too, but I am led to believe the primary issue for this game is CPU). I don't really feel like replacing it, and the game itself runs fine for more sensible projects. So not sure I'll keep up with it. I did totally finish Dry Rock Gulch and Kiddie Kingdom's mostly finished except the Nuka Racers track needs to be finished being decorated and the whole area needs little added details like street lamps and benches and flowers and the like. There's a new DLC pack that comes with "spooky green spray" and I'm tempted to get that and set that up in Kiddie Kingdom (I did put in "ordinary" sprayers since they are supposed to be all over that park). Of course Kiddie Kingdom is also the main problem--I'm figuring half the slowdown issue is the 8 trillion castle parts. Maybe I'll just export those by themselves to a new park, and maybe add a much-altered Nukatown USA to complete the experience (with more rides and fewer fiddly buildings). Galactic Kingdom I thought would be cool to try to build, but Nuka Galaxy alone is taking forever (getting all that scenery in and then setting up ride triggers), and then trying to get anything resembling all those multi-tiered pathways, etc. would be just a huge pain. And outside of the Angry Anaconda (which I did build) and Cappy's Treehouse (which is entirely a visual effect, guests won't really do anything with it), there's not a lot of point to building Safari Kingdom because it's mostly cages rather than rides. I will say that trying to rebuild the park in Planet Coaster has given me both wild respect for the world designers for Fallout (all those little details!) and for Planet coaster for making such a modular building tool game it's easy-ish to try).


Even if you never plan on building up the Vault, simply getting access to every area and scrapping everything will give you a lot of building materials. Set up a Supply Line and you are good to go.

Just come prepared to clean it out though. The Rad Scorpions, Mirelurk Queen, and other things in there can be very nasty.

RPG Superstar 2015 Top 8

Weirdly on survival mode, the things that's caused me the biggest trouble were the mole rat swarms (so far)--3 mole rat brood mothers biting your face off in Survival leads to a swifter death than you might think. Radscorps swarming you of course can be deadly too, but it's easier to see them coming.

The Mirelurk Queen I handled by running back into the train tunnels to recover, as she can't follow you there, and sniping at her. Her acid jets can still hit and hurt you, but it's much better than letting her be able to get into melee. Some mines and grenades helped too.


So, the creator's club is live. Anybody impressed? :P


Scythia wrote:
So, the creator's club is live. Anybody impressed? :P

Haven't even looked at it yet. F4SE wasn't compatible with the latest patch (might be now - those guys can be fast) so I backed it out in order to keep playing.

RPG Superstar 2015 Top 8

I read descriptions/looked at pictures of the stuff available so far. None of it interests me. I should have probably stopped the update but I didn't feel like fighting with Steam.


Scythia wrote:
So, the creator's club is live. Anybody impressed? :P

It's all terrible mods that you shouldn't spend money on.


Claxon wrote:
Scythia wrote:
So, the creator's club is live. Anybody impressed? :P
It's all terrible mods that you shouldn't spend money on.

For anyone who isn't on PS4, it's worse: they're mostly mods already done better and for free.

Dark Archive Bella Sara Charter Superscriber

Super unimpressed with creator's club. Prices are way too high for what you're getting.


Perhaps I'll take a look at it tonight on the XBOX One before I settle in for some fun on Divinity: Original Sin on the PS4.

Based on what you fine folks have said though, I've got nothing to look forward to.

Update:
Oh, that mod author read (or at least opened) that message I sent them. They never responded. Oh well.


Scythia wrote:
Claxon wrote:
Scythia wrote:
So, the creator's club is live. Anybody impressed? :P
It's all terrible mods that you shouldn't spend money on.
For anyone who isn't on PS4, it's worse: they're mostly mods already done better and for free.

Yeah I looked at it and was like, "free, free, free, why would I pay that much for that? Why isn't there anything actually developed and why did this nonsense take so long?"


So far the Creator's Club is best summed up with "Nothing to see here."


So, it turns out that the new paid mods scheme has yet another downside, one that can affect people even if they don't use it: The game updates automatically transfer the data for the available mods into your game files, essentially turning them into the equivalent of on-disc dlc. For anyone with limited heard drive space this means the files will only consume more space the more paid mods are put on the club.

Here's a video about it.


This is true but thankfully they are aware of that issue and are working on it.

Creation Club FAQ

"We’re working on solutions that would not require Creation Club archives to be part of the game’s patch."

Now if they fix issues such as overpricing and release content that gives value for money, they could really turn this disaster around.


Jack of Dust wrote:

This is true but thankfully they are aware of that issue and are working on it.

Creation Club FAQ

"We’re working on solutions that would not require Creation Club archives to be part of the game’s patch."

Now if they fix issues such as overpricing and release content that gives value for money, they could really turn this disaster around.

That's good to hear.

As to your fixes, basically "do everything better"? :P

RPG Superstar 2015 Top 8

Re: Creation Club -- his style isn't for everyone, but I have to say Jim Sterling's recent Jimquisition episode on it (look it up on Youtube) hit on some pretty solid flaws with it. He comments in one part that it seemed almost like Bethesda was intentionally trying to do the worst paid mod rollout they could. Part of me almost wondered--maybe they were? Maybe Zenimax Entertainment demanded they momentize more of Fallout and Bethesda didn't really want to, so they just did a terrible version of it. Probably not though.

Yeah, thought it was odd that I saw some files for the CC DLC in my game files. It would behoove them to remove that for a number of reasons. It's also annoying to see my pip-boy pop up as moddable in an armor station when I don't actually have any pip-boy mods.

=====

On the game itself (main quest spoilers follow, but the game's been out long enough I'm not tagging it):

I've been playing my "Evil-ish Vault Tec Employee" playthrough some more. After finishing up Vault-Tec Workshop (still actually have parts of the cave to clear out, but I finished the questline and built a small but functional vault) and Automatron, slowly got around to getting to the main quest. My character is starting to think it wasn't Vault-Tec that released her from cryostasis after all. But the next Vault she'd explore would be 114, and other leads have pointed to finding Nick there, so she figures either the Vault will have the answers or she can hire the detective to try a different route, and track down Shaun instead of whoever it was who released her from stasis. *cough*

Found Nick, confronted Kellogg, went into the Glowing Sea, killed the Courser, got the Courser chip, dallied around a bit with the Brotherhood, knowing I'd probably use their resources to build the teleporter. My character of course secretly thinks the Brotherhood is ridiculous: she cannot comprehend this "human beings abuse technology to hurt people in the name of science and we have to stop them." Don't they understand the point of breaking eggs when making omelettes?

Then forgot I had to actually go back to Amari and then to the Railroad to get the chip decoded--I extensively played Railroad last time so wasn't planning to do much with them this game, but forgot the main quest makes you seek them out.

Oddly, while the game has tried to push me in the direction of the Minutemen on several occasions, nothing forces you to. I think even the Railroad might even be the only "mandatory" faction to encounter in the main quest outside the Institute, but I'm not sure about that. Piper did give me a rundown who might be able to help me, and I was impressed that the dialogue reflected I had not yet encountered the Minutemen.

I was also delighted to discover that if you've already gotten the Courser chip, the Railroad doesn't make you earn their trust through the Donut Headquarters quest. They just go straight to the decoding. Deacon's dialogue changes considerably: he just pushes Desdemona to let you in because of the Courser chip, rather than speaking to anything else you've done.

I'm nearly ready to get to the Institute, but am lacking enough parts to POWER the array. I also don't have enough parts to get a supply robot built to connect supply lines to the airport (I like to build robots to work as my supply caravans, but that in itself uses up a lot of salvage). Once she gets to the Institute, she'll see how a REAL underground getaway of the FUTURE looks and will be hooked from there. Oh, and it'll be nice to figure out what happened to whatshisface the baby, I guess.

ETA: Stuff I forgot to say above: so on survival mode. Once you get to level 45 ish and at least develop some weapon skill, suddenly you become the angel of death. I'm killing regular deathclaws and supermutants with one or two shots, and my upgraded Codsworth went one on one with a deathclaw and showed it its place. Yes, of course, if you let powerful creatures even breathe on you, you will also die (see also: the Glowing Sea with its motherf$@!ing skull-head radscorpions) but this Sole Survivor is possibly the most deadly egghead scientist/engineer/lawyer ever.

The Glowing Sea is NOT fun on Survival mode. A jetpack helps a LOT, because you can jump onto rocks and vehicles and the like and stay away from the deathclaws and radscorps (though you have to be careful it really is inaccessible to them). It's especially painful because of course at least if you're not cheating with mods, you can't fast travel. That said, I kicked myself repeatedly on my second trip to the Glowing Sea, because I realized after a very long walk there, I could have taken a Brotherhood of Steel vertibird there. I DID take a Brotherhood of Steel vertibird home, and I'm sure nothing bad will come of showing the BOS the precise location of Virgil's cave. Not fast traveling is making me use the vertibirds a bit, and I am vastly appreciating that option on this playthrough. Of course, once I betray them horribly and blow them up later I won't have that, but by then I'll actually just be able to teleport (I will activate the Survival mode mod tweak that lets you fast travel if you're working for the Institute).


The creation club updated their FAQ that I linked above. In the additional post, one thing did catch my interest:

"Seems like there will only be small things in Creation Club, is the content limited to the new ESL format?

A variety of content is currently being worked on for Creation Club. Larger pieces may be released as an ESM, like other official plug-ins. The ESL format is streamlined for content that is relatively contained, or primarily reliant on scripts."

Hopefully these larger creations aren't too far away!

Silver Crusade

Just gonna leave this here.

RPG Superstar 2015 Top 8

2 people marked this as a favorite.

I'd love a New Vegas 2, but I'll wait for more than rumors before I celebrate. It could be a dangerous thing if there was one. Given the frightening number of hours i've put into New Vegas and Fallout 4, I can't imagine what rabbit hole I'd fall into with a New Vegas sequel using some of Fallout 4's improvements (while keeping much of Vegas's better features, like the companion wheel).

I'd even settle for a smaller spin-off game: Veronica: the Punchening.

Silver Crusade

DeathQuaker wrote:

I'd love a New Vegas 2, but I'll wait for more than rumors before I celebrate. It could be a dangerous thing if there was one. Given the frightening number of hours i've put into New Vegas and Fallout 4, I can't imagine what rabbit hole I'd fall into with a New Vegas sequel using some of Fallout 4's improvements (while keeping much of Vegas's better features, like the companion wheel).

I'd even settle for a smaller spin-off game: Veronica: the Punchening.

New Vegas is unique among Bethesda games to me since I've actually completed the whole story and expansions on it.

And agreed! She deserves a happy ending!


She did, she got to wander the wastes punching things.


Rysky wrote:
Just gonna leave this here.

Oooooh!

(Except my computer can't run Fallout 4, let alone a more demanding hypothetical newer game. :-/ )

RPG Superstar 2015 Top 8

Most of Veronica's endings were pretty sad, IIRC. I think her best one was "exiled wandering tinker" and while one hopes yes, she got to punch many things and wear pretty dresses, the tone of it was that she more or less ends up alone and not accomplishing anything major she wanted to.

ericthecleric--save up for a decent video card and some extra RAM? A video card adequate to run Fallout 4 should be relatively cheap these days.

Silver Crusade

DeathQuaker wrote:
Most of Veronica's endings were pretty sad, IIRC. I think her best one was "exiled wandering tinker" and while one hopes yes, she got to punch many things and wear pretty dresses, the tone of it was that she more or less ends up alone and not accomplishing anything major she wanted to.

And then there's Christine...


1 person marked this as a favorite.

Got back in the game for the first time in a while (been building a 3d Printer with....varrying degrees of success)

Found Sanctuary under attack by raiders.
Quick run around to mop the fellows up. No problems...and then I see it

Trash Can Carla walking away in MY POWER ARMOR

Try and ask her to put it back and she offers to sell it to me for 400 caps a piece

The conversation did not end well


Supposedly in New Vegas there were plans for letting you play a ghoul or super mutant, but the plan fell through

RPG Superstar 2015 Top 8

1 person marked this as a favorite.
Rysky wrote:
DeathQuaker wrote:
Most of Veronica's endings were pretty sad, IIRC. I think her best one was "exiled wandering tinker" and while one hopes yes, she got to punch many things and wear pretty dresses, the tone of it was that she more or less ends up alone and not accomplishing anything major she wanted to.
And then there's Christine...

I started writing a fanfic once where Veronica, trying to tie up Father Elijah's loose ends, ends up going into the Sierra Madre and rescuing Christine.

Both of their canon endings were unacceptable and made no sense. One of the things that especially bothered me about Christine's is that she has an EFFING THROAT INJURY and chooses to stay in a place full of toxic, acidic gas? AFAIK, that's a one way ticket to pneumonia (mind, I am not a medical professional and I could be wrong).

I also have a more ridiculous headcanon where Veronica, Lily, Cass, and possibly Christine form the "Sisterhood of Steel" and then travel east (to get away from the various folk they pissed off out west) and ultimately end up in the Commonwealth, and recruit Piper, Curie, and Scribe Haylen (not a companion, but I always felt sorry for Haylen and she deserves better than Danse and Rhys). For some reason I cannot recall this story (which exists only in my head) features Veronica running around in a suit of power armor painted bright yellow.

Greylurker wrote:

Got back in the game for the first time in a while (been building a 3d Printer with....varrying degrees of success)

Found Sanctuary under attack by raiders.
Quick run around to mop the fellows up. No problems...and then I see it

Trash Can Carla walking away in MY POWER ARMOR

Try and ask her to put it back and she offers to sell it to me for 400 caps a piece

The conversation did not end well

LOL. That is pretty freakin' ballsy of Carla. I've never seen the merchants steal armor before. I'm surprised it was so cheap! Regardless you did what you had to do. She's an informant anyway.

Some settlers in my Red Rocket looted fusion cores out of a container and took a suit of X01 out for a ride but I got it back and confiscated the cores (and put them in the workshop). What's weird is they didn't loot the container for anything else (which had various weapons and ammo in it).

=
Random question: found the Vault Tec salesman. This is my Vault Tec scientist game. Should I send him to my one settlement where I'm really trying to fully develop it into a functional town (I'm trying to develop Abernathy farm into a full blown advanced settlement, since there's no good towns/cities up north and it has a lot of space to develop) or to Vault 88 so he can at last enjoy vault life?

Dark Archive Bella Sara Charter Superscriber

Rysky wrote:
Just gonna leave this here.

Interesting and exciting. Direct sequels aren't really Fallout's thing (I'm not sure if Fallout 2 was a sequel to the original Fallout - that's before my time with the series), so it'll be interesting to see how they will handle the original game's consequences.

RPG Superstar 2015 Top 8

Sebastian wrote:
I'm not sure if Fallout 2 was a sequel to the original Fallout - that's before my time with the series)

It depends on how "direct" a sequel you mean. But I'd say yes, Fallout 2 had a lot of ties to Fallout (while also taking its own direction). In Fallout 2, you play a descendant of the hero of the first game, and you see the NCR growing from the seeds established in the first game. The original game hints at sinister experiments sponsored by the government, and Fallout 2 reveals this is because of the Enclave (and by extension, Vault-Tec via its contract with the government).

But that said, all of the games build pretty heavily on the info provided in the prior games. Sometimes there's contradictions but for the most part all of the Fallout games show the... well, fallout of things that have happened in the games that have come before, and bring in prior characters or references to them, etc. etc.


As an agent of Vault-Tec, it wouldn't do to ignore company protocol, would it? Send him to the town, his contract doesn't include Vault access.

RPG Superstar 2015 Top 8

Scythia wrote:
As an agent of Vault-Tec, it wouldn't do to ignore company protocol, would it? Send him to the town, his contract doesn't include Vault access.

Indeed. Abernathy Farm it is.

Started having fun sort of "paving over" Abernathy Farm (putting concrete and wood foundations to flatten out the field area in the lower part of the farm) before I remembered, oh yeah, there are limits to how much you can build in a given area. I haven't maxed it out yet, but I'm getting close. I'd rather leave a good deal of it "paved over" but we'll see what I can get away with. I'm trying to make it like a proper little hamlet, supported by its agrarian economy. What's handy is that Connie sells (small) concrete shipments (and wood) so that makes it easy to resupply if needed. (I wish you could assign her to be a shopkeep, but you can't, but in a way that just makes her a roving bonus store/source of caps, if limited in stock).

Oh yeah, need to help the Institute take over the world or whatever. Just need to adjust this light fixture first...


I imagine Vault-Tec would select for obsessive detail focus when checking psych profiles during the analyst/designer hiring process. :P

RPG Superstar 2015 Top 8

Project: Abernathy is an important project in determining a baseline for the economic, labor, and general socio-behavioral standards in post-Apocalyptic society. It's important to get every single detail right to get best results!


DQ wrote:
before I remembered, oh yeah, there are limits to how much you can build in a given area.

I did love using the mod that made build limits infinite for all settlements. It also gobbles up a minuscule amount of memory.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DeathQuaker wrote:
But that said, all of the games build pretty heavily on the info provided in the prior games. Sometimes there's contradictions but for the most part all of the Fallout games show the... well, fallout of things that have happened in the games that have come before, and bring in prior characters or references to them, etc. etc.

Fallout 2- You're the kid of the protag from Fallout 1. Same general area, watch the rise of the NCR, etc.

Fallout 3- MASSIVE change of scene in terms of geography, Brotherhood of Steel made out to be outright heroes in the initial release before Broken Steel rolled it back, Enclave still a Thing, rough mirror of the water chip fixation of the first game.

Fallout New Vegas- Gigantic love letter to the first two games- Cassidy is FO2 Cassidy's daughter, the Enclave's shellacking in FO2 is referenced, the NCR has risen beyond "plucky rising good guys" to "bloated bureaucratic government as usual," there's lots of references to stuff you can do in the first two games (like shooting the omelette-generating deathclaw in the eye), the Brotherhood acts like the "classic" Brotherhood, the Followers of the Apocalypse are around...

Fallout 4- Most of the call-backs in FO 4 seems to take the form of Easter Eggs and individual characters. Certainly, the Brotherhood is, in detail, almost unrecognizable, even as the broad strokes fit- operating overtly and with overwhelming air superiority feels "off" for the traditionally ground-pounding BoS. East Coast Super Mutants continue to be a retcon head-scratcher without much nuance (Nothing but Tabitha's Dumb-Dumbs!), the NCR gets name-dropped (although Kellogg left so long ago its current state of affairs is pretty much impossible to determine), the Children of Atom have gone from mostly harmless waterheads to a dangerous cult...

RPG Superstar 2015 Top 8

Cole Deschain wrote:


Fallout 3- MASSIVE change of scene in terms of geography, Brotherhood of Steel made out to be outright heroes in the initial release before Broken Steel rolled it back, Enclave still a Thing, rough mirror of the water chip fixation of the first game.

Changes to the Brotherhood are a direct result specifically of how Elder Lyons has decided to operate the East Coast chapter, which you know if you both talk to Lyons, various Brotherhood members, and read the consoles. It's made clear in dialogues that the Brotherhood as changed and many Brotherhood members disapprove of Lyons' choices. Further, the "traditional" Brotherhood is present in the form of the "rebel" Brotherhood members who scout the wastes. (And in Fallout New Vegas, Veronica mentions that, when talking about how she wishes the West Coast Brotherhood would reach out to the Wasteland, that "there's an Elder doing that on the East Coast" and she clearly approves. So the differences between East and West Coast are just that--acknowledged differences between the chapters.)

Note I'm not referencing anything that happens in Broken Steel because I never played it. This is all stuff you learn in Vanilla if you pay attention.

The Enclave and Vault-Tec history, estabished in Fallout 2, gets expanded upon.

In addition to the whole water theme, IIRC when repairing the purifier, you have to quest for not only a water chip (reference to Fallout 1) but also a GECK (reference to Fallout 2).

Harold from Fallout 1 and 2 shows up and you learn of his fate.

Quote:
Fallout 4- Most of the call-backs in FO 4 seems to take the form of Easter Eggs and individual characters.

I disagree.

Quote:
Certainly, the Brotherhood is, in detail, almost unrecognizable, even as the broad strokes fit- operating overtly and with overwhelming air superiority feels "off" for the traditionally ground-pounding BoS.

Again if you speak to Brotherhood members and read the terminals, the BOS in the Commonwealth is a direct evolution and revolution of the BOS in the Capital Wasteland.

- They defeated the Enclave and got their vertibirds, hence their new air superiority--which is a new thing, but a callback to Fallout 3 and a natural result of what would happen. It would be more untrue to the spirit of the Brotherhood if the Brotherhood--looters and users of tech that they are--DIDN'T take advantage of the tech they gained from the Enclave.

- Elder Maxson is the little squire you meet in Fallout 3, and the direct descendant of the Elder Maxson you meet in Fallout 1.

- Several dialogues and terminal texts outline the ousting and death of Elder Lyons (as well as, sadly, his daughter), and the rise of Elder Maxson. Maxson led the Brotherhood in changing the Brotherhood to being somewhat more like the original Brotherhood, but they still, unlike the West Coast, recruit more openly from the outside, because they have recognized the need to do so to survive. Their Codex, and attitudes toward tech, and mutants, has all remained intact (for better or worse). Changes that have otherwise occurred are a result of natural evolution of the things that the East Coast Brotherhood have learned and acquired over the last 20 years.

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East Coast Super Mutants continue to be a retcon head-scratcher without much nuance (Nothing but Tabitha's Dumb-Dumbs!)

The East Coast Super Mutants aren't a retcon, they're products of different strains of FEV. There are three overall known groups of Super Mutants (apparently four if including mutants that appear in Broken Steel, which I haven't played):

West Coast Mutants: These are the results of the experiments in Mariposa and subsequently the Master's efforts to build a super mutant army. These are further split into the regular green mutants and the gray-blue nightkin (e.g., Tabitha and Lily), which were specifically engineered by the Master both via his scientific experiments as well as via his telepathic influence on them affecting their mental development. Nightkin don't exist anywhere else because the Master specifically made them.

Capital Wasteland Mutants: The original group of these yellow-green mutants were the dwellers of Vault 87, including the Super Mutant known as Fawkes. Those super mutants have also captured Wastelanders and taken them back to Vault 87 to turn them into Super Mutants, to enhance their kind. Their intelligence can vary and they are less specialized than the West Coast Mutants because they never had anyone like the Master to oversee their development. Some of these mutants can evolve into a behemoth, which don't exist IIRC on the West Coast.

Commonwealth Mutants: These are the results of the Institute's experiments with FEV. Per the logs in the Institute FEV lab, they seemed to be trying to get a result other than a "typical" super mutant, but were not very successful, and just dumped the supermutants they made into the Wasteland, not caring that they terrorized the inhabitants. This group also has behemoths (probably also because of their efforts to mutate the virus). Looks like the Institute made a few different FEV strains (Virgil notes the strain he infected himself with is different from some of the other local strains and that he'd have to work on modifying the serum to get it to work on most of the other local mutants). The interesting thing though is that it's implied that if Virgil is successful, there would eventually be a "cure" that reverts the local mutants back to humanity. I'm not sure if that would still work only on Institute-created mutants, or eventually apply to all types.

So no: not a retcon. Just playing around with the possibilities of FEV and showing that Mariposa wasn't the only source of the experiments.

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the NCR gets name-dropped (although Kellogg left so long ago its current state of affairs is pretty much impossible to determine), the Children of Atom have gone from mostly harmless waterheads to a dangerous cult...

Don't forget that the Institute and synths are introduced in Fallout 3, who of course are the big bads of Fallout 4, and Fallout 4 mentions Dr. Zimmer is still doing extraction work in the Capital Wasteland.

Fallout 4's companion, MacReady is a the Mayor of Little Lamplight in Fallout 3, and he mentions what happened to some of his friends in Little Lamplight.

Sierra Petrovita, a character from Fallout 3, shows up in Nuka World.

Fallout 4 also shows that Moira's "Wasteland Survival Guide" has turned into a regular periodical (and given there is one that is a "Guide to Diamond City," Moira must have come through to visit at some point).

I consider this more than minor drops and easter eggs.

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This discussion of the ties between the various Fallout games makes me wonder what (if any) foreshadowing is in FO4 for FO5. Any thoughts/speculations?


If that New Vegas 2 rumor is true, I will be very happy. Heck if it's even almost as good as the original, I would say Bethesda should just let Obsidian make all of their Fallout games for them. Fallout 4 was fun but a bit disappointing, I really don't understand how Bethesda repeatedly makes a game with a main plot I care nothing about, but I still play for months doing all of the side content.

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Sebastian wrote:
This discussion of the ties between the various Fallout games makes me wonder what (if any) foreshadowing is in FO4 for FO5. Any thoughts/speculations?

The outcome of Virgil's serum... I wonder if that leads to no supermutants, or fighting a war with super mutants (humanity trying to "cure" them, mutants fighting to remain as they are/propagate themselves with FEV).

The Brotherhood grows massively in power. Even if you defeat them, they are a huge and fairly powerful presence in the game. Has that continued or will they decline?

MacReady's plot alludes to the return of a plague that was thought to have been driven out--his son's symptoms match the Old War plague. That plague could return.

As in Far Harbor, there could be more/growing communities of synths who know what they are. The Brotherhood feared they would try to take over or replace humanity.

I'm trying to think of little allusions to what's going on elsewhere in the world--Fallout 3 mentions the Commonwealth and the Institute, but it's brief. I can't remember if anyone mentions another area, like say Philadelphia or somewhere in the south--save for a very early game mention that Philadelphia gets hit very hard by the bombs. Philadelphia would follow the Bethesda-Fallout's "Cities of American History" theme, though. Baltimore too, though despite its proximity to Bethesda studios, they haven't shown interest in/mention of that city. The Capital Wasteland does get alluded to, and they might even return to the Capital Wasteland to show it, say, 50 years in the future, rather than head somewhere new.

PS: I get to see "Magnolia" in concert tomorrow... whoooot! ;)


Sounds cool DQ, hope you enjoy yourself.

New Vegas 2 sounds interesting. Probably another game I'll blow over 100+ hours into.

I'm not sure if the same team works on both the Elder Scrolls and Fallout, but I'd be up for a traditional Elder Scrolls game before another Fallout entry.

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