Fallout 4


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I started over as Jojo Applesauce, the ever cheerful amnesiac and head wound survivor that I let my six year old son name my courier in Fallout New Vegas, that is based on Toot Toot McBumbersnazzle, a travelling minstrel with a song in his heart and funny tattoos on his head, which is an amnesiac from Gravity Falls.

This time, she's an overly sarcastic deep freeze survivor with cryogenic head freeze that gave Vault-Tec an obviously fake name (that they took seriously) when they came calling.

Heavy on the strength, crafting, and luck perks.


captain yesterday wrote:
Greylurker wrote:

Well.....I have found some fusion cores and a new suite of power armor. It's not the X01 I left at jamaica plains but it'll have to do.

It's made out of Gitty up Buttercup parts....and it whinnies when I get into it.

Maybe Kellog will die laughing.

Where can I find this!

It's one of the Creation Club things that I grabbed when it was free. I found it at Wilson's atomic Toys, surrounded by Supermutants.

I tend to look around that Creation Club stuff to see what I can add for free just for fun. most of the time it's just new paint jobs and such but occasinally there is actualy neat toys.

(also let me paint all my Guns in Vault-tec colors)


Kellog is dead

didn't really talk to him just kind of hid around the corner and threw grenades. Frankly the man terrified me. Good thing I had ADA to keep people away from me...syths away from me

As it is the Pony Armor only just kept me alive

RPG Superstar 2015 Top 8

Captain, I just finished going through DiMA's memories so I feel your pain. The first four are fairly easy, it's the last one that's a massive, massive pain.

What makes DiMA's memories worse on Survival mode is that all your needs tick down while you're in the simulation--only you don't get warned about it--so I came out overtired, dehydrated and hungry, not having realized how much time passed. Which put a kibosh on my plans to immediately destroy the Children. Nothing like having to put your quest for total annihilation on hold because you need to go home for dinner and a nap.

Here is something that the game does not make clear: I believe you do NOT need the fifth memory to advance the story. The first four are the ones that are story relevant. BUT the fifth one gives you the locations of the pieces of a nice suit of Marine Armor. (Even this is slightly frustrating as each piece is in a different location.)

Here's a (n imperfect) guide for the fifth memory quest:

DiMA's fifth memory hints:

Leave the first three relays in the same space you found them, only adjust their height (they need to be higher to catch the beam) and possibly the direction they are facing.

Once you have directed the beams to remove the first couple firewalls, you should be using the first three decoder relays to direct the beam to that green line thingy. (If you are using four, you have moved the decoder relays wrong.)

Once you've removed the final firewalls, one relay should be directing the beam shooting upward from the green line thingy toward the "front" of the room; it should be about six or so blocks up (you may need to check height a few times). The fifth relay I believe should also roughly stay where you found it but adjusted for height. It should be turned to fire the beam toward the central platform where you arrived. If the beam is firing ahead of the blue entry area, it's in the right spot. Then the final relay can be used on the central entry platform to direct the beam to take out the firewall.

RPG Superstar 2015 Top 8

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Actually, I erred: you only need the first three to advance the plot. The fourth one just expands on Nick's history and gives him some extra dialogue. You only need the fifth for the armor (and if you have a gabillion caps, you're better off buying the legendary versions of said armor from Far Harbor vendors).


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Sophie: smooth-talking brainiac with as much coordination, fortitude, and luck as a rabbit...

that got hit with a mini-nuke.

Day One: Woke up in a strange tube in some bunker of sorts. Lots of other people in this place but no survivors. The computers were less than helpful but this was some sort of cryogenics facility.

The place was void of life other than some giant bugs. Seems the rest of the staff died from revolt or starvation, or at least that's what the 'Overseer's' computer led me to believe. He also remarked on some 'cryo gun' he was working on but it was rather secure. I'll have to check back after I work on my lock picking abilities. Funny what you can learn to do when you need to.

Getting out of this tomb proved impossible without the aid of this handy Pip-Boy. Not only does it interact with the Vault door, it also has dozens of buildings plans and construction guides as well as a handy planner. I've become rather attached to it and I don't think the deceased scientist will mind if I borrow it.

A large elevator, thankfully still working (after how much time?) emerged on some small house near a housing area. I picked up whatever I thought I could make use of on my way down, which is quite a bit.

I spent most of the day scavenging around town and avoiding some floating robot of unknown disposition. I found a house to bunk in near the exit of town, appraised my gathered gear, and decided the next chance I got I was leaving this blue jumpsuit behind.


Day Two: I FOUND A DOG!

I left that abandoned house in that housing area and headed down the road. Nearby was a fueling station of some sort where a dog was barking at something. He ran up to me, and after some quick introductions some pests emerged; likely the subject of the barking.

My previously used bludgeon coupled with his biting quickly ended the threat of these giant hairless rats.

I suffered a few scratches, as did the dog, or "Dogmeat", the name his previous owner had tagged him with. Forget that name, I'll think of a better one for you pup.

Either way, the station, now freshly cleared of pests, is actually a tidy little base. Most of the equipment to work on gear, weapons, and cooking are present. Plenty of salvage is close by, including abandoned vehicles. I must have spent most of the day perusing the Pip-Boy's built in construction guides, building things, and cleaning and rearranging equipment.

Boring but necessary work. Oh, I found enough leather to put some real clothes together. Time for bed.

Day Three: Doors locked, garage door closed, turrets assembled. Time to see what else is out there.

Down the road a carcass was being fed on by some huge bugs. They blew up easy enough but they are certainly gross.

I started to explore a house but I heard some loud noises coming from town, gunfire and laser blasts. Bunch of people sitting at some guy on a balcony. As soon as they saw me in the street they started firing at me.

What the hell!

One pursued me as the rest focused on the lone figure again. He got clubbed to death quickly, but I did get to see how he used that gun of his, twisted junk that it is. I turned my new firearm on his pals as the dog ripped the neck off one. That laser vaporized some other goons head as the dog and I finished off the last.

The guy urged me to help him inside. It certainly seemed interesting enough, perhaps a little foolish, but very exciting.

Those freaks were packed in thick. The only reason we prevailed is that they focused on the guy with that rifle. The dog and I were pretty sneaky and managed to take them down one or two at a time.

After they went down, the guy started yelling for me. Impatient bugger but the only way to get him to shut up was seeing what he wanted. The office was cramped for him, Preston, and his survivors, all rather untalented except for one, Sturges or some such.

More are on the way, great, but a suit of armor is up on the roof. All we need is a power core. The one in the basement was easy to get, just had to convince a computer to open a door for me. I picked the lock as well, just for practice.

Headed to the roof as Preston yells that the freaks are gathering for another push. I pushed the core into the armor and it opened up. I climbed in, just as Sturges explained. It booted up, and I headed towards the front of the roof. I pulled the large gun, ironically called a minigun, from the aircraft and hopped down from the roof.

Holy cow! Super strength, incredible amounts of defense and the shock absorbers work splendidly. I think I'm in love with this thing.

What followed was a massacre, exploding cars and dismembered freaks that ended with some monster bursting from the sewer.

Wow, that was crazy!

I tell Preston and Sturges that it's over. They talk about some Sanctuary they are headed to as some lady talks about visions. Forget that garbage. I tell them I'm keeping the armor and anything on these goons are mine.

I hurry back to park this armor in my garage, remove the core and make sure the turrets don't fire at my new neighbors. I'll deal with looting town in the morning.


Day Four: I wake up to find the dog playing with something he must have looted yesterday, a teddy bear. Such a ferocious beast goes from tearing out psycho throats to playing with a bear. So long as it isn't me.

I head out to check in on the neighbors and that possibly crazy robot. Well, they haven't started doing much with the place and that robot seems to think I'm some lady he used to know. He mentioned something about 200 years ago, a husband and some kid. This thing is really crazy. I played along with some bug extermination looking for the kid and he left me alone after that but said he could join me if I wanted. I told him to stay put and pretext these people. Sturges and Preston tried to get me to help out but he seemed capable enough. I told him as much and left to loot the town.

The armor those guys used isn't much better than twisted metal but I found enough leather pieces to make a full set. I gathered all their guns for salvaging and looted the museum of countless small items. The houses and buildings around town offered some good practice in picking locks and some valuable equipment. I'll have to figure out what some of this does later. Maybe those survivors could be useful in this regard.

Before I left town, I noticed the sewer that beast came out of. Nothing else is making any noise from the hole so it's bound to be worth looking around now. Hairless rats, giant cockroaches, and some gigantic crustaceans. Hard to kill but they have some good meat on them. Nothing extraordinary down here but it had plenty of tools and tape.

Time to head back. I spot a raider I missed earlier and found something useful, an old postal worker satchel. That'll make hauling stuff easier and gives me an idea of how to outfit the dog.

As I ascended the hill to the base I spotted a small trail leading around to the far side. Underneath my base is an old cave that people used to dump old equipment. It was filled with more hairless rats; must be where they came from the first time. I found another power core and some useful salvage.

Oh well, I'll sleep easier tonight knowing they are gone. Starting to feel a little sick though and the Pip-Boy is telling me about some radiation sickness. I'll need to see what I can do about this before I head out again. Oh well, time to sleep.


Odd, I have never in all this time gone into Concord. I heard the gunfire and steered clear. When I left the Vault I had believed I was released remotely by another Vault-Tec employee, so I went looking for other Vaults I was aware of to see if I could figure out who released me.

I followed the powerlines south; on the way I found a book that showed me the location of Diamond City. Abernathy Farm was my first stop, and I befriended them as the first friendly locals I had encountered. I've worked with them to establish their farm as a new trading settlement; the inhabitants are my control group for gathering typical Commonwealther biodata.

I did establish Red Rocket as a personal base of operations, but ignored the dog, fearing him too filth-ridden to be worth interacting with. I just went south to head to Vault 81. Illness along the way forced me to detour to Diamond City, where I got directions to Vault 114 from people looking for Nick Valentine. I wanted to go there to find the Vault, but the bonus of finding the detective gave me a means to try to track down who had broken into Vault 111 and destroyed my experiment. Oh, and figure out what happened to Shaun. Milking the lost baby angle got a lot of people to help me out.

Mole rats are a typical creature even from our time, they just got bigger with exposure to radiation. They're good nonhuman test subjects; I think a number of the ones in the area are descendants of lab escapees. I have been attacked by enough of them at this point I almost regret using them.


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I helped Paladin D Bag get his transmitter up and running.

Spoiler alert buddy, if you need some lady with a tire iron to bail you out, you probably shouldn't be in command in the first place.


And considering how many melons I've planted around Sanctuary, I assume it's only a matter of time before the Great Melon Revolt.

Cause I don't how Trashcan Carla is getting her Cow around all those turrets i planted on the bridge, so good luck trading all those f%~@ing melons.


Why those people settled at Tinpenny Alley is beyond me.

Why the d#&+*ole raiders at the Corvega plant decided to terrorize the dumb ass settlers is even more beyond me.

At any rate, the resource poor s&&!hole on the hill is safe, and I have a whole bunch of pipe pistols I get to take apart or drag with me to Diamond City and flip for actual weapons.

Found my first legendary creature, a legendary alpha mongrel. I beat it with my tire iron, it had a -you guessed it- a pipe pistol- that at least has plasma as an added bonus, plus I started souping it up immediately.


4/11/2088

Spoilers for the Ending of Far Harbor:

Well, that was exhausting, overcomplicated, and slightly disappointing in the end. On the other hand, I've made myriad discoveries and stand poised to make myriad more now.

The interface with DiMA's database was fascinating--much akin to the memory simulator that they used in the memory den, but used for the purpose of effectively visualizing datablocks as an interactable universe. Rather than hack in, I could interact with the coding directly through an interface I will call "Digital Verisimilitude." Hmm, maybe name needs work.

His lost memories included the fact that he murdered and replaced Captain Avery with a synth, discovered the means with which to destroy the Children (the missile code for the sub), the means with which to destroy Far Harbor (shut down their windfarm), an unfortunate first encounter with his fellow prototype Nick, and--frustratingly the most difficult to access and least interesting--the location of a suit of marine body armor, intended to be nearly as protective as power armor but without the actual "powered" part.

This was fascinating. DiMA experienced "guilt" in his words and "couldn't bear" to keep these memories, so hid them. I wonder if the hiding of the things was more strategic. All of the information could be manipulated gloriously--perhaps he didn't even trust himself with it. Or perhaps he knew this was the best way to give himself plausible deniability. He could always retrieve the memories later, knowing something important was there, but while he didn't have them he could never be accused of manipulating the people of the Island in such dramatic fashions as he did.

Had he been a human 200 years ago, I have no doubt he'd make an excellent Vault-Tec executive. His ability to meddle, control, and destroy--all while maintaining no direct traceable responsibility for it--incredible. Utterly problematic on many levels for an AI, but incredible. I confronted him about Avery and after expressing "guilt," he proposed doing exactly the same thing to Tektus--so clearly whatever his programming has informed him as guilt, isn't. He definitely isn't capable of guilt, and again that would have made him excellent Vault-Tec material.

Unfortunately, his willingness to manipulate and considerable ability at altering his synths' looks and memories means Acadia is not really a viable observation site for studying synth AI development. This was further proven to me when I returned to Acadia to confer with Kasumi--I was interrupted by Cog and Jules about recovering the latter's lost memories. She was also seriously tampered with, it turns out. DiMA insists upon his "people's" autonomy while being the most disrespectful of it, using them like machines without consent. (Again, he would have made an excellent Vault-Tec executive.) I can respect his machiavellian nature, though I think his program is so corrupt even he does not see the hypocrisy of it. While I'll have to mine more data to learn of the extent, I am certain he tampered with all the synths in Acadia, whether through psychological manipulation or reprogramming or both. Therefore much they are truly "themselves" or a construct of DiMA's warped imaginings is hard to say.

I realized the only way to pursue further studies of the Acadian synths was to scrap everything and start over, without interference from someone like DiMA: reclaim them, wipe their memories at least to the point from before when they ran away, and then see how they redevelop their AI in the sterile environment of the Institute. I hate to do this, especially to Aster who showed considerable promise--but even there, she just so happened to be obsessed with a flower that only grew on that region? More signs of DiMA's tampering. I will have her assigned to bioscience, however, and see how her potential regrows.

But I couldn't just report back to Mosely and start an invasion of Acadia. If I took them out of the equation too early, Far Harbor or the Children might take it as an opportunity to take out the other. I also had Kasumi--who could have been sacrificed if necessary, but as I received confirmation she wasn't actually a synth, I'd rather see her returned to her family and pulled out of the equation. She kept insisting on "seeing things to the end" and forcing her to leave at gunpoint wasn't really on the table. So I had to handle things quite delicately. I told Avery about her origins, but didn't tell the town based upon her assessment that the Harbormen would react poorly. I found the nuclear missile launch key and took care of the Children at last. At least I gave them what they wanted. With Far Harbor at peace and the Children dead, Kasumi at f~**ing long last consented to go home. At least Mr. Nakano paid me well, so I'll be able to fund my experiments better.

Then I returned to the Insitute and conferred with Dr. Moseley, and organized the strike against Acadia. We successfully recaptured all synths, including DiMA, and I ordered that exploring his databases is a priority. I can use their technology at Acadia to maintain the fog condensers for the Harbormen, and develop new and better synth memory interfaces, which will advance our technology considerably. I wish I could convince Moseley that the synths themselves weren't defective, but it's still going to take time to convince the more backward fools at the Institute that letting the AI of the synths grow is a much better effort in the name of science instead of suppressing it. Sure the robots might rise up and revolt, but by then I'll probably have figured out how to transfer my own consciousness into an immortal synth body and I'll just join them.

I can't help but feel letdown. Seems like Acadia had a good deal of potential but it's better that way. Avery is angry with me for blowing up the Children, but I can remind her at any time I have her recall code and can return her to the Institute as well should she prove unruly. I'd rather her and Wright remain at Far Harbor for now, however--at least them I can compare how the Fog affects synth mechabiology to humans. She is, as she was programmed to be, a good moderate voice that will help keep the other test subjects on the island obedient and compliant.

Now I can finish building my experiments at Far Harbor and then return to the Commonwealth. Perhaps finally finish construction on Vault 88. There's also that broadcast from Nuka-World that keeps going off, and there would be some fascinating tech to loot from an old amusement park but... nah, for now I have enough to do.

Silver Crusade

Please Stand By.


Quote:
Please Stand By.

Kotaku has a mini-scoop on it: it's a brand-new FALLOUT game, one which will "take the franchise in a new direction."

I take that to mean it's not Fallout 5, but a spin-off. Maybe note even a New Vegas-style spin-off (Obsidian have confirmed it's nothing to do with them), but some kind of game in the FALLOUT universe in a different genre or medium.

Someone suggested it could be a FPS which rolls back on the RPG elements altogether (although I believe that's already been made under the name Fallout 4), but more seriously I think that would interfere with Rage 2 from Bethesda's sister-company id. My own take is that maybe a Telltale Games series is more likely, or some kind of strategy game.

On top of all of that, it's being rumoured that a FALLOUT 3 remaster may also be on the way for the 10th anniversary in October.

Quote:
And for the record, even though Fallout New Vegas is a far superior game, at least Fallout 4 doesn't have Dead Money.

Counterpoint: it also doesn't have Old World Blues, which is a thing of absolute beauty (the Red Dwarf references are fantastic). It also lends its name to a recent Hearts of Iron IV mod, which is even more a thing of beauty:

https://www.rockpapershotgun.com/2018/05/18/old-world-blues-translates-fall out-to-grand-strategy/


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please don't be an MMO
please don't be an MMO
please don't be an MMO
please don't be an MMO


Day Five:

Started off the day with some doses of anti-rad meds. That cleared up the sickness and the Pip-Boy's annoying alarm. Seems the scientist that owned this device beforehand had plans for some decontamination equipment. Not mobile but it would be handy to have in my base.

Journeyed further afield. Found a junkyard with a prototype military sentry bot. It was resistant to reprogramming as a guard so I disabled it and scrapped him for parts and fusion cores.

Scavengers at a little hovel attacked at first sight, they are gone now.

Railroad depot full of these creepy undead-like monsters. They are gone now. Found some interesting notes around there hinting at some clandestine activities that went bad.

Questionable sort trying to drain an old quarry. Seemed like he might be a scoundrel of some sort, I'll have to check later.

I stopped by Concord on my way back home and met an old man by the cook fire at the bottom of a hill. Had a long chat with the fellow and learned the popular terminology for most of today's things; people, objects, factions, places.

Turns out he is a ghoul. I shared most of my old prewar food, rads won't affect him at all. Head back, empty out the scrap material and start over again tomorrow.


Vault 76. Interesting. We shall see more at E3.


76 is one of the 'control' vaults in the D.C. Metro region, isn't it?

Now that is interesting.


Crap....
saw the video and my gut is telling me this is a Fallout MMO.


It's a survival RPG with a multiplayer element.

The game is set in 2102, just 25 years after the Great War and sees the player venturing forth from Vault 76 (possibly located in West Virginia). The game is a "survival RPG taking inspiration from DayZ and Rust", which makes sense. None of the regular Fallout factions even exist (bar, somewhere, the Enclave) and that soon after the war it's likely to be far more primitive, savage and chaotic than any of the other games. It also sounds like you will be using Vault 76 as a redoubt for your quests and possibly building it up with FO4's settlement building mechanics, which is a new direction for the series but makes sense.

The big question is how big is the multiplayer element? The game started as Fallout 4's multiplayer mode, but was splintered off from FO4 during development into its own title, drawing on ideas from the FO4 DLC and BattleCry, the Overwatch-style shooter Bethesda started developing and then shut down. That team has apparently taken point on FO76. Based on that, it sounds like the game will have a strong multiplayer focus.

However, Bethesda themselves have also taken a key role in development and the game will still have a traditional FO main storyline and side-quests. So is this just Fallout 4.5 with optional co-op, or is it more like an online shooter?

I guess we'll find out at E3.

RPG Superstar 2015 Top 8

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Only looking at the trailer, this appears to be a game about one of the "control vaults" that actually was just meant to protect people from the nuclear bombs and then open and let people rebuild once it was safe to go outside. Given the song playing ("Country Roads") it probably takes place in rural West Virginia (which is also close enough to Bethesda for them to do easy location research).

The trailer itself looks really cool--rendered video not gameplay, surely, but I love the detail in all the vault's rooms.

Random things noticed in the trailer:

The date on the PipBoy at the beginning of the video says 27 Oct 2102 0634 (the last I assume is the time). 26 years after the bombs fell.

The first board game you see is an Unstoppables! themed game. There's a soda bottle next to it that doesn't seem to be Nuka Cola (or Vim!). The more familiar "Blast Radius" game is on the shelf.

The toys on the TV stand include the robot models you could collect in Fallout 4: a Vault Boy bobblehead, a model Bottle and Cappy (which are weirdly dirty given the relative cleanliness of everything else), and a soldier doll oddly similar to the one MacReady gives you that was supposed to be carved to look like him as a little boy. (Couple magazines and a RadAway too.) Lot of other familiar "junk objects" from Fallout 4 throughout as well (including a sacred desk fan).

Focus on the trophy shelf perhaps alludes to earnable trophies in the game?

I don't see *anything* from the trailer itself suggesting multiplayer. Especially since you only see one character (and one person's room, etc.). I'm not sure how you'd do a rebuilding the world game multiplayer though I'm sure there's ways a la "Don't Starve Together." It absolutely could be multiplayer but there is nothing in the trailer that appears to hint that to me.

I'll ignore completely baseless, sourceless rumors and wait for the announcement on June 10.

ALSO: Should we make a new thread for Fallout 76 so we can tell our Sole Survivor stories here in peace?


DeathQuaker wrote:
Only looking at the trailer, this appears to be a game about one of the "control vaults" that actually was just meant to protect people from the nuclear bombs and then open and let people rebuild once it was safe to go outside. Given the song playing ("Country Roads") it probably takes place in rural West Virginia (which is also close enough to Bethesda for them to do easy location research).

Vault 76 is mentioned in FO3 and FO4. It was indeed one of the control vaults, but apparently all records and mentions of the vault were expunged from the records.

If the inhabitants of Vault 76 were one of the first forces to bring law and order to the Wasteland, that'd make sense, especially if they then wanted to protect the location of their base.

Quote:
The date on the PipBoy at the beginning of the video says 27 Oct 2102 0634 (the last I assume is the time). 26 years after the bombs fell.

25. The control vaults apparently were all set to open 25 years after the bombs fell. The date is 25 years and 4 days afterwards. Also 10 years to the day since Fallout 3 was released (assuming October 27 is also the release date of the game this year).

Quote:
I'll ignore completely baseless, sourceless rumors and wait for the announcement on June 10.

Worth noting that Kotaku have had confirmed sources in Bethesda who have spilled the beans on their games for years, to the point where Bethesda blacklisted them for refusing to name their sources. The same sources nailed everything about Fallout 4 months before the official announcement as well.

Quote:
ALSO: Should we make a new thread for Fallout 76 so we can tell our Sole Survivor stories here in peace?

Sure!


Day Six:

Out for another day of exploration and salvaging. Continued further out past that flooded quarry.

Vertibird wreck with a partial suit of power armor and another frame. Stored back at base before continuing.

Stumbled upon an old satellite base. Outside the base, chunks of raiders littered the ground. Nearby, mole rats strapped with bombs. Seems the raiders got a taste of their own medicine. Inside the bunker, a half dozen or so lightly armed raiders with one tough one carrying a minigun. The dog distracted one most of the time and we stayed out of sight of the heavy until the heavy and one raider remained. Lots of salvage and another group of raiders eliminated.

It was getting dark but I pushed on. Found a destroyed house with some radroaches hiding out around it. Clubbed them and turned around to find a gun in my face.

Turns out this little shack nearby is inhabited by two people. They need help with raiders from Corvega and were hoping the Minutemen had come. I let them know Preston's whereabouts and I offer to help in exchange for access to the workshop.

Bed down for the night in a spare bed.


Day Seven:

Head back to base to unload and explore south.

Cabin with a few bloatflies and a very old, very dead runaway. Not much here other than an old magazine.

A few raiders near a water tower with some nearby Radstag Does. Good food and water.

Further south I found some farmers. They were hesitant to talk with me and complained about raiders that killed their daughter. They wanted a fancy locket back, one which I happened to still have in my possession. I have it back and they offered to let me trade, rest, and use their workshop.

The dog and I moved a bunch of raw materials here to make some defenses for them, over a half dozen turrets. That should keep the casual raiders away.

Further south I found a drainage pipe that looked suspiciously well traveled. I entered, cleared out a bunch of raiders, salvaged some materials and found a rather peculiar heavy wrench that has been modified into a gruesome limb crippler. That should prove useful.

I detoured east towards where Corvega should be. Ran into a different group called the Gunners. They nearly did me in with their advanced weaponry, explosives, and teamwork. I bandage up and rest in their huts on the highway.

Continued east and found Lexington and Corvega. Corvega is a monster. Is that thing filled with raiders? Oh boy, this isn't going to be easy. I spend the rest of the day looking for a back way in, but find nothing. Guess the front door will have to do.

I head back up the road towards my base but find an old drive-in movie theatre. Takes a bit to clean up, but I could turn this into something useful given time.

Further on I encounter a diner where some gun-toting thugs are threatening a woman whose son was given some bad drugs. I probably could have talked them off, but I decided the woman would be safer if they were dead.

In retrospect, I'm beginning to wonder why I treated them so callously. I'll need to be careful in the future. Thankfully the dog doesn't judge me.

Made it back to base very late, unloaded, and slept.


Today I take on my most difficult role.
Today I become the Silver Shroud

May the forces of evil beware

Ok that was the plan at anyrate, but although this costume is pretty tough and the Submachine gun is nice, I can't help but feel this would be easier with some body armor and my trusty .44 pistol


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Greylurker wrote:

Today I take on my most difficult role.

Today I become the Silver Shroud

May the forces of evil beware

Ok that was the plan at anyrate, but although this costume is pretty tough and the Submachine gun is nice, I can't help but feel this would be easier with some body armor and my trusty .44 pistol

trick it out right and you're golden ... er, Silver!! BWAH HAH HAH!!


I am currently doing a second play through of the game the first time through I trued to pick up all the open locks computer stuff get good with guns that sort of thing this time through I topped out str and endurance got some luck and dumped everything and I went around punching everything man it was so much easier. It was like I went into easy mode. Just casually walk up to people and BOOM they dead by my wicked deathclaw fist!

RPG Superstar 2015 Top 8

My first playthrough (a quick-ish one just to get through the main quest and see how it felt) was a melee build--Rosie (for "Rosie the Riveter"). It took a little to get it going, but it was freaking brutal as I got it leveled. She could clock a deathclaw in one blow with her supersledge. High armor and end indeed meant she could take a lot of damage too. So yeah, I hear ya Vidmaster.

That said, my second playthrough was Jinx, my low L sneaky thief who could get into anything, who focused on pistols as a weapon. She could struggle in a big fight, especially a big fire fight if she couldn't find cover... but was more rounded to deal with alternative solutions to encounters. Plus maxing out pistols + high AP + the Railroad pistol that uses very few AP per shot + MacReady's perk that increases head shot likelihood + the perk that causes damage to increase to each successive target in one cycle of VATS = 4-8 dead ghouls or raiders in one go. The successive damage thing didn't work well for big tough enemies, but you could do stuff like couple shots to take out goons, then target the leader, and the damage boost would help take out the leader faster.

(Dr. Vault-Tec is third playthrough.)

A number of styles can be brutally effective but each in their own way. This is the first Fallout or Elder Scrolls game where I actually felt fighting styles feel different, while still all being effective.


One of these days I'm gonna have to try and go full Grognax


My problem is I never commit to a single style, they're all so fun.


I helped the minutemen retake the castle.

I wish I could say there was some huge epic battle with me emerging from the viscera of a freshly murdered enemy. But nope, as soon as the Mirelurk Queen emerged I ran as fast as I could and sniped that b+&&$ from a mile away.

Sometimes it's not about an epic rampage, sometimes we forget to bring a missile launcher, and our power armor and just want to make it home alive.


Fallout Rampage Cap'n Yesterday wrote:

I helped the minutemen retake the castle.

I wish I could say there was some huge epic battle with me emerging from the viscera of a freshly murdered enemy. But nope, as soon as the Mirelurk Queen emerged I ran as fast as I could and sniped that b&*&& from a mile away.

Sometimes it's not about an epic rampage, sometimes we forget to bring a missile launcher, and our power armor and just want to make it home alive.

yeah I'm not proud of how Carter took the Castle either.

I'm going to have to remember to move some other people there so that one surviving minuteman doesn't have the run the place all by himself.


Fallout Rampage Cap'n Yesterday wrote:

I helped the minutemen retake the castle.

I wish I could say there was some huge epic battle with me emerging from the viscera of a freshly murdered enemy. But nope, as soon as the Mirelurk Queen emerged I ran as fast as I could and sniped that b#*** from a mile away.

Sometimes it's not about an epic rampage, sometimes we forget to bring a missile launcher, and our power armor and just want to make it home alive.

but it is also really satisfying to walk up to her and punch her use a crit and her go down!


Oh sure, just let me put on my power armor so she doesn't acid f@@% the hole in my chest she just opened up with her bile.

Oh wait, I forgot it.

Also, I think I'm only 12th level or so, and my lead lined boxing glove ain't gonna cut it.

It was a good thing I thought to drop my bottlecap mines when I was running away.


Day Eight:
Corvega turned into a bloodbath. I picked off the front guards and ran inside quickly. A few guards followed me in and I wasted them. The rest is difficult to recall until I stood atop the highest catwalk looking out over the Commonwealth. If that is the way raiders can organize, I'll need help. Perhaps I can use the Minutemen as much as they need me.

Preston accepts me immediately; he is too trusting. That took the whole day to resolve Corvega, but I may have found potential solution to the problem of raiders.


Day Nine to the end of Day Fourteen:

My agreement with Preston is simple; I'll lead the Minutemen, but he will have to provide direct support. I'm sure as heck not going to support all these settlements if they don't provide direct aid. Since it is so small at the moment, he will need to provide that support.

Abernathy, Oberland, and Tenpines are all stable settlements with defenses in place now and as word gets out more are sure to ask for aid. As for that direct aid, another gun and backpack makes looting places much easier.

Plane wreck with a smugglers cache of ammo, explosives, and guns.

Cemetery with some grave defiling raiders, now dead.

A robot run mall, full of glitchy robots, now fixed and running smoothly, I guess. I might put this place out of its misery but it does give me an idea. Why not just make robotic residents for my settlements?

Checked by that quarry again and I was forced to put down a dozen or more raiders and their pet mirelurks.

Tracked down radio distress signals, not much loot and lots of sad stories.

Abandoned bunkers, one filled with raiders, the other with synths. Both had lots of loot and equipment to use.

Cleared out the area surrounding an old University, super mutants and ghouls were in residence but not a lot of loot. Oh well, didn't expect much.

A few radioactive dumping areas allowed me to test the new hazmat suit I found. I'll be hearing the ticking from my Pip-Boy until I die now.

The last of the month's excursions took me to the up and coming trade hub of Covenant. I had to answer to a test when I entered, didn't think much of it until later though. Everyone seemed nice but one mercenary was asking around after a missing girl. I offered to help and began asking around town, using my persuasive talents I uncovered information about the residents.

They all have some task they are doing and this test serves as a sort of tools to weed out potential candidates. If I'm going to find out more I need to break someone out of character. Their weak link, the mechanic. I deceive and pressure her enough to warrant the direct intervention of the mayor. Now I'm getting somewhere.

I convince the mayor to let me meet with the leadership of this experiment in their base. The mayor radios ahead and I head out. The Compound was hidden in a drain pipe down by the pond; good location to hide it.

The door guard guides me through the mess of halls and walkways to the lead scientist. What followed was a brief discussion where she tried to convince Preston and I that they should be left alone to find and destroy synths by using their test. While we agree that the Institute (an entity I don't fully comprehend) needs to be stopped it doesn't warrant the slaughter of innocent people.

Preston wouldn't like it, but had their success/fail rate been reversed, I'd have likely let them continue. Can't help it now. The slaughter of guards and scientists in the Compound lasted a short while, but as we emerged into the night, Covenant lay ahead of us.

I sniped the turrets from a distance and disabled their frontal defenses. The gate guard also took a shot while he relaxed in his chair and slumped over dead.

The rest of the residents funneled out of town to confront us. They died on the road out of town and the few stragglers died in town. I disabled the 'lemonade' dispensing robot and locked the gates. I might return to put this place in order some day, but not now.

A long quiet walk back to my base and Preston decides to open up fully to me. He confesses that he has nearly given up on life when I showed up. At the end of that, he also asks to be relieved of service as my personal guard, seems that Covenant was just a little too much for him.

I agree, reluctantly, but tell him that I'll get to the settlements in my own time and that I'll need to head to Diamond City to try and find some better gear, so don't ask for anything for a few days.

I head in to get a good sleep and he goes back to Sanctuary. Hard to find good help.

Silver Crusade

Greylurker wrote:
Fallout Rampage Cap'n Yesterday wrote:

I helped the minutemen retake the castle.

I wish I could say there was some huge epic battle with me emerging from the viscera of a freshly murdered enemy. But nope, as soon as the Mirelurk Queen emerged I ran as fast as I could and sniped that b&*&& from a mile away.

Sometimes it's not about an epic rampage, sometimes we forget to bring a missile launcher, and our power armor and just want to make it home alive.

yeah I'm not proud of how Carter took the Castle either.

I'm going to have to remember to move some other people there so that one surviving minuteman doesn't have the run the place all by himself.

Tristan stood in a doorway with a missile launcher. We do what we have to.

RPG Superstar 2015 Top 8

IIRC, I believe Jinx's solution to the Mirelurk Queen in the Castle was run around like a crazy person around the Castle walls while the NPCs did most of the damage, and then put the final cap in her eye when it was nearly dead.

Rosie usually gets up close and personal but had a personal philosophy that precluded getting within spitting distance of a Mirelurk Queen. I believe did *not* in fact forget her power armor and fatman that day.

Dr. Vault Tec has never been to the Castle. Given how good she is with chemicals, I expect her solution might involve explosives.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Mia, my generic high-charisma talking machine good-karma heroic type dealt with the Mirelurk Queen by heavy mining and then, I kid you not, a hilarious amount of pistol damage. She'd talked her way out of so many fights that the ammo and explosive pile in her cache was ludicrously huge.

Jack, my sniper-build, had to break with his specialization, because he just didn't hit hard enough often enough with his rifle to do the job- so after a dismal sequence of failures, he brought along a fat man, a super sledge, and some power armor.

El Diablo, post-apocalyptic warlord and general jerk? High mobility and high melee, I was actually able to stay behind her for most of the fight and simply bash the beast down...


The only thing I remember from my first time killing the Mirelurk Queen was bringing more explosives than a person should ever use and running around like crazy.

A different play through I found a Wounding Pipe Pistol, modified it to full auto with a drum barrel, and then emptied most of a drum into her. Died from bleed damage in under 10 seconds.

This playthrough I think I'm going to try and kill her with a melee weapon of some sort.


Day Fifteen through Sixteen:

My trip down to Diamond City started off well enough. Cleared out a clothing store of raiders, visited the robot run farm of Greygarden, and finally made it to Diamond City to start my vacation.

The gate was closed due to some domestic dispute with a journalist. I helped her get back in and the continued the lie Piper spun to earn some spending change from a guard.

The self-important mayor had some beef with Piper's newspaper, calling it a rag of lies, but he left before I had the urge to slap him around. The big dummy acts like synths don't exist or aren't ever a threat. I'd like to drag him out to see how wrong he is.

Piper wanted to give me an interview, seems that my story has been told by the traders and been embellished upon. I set it straight. After that I received an odd request; she wanted to follow me for a bit to get some better stories.

Sounded like fun, so I agreed. We grabbed some food and set off. First stop was the water treatment plant that Greygarden needed operational. It was overrun with super mutants but sniper fire brought them down easily enough. The idiots didn't have any respectable cover. Inside, mirelurks had settled in nicely as the facility was flooded thoroughly. Reactivating the pumps and eliminating the lurks took some work but also gave us enough meat to have a little feast.

We emerged from the plant and returned to Greygarden. The robotic overseers were happy enough and allowed me to use their facilities whenever I might need to.

Next we responded to a distress signal about some caravan under attack. By the time we got their it was almost over, just one robot left and some scavenger. The scavenger left as we arrived, not ready to contest the scrap to be had, but the robot seemed more talkative than most. She claimed to have some emotional expression but I wasn't sold on that. She offered some fancy plans for a robotics assembly station to help kill the master of the robots that hunted her friends. That I was sold on.

The robot, Ada, said that she would wait for me at Red Rocket to set out whenever I was ready. That will probably be a little while though as the robots that attached her were extremely powerful compared to what I'm used to. She seemed unconcerned.

After that I got a message that Tenpines was under attack. A quick hike up north and we drove off some strange raiders. They wore robot parts as armor and attacked with oddly put together robots. A new threat, wonderful.

Piper and I head to sleep in the camp safe in the knowledge that these crazy bandits failed to kill even a single settler.


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~sighs mournfully~ Thanks guys! I really appreciate this. Now I am going to have to start a new playthrough of Fallout 4. ~thinks~ What mods to use?


Where's all my ammo?

Jamaica Hills!


Day Seventeen and Eighteen:

Headed back West to do some exploring and salvaging. Nothing exciting on the way there untill we started to get into Gunner territory.

Highways in that area have been occupied by Gunners that have setup extensive camps with rickety elevators to move people from camp to the ground quickly. One such base camp blocked my way, I could have spent awhile going around, but I decided to just snipe the troops around the elevator and continue on.

We encountered a wrecked store a bit later with a single Raider that tried ambushing us. Really must have been crazy.

Up top a small Hill I saw a small hut and went to investigate. I had to don my hazmat suit as the area was intensely irradiated. Outside the hut was a kindly ghoul doctor. I traded for some salvaged microscopes and left.

We reached the coast of the lake and a small settlement. Destroyed settlement actually; completely overrun by mirelurks. Extermination went well and we gathered what we could. It was getting rather late by now but we would chance finding somewhere else to crash rather than become mirelurks chow.

We headed back around the other way around the lake to the ruins of a small town. First up was the fueling station with a single super mutant guard. Killed him, drug the corpse outside, crashed for the night.

Woke up to start clearing this town. A small pack of ghouls attacked some Minutemen which made it easy to clear them out. The town didn't have much except and old blood bank. A large amount of bloodbugs had taken up residence in the ruins. Thanks to Piper's help I was able to clear it out without too much trouble though a particularly tough but nearly got me.

Lots of chems and meds, some old medical literature, and a peculiar rifle were all it held. Not a bad haul. Clearing out the town entirely took the rest of the day.

Time for bed.

RPG Superstar 2015 Top 8

Sharoth wrote:
~sighs mournfully~ Thanks guys! I really appreciate this. Now I am going to have to start a new playthrough of Fallout 4. ~thinks~ What mods to use?

I have a very simple mod installed that lets you light the lighthouse with a generator. I like that one. :)


Mod fans might be interested to know about a super survival mod called 'Frost'. It is made by the same person(s) that made 'Dust' for New Vegas. I've watched some videos and it looks ridiculously hard.


In regards to what mods to use; I'd decide what you want to focus on in the game and then go from there.

Might be better on computers; but on consoles, tracking down problems with mod interactions or straight forward broken-ish mods can be difficult.

That said, I've got a bunch of mods running that are stable. Just requires some infrequent cache cleaning, which is simple to do.


Day Nineteen through Twenty-one:

We left the town and headed to an old radar station. The interface was simple and allowed us to amplify some nearby radio signals. A few popped up. Tracking them down was less than easy as it involved listening for quiet radio signals and tracking them to the source. This chewed up one day but we did find some interesting locales; a Rust Devil base, a Deathclaw nest, an old firing range, and mirelurks. We rested in a raiders shack and had a good feast. He won't be missing those chems.

The next day we ventured south to Natick. We approached slowly as raiders had decorated the place nicely. It was quiet and deserted. We entered the town and spotted a group of fresh raider corpses and spent ammo. Fear set in as I heard a familiar roar. A Deathclaw, stronger and faster than others, charged through the town square.

It moved to fast for my rifles or handgun. The shotgun only had two rounds which barely made a dent. I pulled out the trusty pipe wrench and swung for the legs. I was clawed viciously and slammed into the ground, definitely broke something. My good arm swung for the legs with the wrench and broke its left leg. Piper and the dog pitched in and distracted him enough for me to get back on my feet. It lurched about and clawed Piper but I was able to read the shotgun and blow the other leg out. With two broken legs, it all but laid on the ground. I reloaded the shotgun and put it out of its misery.

Then the pain came on. Piper and I crawled into a nearby building and patched our wounds up. I cooked some fresh Deathclaw for us and the dog. Another day done.

Piper mentioned we are getting close to the Glowing Sea and we should probably turn back. We decided to head to an old hospital in the northeast. It was overrun with super mutants but that shouldn't be too hard to deal with. A long overland hike stopping to deposit things at the base consumed most of the day. We pushed on and made it to the neighborhood by evening.

Camped out nearby and called it quits for the day. Hopefully there aren't any Deathclaws nearby.


Gave my power armor a Sugar Bombs paint job, blew Ivy completely out of existence, so no Tesla armor for me.

Found a s##+load of missiles though, so now I have over fifty.

Yeah, I'm finding somewhere with a lot of cars.

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