Fallout 4


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~Laughter~ Oh! This is funny! I just picked up Armorweave from the Resistance and I now have a armor and energy rating of 180 where before using standard armor I only had around 90. I am wearing Agatha's Dress and a newsboy cap and they are armored to the hilt. I can't wait until I get Armorer up to level 4. It bumps both up by 20 each. The Resistance questline was worth it just for that.


I was thinking about starting that. I got the Underground Railroad quest forever ago, but haven't bothered with it yet.

Maybe when I track down these last 3 Eddie Winter tapes.


I am enjoying it. Loosing 60 pounds of weight because of armorweave is a plus.

Dark Archive

So new at fallout games and may have given my character an addiction to jet how does one go about curing themself of it?


Kevin Mack wrote:
So new at fallout games and may have given my character an addiction to jet how does one go about curing themself of it?

In previous games, you went to a doctor to get cured.

I've also seen a chem called "Addictol" on some vendors, but I don't know if it cures addiction (which it says), or just treats withdraw.

Sovereign Court

Cures. Hella expensive though

RPG Superstar 2015 Top 8

Scythia wrote:
Kevin Mack wrote:
So new at fallout games and may have given my character an addiction to jet how does one go about curing themself of it?

In previous games, you went to a doctor to get cured.

I've also seen a chem called "Addictol" on some vendors, but I don't know if it cures addiction (which it says), or just treats withdraw.

In previous games you took Fixer, which would cure you, but itself had side effects for a few minutes (occasional blurred vision which eventually cleared).

Addictol seems to fully cure without consequences which actually kind of bugs me. I liked that they made dealing with the addiction without a doctor's help a little harder (and even then it's not like the effects of fixer lasted very long).

There's also an item called "Refreshing beverage" that you can brew that basically is a panacea that amongst other things cures addiction. I think there's a food item that does too but I don't remember what it is--it's one of the meat-based items you can prepare at a crafting station. Look at the food items you can craft because many of them do have special effects beyond removing rads from food and making them heal you more---some of them grant special benefits, e.g., IIRC off the top of my head, yao guai ribs gives you a 15 damage resistance (useful when I suddenly found myself rather close to several super mutants), roasted radscorpion gives you a small amount of energy resistance, and mirelurk cakes can let you breathe underwater.


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I find I can't play as casually as I did the previous games. I really have to keep my eyes open for junk as well as enemies, and even then something will surprise me - springing up from the ground, climbing in through a window - boy! This game really requires a lot of focus!


I feel really foolish. When I did a particular quest and got a special laser rifle from a distinguished gentleman, I tossed it into my storage because my laser pistol was better.

It only just occurred to me today that I could swap the ultra damage mods onto the reward laser and get both excellent damage and the crit recharge ability...

Silver Crusade

DeathQuaker wrote:
Scythia wrote:
Kevin Mack wrote:
So new at fallout games and may have given my character an addiction to jet how does one go about curing themself of it?

In previous games, you went to a doctor to get cured.

I've also seen a chem called "Addictol" on some vendors, but I don't know if it cures addiction (which it says), or just treats withdraw.

In previous games you took Fixer, which would cure you, but itself had side effects for a few minutes (occasional blurred vision which eventually cleared).

Addictol seems to fully cure without consequences which actually kind of bugs me. I liked that they made dealing with the addiction without a doctor's help a little harder (and even then it's not like the effects of fixer lasted very long).

There's also an item called "Refreshing beverage" that you can brew that basically is a panacea that amongst other things cures addiction. I think there's a food item that does too but I don't remember what it is--it's one of the meat-based items you can prepare at a crafting station. Look at the food items you can craft because many of them do have special effects beyond removing rads from food and making them heal you more---some of them grant special benefits, e.g., IIRC off the top of my head, yao guai ribs gives you a 15 damage resistance (useful when I suddenly found myself rather close to several super mutants), roasted radscorpion gives you a small amount of energy resistance, and mirelurk cakes can let you breathe underwater.

Radscorpion egg omelets is the food.

Silver Crusade

Speaking of eggs I got to be friends with a Mommy Deathclaw ^w^

Made me squee a little.

Silver Crusade

Scythia wrote:

I feel really foolish. When I did a particular quest and got a special laser rifle from a distinguished gentleman, I tossed it into my storage because my laser pistol was better.

It only just occurred to me today that I could swap the ultra damage mods onto the reward laser and get both excellent damage and the crit recharge ability...

Yeah this has so far been my favourite modding system I've ever played with. Got an absolute beast of a sniper rifle from breaking down a bunch for the top tier mods. And I didn't have to spend any ranks in Gun nut either!


Based on Bethesda's release schedule and alternating game pattern, they've probably already begun initial design work on ELDER SCROLLS VI. I also wouldn't be surprised if they've contracted Obsidian for a FALLOUT follow-up game.

Sharoth wrote:

BoS thoughts.

** spoiler omitted **

Yes, and this is the correct characterisation of the Brotherhood of Steel. FALLOUT 3 got them rather wrong.

Spoiler:
The BoS are techno-fascists who believe that all high technology in the Wasteland needs to be under their control. The DC chapter, and to a lesser extent the Chicago chapter in FALLOUT TACTICS, both combined this with altruistic motives, but FO3 went overboard in turning them into knights. FO1, 2, NV and now 4 depict the BoS's more standard and traditional attitude.

RPG Superstar 2015 Top 8

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Well, to be fair, I wouldn't say "got them wrong." They were well aware they were changing things and did so quite intentionally. Lyons' chapter was essentially a rogue chapter that caused a civil war, which was made clear in Fallout 3... at least if you paid attention. There's several places that note he is doing something different from what the Brotherhood usually did. There were also the "rebel" BoS in Fallout 3 who would shake you down for tech--they represented the faction as they traditionally were.

The problem was that since Fallout 3 was the introduction for many to the world of Fallout, the more "helpful" BoS was imprinted upon them as the way the BoS "should" be, even though, again, the narrative notes Lyons caused a civil war and was in fact doing things differently.


DeathQuaker wrote:

Well, to be fair, I wouldn't say "got them wrong." They were well aware they were changing things and did so quite intentionally. Lyons' chapter was essentially a rogue chapter that caused a civil war, which was made clear in Fallout 3... at least if you paid attention. There's several places that note he is doing something different from what the Brotherhood usually did. There were also the "rebel" BoS in Fallout 3 who would shake you down for tech--they represented the faction as they traditionally were.

The problem was that since Fallout 3 was the introduction for many to the world of Fallout, the more "helpful" BoS was imprinted upon them as the way the BoS "should" be, even though, again, the narrative notes Lyons caused a civil war and was in fact doing things differently.

Spoiler:
Yes, but the thing that bothers me here is that Arthur Maxon, the leader of the BOS in Fallout 4 was raised by Elder Lyons. He should have been exposed to the same thoughts that lead to a kinder BOS and I would have like to have seen that here in FO4. I'll admit FO3 was my initial exposure to the BOS, so I do tend to view them as kinder than they really are. I want them to not be a+~@*#$s. I played thorough 1 and 2 and was pretty bummed about there disposition. In FNV the BOS there is pretty neutral overall in disposition. They're jerks in the beginning, but once you work your way in get them to come out of lock down they're not too bad. They don't really bother any of the groups in the Mojave and will support you in pretty much whatever.

Interesting little tidbit about Greygarden. Your build are ALSO includes part of the two level highway right beside it. Interesting possiblities.


Werthead wrote:

Based on Bethesda's release schedule and alternating game pattern, they've probably already begun initial design work on ELDER SCROLLS VI. I also wouldn't be surprised if they've contracted Obsidian for a FALLOUT follow-up game.

Sharoth wrote:

BoS thoughts.

** spoiler omitted **

Yes, and this is the correct characterisation of the Brotherhood of Steel. FALLOUT 3 got them rather wrong.

** spoiler omitted **

Given how they shorted Obsidian on bonuses based on Metacritic ratings for FNV, I doubt that's a partnership that will be renewed.

Although I admit, I do wish they'd farm the dlc out to Obsidian. :P

Dark Archive

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Fast leveling Experience Point boosts, High Intelligence vs Idiot Savant. Spoiler free video.

Original post mentioned in the video, 5,000 actions performed.

RPG Superstar 2015 Top 8

Scythia wrote:
Werthead wrote:

Based on Bethesda's release schedule and alternating game pattern, they've probably already begun initial design work on ELDER SCROLLS VI. I also wouldn't be surprised if they've contracted Obsidian for a FALLOUT follow-up game.

Sharoth wrote:

BoS thoughts.

** spoiler omitted **

Yes, and this is the correct characterisation of the Brotherhood of Steel. FALLOUT 3 got them rather wrong.

** spoiler omitted **

Given how they shorted Obsidian on bonuses based on Metacritic ratings for FNV, I doubt that's a partnership that will be renewed.

Although I admit, I do wish they'd farm the dlc out to Obsidian. :P

According to this article, at least JE Sawyer says he'd be open to doing another Fallout game. Article was a year ago, but that still was well after the Metacritic debacle. Whether as a company they'd agree to it vs. Sawyer's willingness is questioned... though it would be awesome if, say, Bethesda hired some of the Obsidian folks as consultants. Bethesda does broad but shallow, Obsidian does narrower but deep, the two properly working together could produce some awesome things. They are physically on opposite coasts but in this day and age that's probably minimal issue.

RPG Superstar 2015 Top 8

Claxon wrote:
DeathQuaker wrote:

Well, to be fair, I wouldn't say "got them wrong." They were well aware they were changing things and did so quite intentionally. Lyons' chapter was essentially a rogue chapter that caused a civil war, which was made clear in Fallout 3... at least if you paid attention. There's several places that note he is doing something different from what the Brotherhood usually did. There were also the "rebel" BoS in Fallout 3 who would shake you down for tech--they represented the faction as they traditionally were.

The problem was that since Fallout 3 was the introduction for many to the world of Fallout, the more "helpful" BoS was imprinted upon them as the way the BoS "should" be, even though, again, the narrative notes Lyons caused a civil war and was in fact doing things differently.

** spoiler omitted **

Spoiler:
I haven't played through a lot of the BOS plot in Fallout 4 yet, but my sense is that Lyons and his daughter both died while Arthur was still relatively young, and those with other ideals got a hold of Maxson to mold him into the way he is now. Maybe the Circle of Steel even got involved (total guess on my part, though).

As for how they were in F:NV, it depends a LOT on how you work with them--the outcome you describe is ONLY if you side with NCR, convince them not to destroy the Brotherhood, get high reputation with the Brotherhood, and keep the current Elder in charge (rather than encourage that one Paladin to mutiny). Any choice variations outside that result in that chapter of the Brotherhood either being tyrannical... or utterly destroyed. Notably, if you fight for an independent New Vegas, even if you are in good with the Brotherhood and have good rep etc., they start bullying travelers because outside of the NCR's purview, they feel they can get away with it. In other words, beyond the Courier's minimal influence, the only reason the Brotherhood end up behaving is because they're afraid of the NCR and know they are only allowed to exist at the NCR's discretion.


I think the press is starting to get a bit carried away with coverage of the game.

Spoiler:
The Salem Witches museum has been described as "spooky" and "terrifying" with a horrifying atmosphere. Which is hard to reconcile when you go there and discover it's just a building with a deathclaw in it. When at Level 22 with a Fat Man and 4 Mini-Nukes loaded up, isn't really very scary. At lower level, yes, it'd be scary until you realise the deathclaw can't fit through 90% of the doors in the building, so you can just stand on one side and shoot the thing for a while, or leave to get power armour.

Also did the Vault 81 quest. I kept expecting it go full-on horror and have everyone die or be infected or something, but it actually ended up being an example of the vault functioning as Vault-Tec's propaganda suggested it should, more or less. I'm tempted to keep it as a main base of operations, as the bobble head stand is quite impressive.

Scythia wrote:

Given how they shorted Obsidian on bonuses based on Metacritic ratings for FNV, I doubt that's a partnership that will be renewed.

Although I admit, I do wish they'd farm the dlc out to Obsidian. :P

As mentioned above, Obsidian are open to working on FALLOUT again. They know they got shafted, but it also kept them working and in business. It's also, I believe, Obsidian's biggest-selling ever game, so it also helped their reputation. PILLARS OF ETERNITY has done very well for them, but it's success isn't going to keep them ticking over for more than another year or so, so they need to get some more big projects on the table (PoE 2 is almost certainly on the cards, but now they have the engine and assets that should be a more straightforward project).

It's also worth noting that Bethesda themselves (as opposed to the publishing side) were very happy with NV and are very keen on getting games out more frequently, which they can only do by working with outside companies like Obsidian.


Interesting. I'd certainly enjoy seeing Obsidian give it another go. As much as I didn't like the story, I can't deny that they polished the systems up wonderfully, and did great dlc.


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Pathfinder Adventure Path, Lost Omens Subscriber

While I wouldn't mind Obsidian doing more on Fallout, I'd prefer they not muck up the mythology being told on the East Coast by Bethesda. Having played all the Fallout games (and DLC's), I kind of like the degree of difference you see - it gives the feeling of a distinct world despite the common apocalypse and technology.

Obsidian has crafted the Fallout history of the western states; Bethesda has created it's own environment on the east coast. Each is distinct and I'm not sure Obsidian can play in that sandbox without making their adjustments to the game. I'd rather see something that explores something like The Pitt, than another ramble into the politics of the wasteland aka New Vegas of the East.


A couple things I've learned, that are useless but cute:

The dog can be equipped with a bandanna, and welding goggles.

A Mr. Handy style robot companion can be equipped with a bowler hat.


Level 27, have three different kinds of suits - Raider (upgraded to Raider II), T45 with some mods and an almost complete X-01. Actually I have around 7 suits in total. Even Dogmeat has different armors (no powered dog barding yet though). I do need to go around to all my power armor stations and remove the cores from the suits - my first suit was in the water by Sanctuary after Preston decided to use it to fend off raiders - for days I just though the suit was gone.

The game is a ton of fun but there are things I dislike intensely: the gui layout, nothing like being in a heated fight, switching to Aid to get some meds/food and then clicking on Maps. I dislike the "esc" to get out of lock-picking...I guess the problem for me is that I was still playing FO3 right up until release (and will still play it) so my Fallout Key memory is tied to the old game. I just wish I could re-key the whole damn thing.

Having some stutters - 98% the game runs great, when I go to certain areas - slows down and gets choppy.

Couple of bug fixes for PC: when you are tying to put the cheapest water pump in a community and you have the crafting materials and it still doesn't work (can only be placed on the dirt and the pump doesn't appear) - it's because it would use your last unit of Steel. Very bizarre bug, added some extra steel components when building and now it works.

The other one is at the Castle - if there's an attack which draws away the radio guy, there is a good chance that he will just stand around asking you for power to run the transmitter but the glitch is that he won't sit back down (after building 5 generators and then researching it and then reloading it to before I built the generators). Basically the Minuteman radio station goes off the air - no fix for it.


Decided to start a new character with better stat allotment since my first character was kind of pidgeonholed into Int/Str/End stuff only and I was getting bored of picking the same stuff around level 24. Sir Richard Helmsley IV is a much more well-rounded gentleman.

I'm going to try and keep him largely melee and unarmed only, and only using "fitting" armors. Power Armor/Combat Armor are fit for a knight, raider trash is not.

Although, on my level 24 guy I have yet to come across a single Unarmed weapon besides the Knuckles. Looking it up on the wiki, I was very disappointed to see there are only 4 unarmed weapons in the game (Boxing gloves, Knuckles, Power Fists, and Deathclaw Gauntlets). That's just sad.

Question, is the Vault Suit the ONLY piece of clothing that you can upgrade? I've found many, many different kinds of clothing that can be worn under armor, from Gunner gear to Raider leathers to Brotherhood of Steel shirts, but none can be upgraded at an armor bench like the Vault Suit can be.


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Alex Martin wrote:

While I wouldn't mind Obsidian doing more on Fallout, I'd prefer they not muck up the mythology being told on the East Coast by Bethesda. Having played all the Fallout games (and DLC's), I kind of like the degree of difference you see - it gives the feeling of a distinct world despite the common apocalypse and technology.

Obsidian has crafted the Fallout history of the western states; Bethesda has created it's own environment on the east coast. Each is distinct and I'm not sure Obsidian can play in that sandbox without making their adjustments to the game. I'd rather see something that explores something like The Pitt, than another ramble into the politics of the wasteland aka New Vegas of the East.

Obsidian pitched a new FALLOUT game to Bethesda a few years ago. Apparently it was going to be set in the ruins of Los Angeles and would expand on the little seen of the city in FALLOUT 1. The outcome of those discussions was never disclosed. But yes, Obsidian and Bethesda have marked out areas of territory they want to explore in future games and Bethesda have firmly said they want to stay on the east coast or nearby. That raises the possibility of FALLOUT 5 being set say in New York, Charleston or maybe Miami (although it'd be interesting if they used the abandoned FALLOUT TACTICS 2 plans for the city, which were pretty interesting).

RPG Superstar 2015 Top 8

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Alex Martin wrote:

While I wouldn't mind Obsidian doing more on Fallout, I'd prefer they not muck up the mythology being told on the East Coast by Bethesda. Having played all the Fallout games (and DLC's), I kind of like the degree of difference you see - it gives the feeling of a distinct world despite the common apocalypse and technology.

Obsidian has crafted the Fallout history of the western states; Bethesda has created it's own environment on the east coast. Each is distinct and I'm not sure Obsidian can play in that sandbox without making their adjustments to the game. I'd rather see something that explores something like The Pitt, than another ramble into the politics of the wasteland aka New Vegas of the East.

That's a rather fascinating opinion to read, given that usually Bethesda is accused of ruining the mythology established by Black Isle/Obsidian in Fallout, Fallout 2, and New Vegas, rather than the other way around. For example, a lot of people didn't like the BOS civil war, or the recreation of the super mutants (the super mutants were supposed to be relatively unique creations of the Master out in the West, and some don't like how the East Coast mutants were shoehorn-created by the Vault 87 FEV). (I don't care about either, personally, just noting that point of view is out there.) A lot of folks felt in Fallout 3 in particular Bethesda just raided the West Coast mythology and threw entities that largely "should" have had prominent West Coast presences only (the Enclave (which makes sense it has an East Coast faction, but they were introduced in Fallout 2), the Brotherhood, the Super mutants, even the ghouls in spite of those simply being common radiation mutants) rather than work harder on developing their own factions. And while I'm again, fine with the Capital Wasteland story, I AM glad Bethesda seemed to take that to heart and developed more prominent local factions in Fallout 4, e.g., the Minutemen, the Railroad, and the Institute.

I don't agree or disagree with you, that's just the first time I've seen someone frame that kind of thought in that way, and find it interesting enough to point out.

That said, yes, as Werthead said, I believe just as Obsidian is in California and Bethesda is in the DC metro area, they plan largely to develop areas on "their" respective coasts. I further don't see any reason WHY Obsidian would feel the need or desire to work with the local factions, etc. that Bethesda has developed.

Now, I don't know who gets dibs on, say, the midwest. :)

I still would like a real collaboration--but the point of collaboration of course is that since they'd be working TOGETHER, there would be no unintentional toe-stepping.

Silver Crusade

Rynjin wrote:

Decided to start a new character with better stat allotment since my first character was kind of pidgeonholed into Int/Str/End stuff only and I was getting bored of picking the same stuff around level 24. Sir Richard Helmsley IV is a much more well-rounded gentleman.

I'm going to try and keep him largely melee and unarmed only, and only using "fitting" armors. Power Armor/Combat Armor are fit for a knight, raider trash is not.

Although, on my level 24 guy I have yet to come across a single Unarmed weapon besides the Knuckles. Looking it up on the wiki, I was very disappointed to see there are only 4 unarmed weapons in the game (Boxing gloves, Knuckles, Power Fists, and Deathclaw Gauntlets). That's just sad.

Question, is the Vault Suit the ONLY piece of clothing that you can upgrade? I've found many, many different kinds of clothing that can be worn under armor, from Gunner gear to Raider leathers to Brotherhood of Steel shirts, but none can be upgraded at an armor bench like the Vault Suit can be.

I'm tempted to reroll my character too but then I look at what all I've done and nggghhhh (and all those legendaries 2xngggggggghhhhh... and my maxed out sniper rifle that ignores 30% DR 3xnggggghhhh)

Awww they didn't bring back the Ballistic Fist from NV? Or is that a mod for the Power Fist?

Hilariously once I found out where the Shishkebab was I made a beeline for the area but still got distracted and ended up finding two better melee weapons, Krimvh's Tooth (which is completely unnecessary in an awesome way) and a Deathclaw Gauntlet.

Silver Crusade

Hmmm, you can get an attribute up to 11 by making it 10 and then finding the associated Bobblehead but does anyone know if you can raise it to 12 by using some combination of this and the You're S.P.E.C.I.A.L. book?

Regardless I'm just glad they removed the cap cause now items and clothing that boosts stats are now actually useful :3


I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

Silver Crusade

Yeah I wish there was a way to rotate stuff, so far I've accomplished it by constantly picking it up and putting it back down while moving myself.


Rysky wrote:

Hmmm, you can get an attribute up to 11 by making it 10 and then finding the associated Bobblehead but does anyone know if you can raise it to 12 by using some combination of this and the You're S.P.E.C.I.A.L. book?

Regardless I'm just glad they removed the cap cause now items and clothing that boosts stats are now actually useful :3

So from what I understand, you can get stats to show above 11 on the Pip-boy, but it doesn't actually do anything mechanically. I think all calculations cap out at 11 in a stat, and anything over that doesn't matter.

Edit: Also, this may not be news and it may have already been mentioned but could bear mentioning again.

Your companions can wear power armor. You just need to order them to put it on. It requires a fusion core to use, but doesn't actually drain any charge from it. You can also do this with your settlers.

Silver Crusade

Claxon wrote:
Rysky wrote:

Hmmm, you can get an attribute up to 11 by making it 10 and then finding the associated Bobblehead but does anyone know if you can raise it to 12 by using some combination of this and the You're S.P.E.C.I.A.L. book?

Regardless I'm just glad they removed the cap cause now items and clothing that boosts stats are now actually useful :3

So from what I understand, you can get stats to show above 11 on the Pip-boy, but it doesn't actually do anything mechanically. I think all calculations cap out at 11 in a stat, and anything over that doesn't matter.

Aww, sad Succubus :(

Silver Crusade

Claxon wrote:

Edit: Also, this may not be news and it may have already been mentioned but could bear mentioning again.

Your companions can wear power armor. You just need to order them to put it on. It requires a fusion core to use, but doesn't actually drain any charge from it. You can also do this with your settlers.

Oooo happy Succubus!


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Pathfinder Adventure Path, Lost Omens Subscriber
DeathQuaker wrote:
That's a rather fascinating opinion to read, given that usually Bethesda is accused of ruining the mythology established by Black Isle/Obsidian in Fallout, Fallout 2, and New Vegas, rather than the other way around.

Well, I'll admit, at first I was highly skeptical of Bethesda's take. It did seem copied, but then again I was really excited at the time to see a Fallout game after the stagnation of the Interplay years. But while Fallout 3 messed around with the Obsidian/Black Isle mythology, I think it fleshed out the world of Fallout in new ways. Seeing details on things like the Alaska War; the Chinese infiltrators; Pittsburgh; and even Nuka-Cola made it distinct without taking away from the established mythology. Probably could have done without Mothership Zeta for the most part personally.

I agree that Bethesda's approach to making Fallout 4 more distinct has helped and they clearly took what they learned (and saw in New Vegas) to heart to craft a better game.

I didn't dislike New Vegas either - after Fallout 3, it seemed appropriate to revisit the western states and the NCR, BOS, and Caesar's Legions. Adding House and the backgrounds of Big MT and Sierra Madre was actually really good.

I think you appropriately stated: "Bethesda does broad but shallow, Obsidian does narrower but deep." I would add that from a story standpoint, Obsidian seems to focus on how the "new world" of Fallout will develop by those that live in the present wasteland. Whereas Bethesda's storylines seem to say that the "past is present" - people are still clinging to the old world and its ruins to make something.

I've seen that each studio has done some of the opposite in their previous DLC's especially, so I don't doubt collaboration is possible - but I think it would have to be in a new environment. As you mentioned, maybe the Midwest or someplace like Chicago as a setting.


Otherwhere wrote:

I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

In the PS4 version, you can use the triggers to rotate a selected item in build mode, I'd imagine The X one is the same.


Will followers use better weapons? I gave Preston

Spoiler:
the Righteous Authority laser rifle I got as a reward for helping Paladin Danse
and I Equipped it on him, yet he keeps using his laser musket.


Otherwhere wrote:
Will followers use better weapons? I gave Preston ** spoiler omitted ** and I Equipped it on him, yet he keeps using his laser musket.

You have to give them ammo. And yes, I know that for you as a player a laser musket and all energy weapons use the same ammo type. But for companions they don't.

If FO4 is programmed the same way FO3 & FNV were, companions' initially equipped weapons are actually special weapons that don't function exactly the same as the weapons players can get, and they also have their own specially programmed ammo type that is unlimited but only for their specific starting weapon.

Any other weapon requires that you give them ammunition.

Rysky wrote:
Claxon wrote:

Edit: Also, this may not be news and it may have already been mentioned but could bear mentioning again.

Your companions can wear power armor. You just need to order them to put it on. It requires a fusion core to use, but doesn't actually drain any charge from it. You can also do this with your settlers.

Oooo happy Succubus!

I think I should also mention because it just occurred to me, just as when you are wearing power armor and it takes damage and you occasionally need to repair it the same happens with companions. So while it doesn't use a fusion core, it will occasionally require you to repair the pieces to keep it in working order. If you look over and see parts of the power armor exoskeleton exposed check the companions inventory and you will probably see that the armor piece ran out of hp, broke, and was stored in their inventory.

RPG Superstar 2015 Top 8

Scythia wrote:
Otherwhere wrote:

I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

In the PS4 version, you can use the triggers to rotate a selected item in build mode, I'd imagine The X one is the same.

And on PC you use right and left mouse buttons to rotate items. You can only spin things around on a horizontal axis (you can't flip something upside down for example).

I really, really, really hope Bethesda patches the crafting UI so that it's more apparent what to do. And maybe adds in an optional, more robust crafting tutorial. I desperately need some guidance on setting up power -- I've gotten that I build a generator, attach a wire with the space bar, and click on what's white to attach it. But get more complex than that... I'm trying to light a house, for example. I know that if I build a generator outside, I can attach a wall connector to the wall of the house, and draw a line from the generator to the wall connector, it brings power into the house. If, say, I put a lightbulb in the interior near where the generator wire is coming in, the lightbulb should light up.

But beyond that, it is not clear about how the power travels through walls. For example, I did the above: put a lightbulb in a room, then went outside, set up a generator, and attached a wall connector to the house exterior near the room where I put the light bulb. And boom, draw wire from generator to connector--light bulb turns on. Yay! But I also built a terminal in that room, which needs to be powered. It needs a line directly attached to it. So I attach a wall connector ON THE SAME WALL (but interior rather than exterior) and attach a wire from it to the terminal. Terminal isn't receiving power. Why? My generator puts out 5 power, and all it's otherwise powering is a lightbulb. How does power flow through the house? Why does the ceiling fan in the kitchen work on the same power system but not the terminal or a lightbulb in the hallway? None of this is apparent.


why is the settlement item cap so low?


DeathQuaker wrote:
Scythia wrote:
Otherwhere wrote:

I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

In the PS4 version, you can use the triggers to rotate a selected item in build mode, I'd imagine The X one is the same.

And on PC you use right and left mouse buttons to rotate items. You can only spin things around on a horizontal axis (you can't flip something upside down for example).

I really, really, really hope Bethesda patches the crafting UI so that it's more apparent what to do. And maybe adds in an optional, more robust crafting tutorial. I desperately need some guidance on setting up power -- I've gotten that I build a generator, attach a wire with the space bar, and click on what's white to attach it. But get more complex than that... I'm trying to light a house, for example. I know that if I build a generator outside, I can attach a wall connector to the wall of the house, and draw a line from the generator to the wall connector, it brings power into the house. If, say, I put a lightbulb in the interior near where the generator wire is coming in, the lightbulb should light up.

But beyond that, it is not clear about how the power travels through walls. For example, I did the above: put a lightbulb in a room, then went outside, set up a generator, and attached a wall connector to the house exterior near the room where I put the light bulb. And boom, draw wire from generator to connector--light bulb turns on. Yay! But I also built a terminal in that room, which needs to be powered. It needs a line directly attached to it. So I attach a wall connector...

I think all wall connectors and the generator itself have a radius in which they automatically power individual devices, but they will not transfer power to another wall connector. You will need to physically wire the wall connector to the generator, and yes, that will likely involve trying to hang a wire out a window

Silver Crusade

Scythia wrote:
Otherwhere wrote:

I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

In the PS4 version, you can use the triggers to rotate a selected item in build mode, I'd imagine The X one is the same.

Okies, thanks!


Claxon wrote:
Otherwhere wrote:
Will followers use better weapons? I gave Preston ** spoiler omitted ** and I Equipped it on him, yet he keeps using his laser musket.

You have to give them ammo. And yes, I know that for you as a player a laser musket and all energy weapons use the same ammo type. But for companions they don't.

If FO4 is programmed the same way FO3 & FNV were, companions' initially equipped weapons are actually special weapons that don't function exactly the same as the weapons players can get, and they also have their own specially programmed ammo type that is unlimited but only for their specific starting weapon.

Any other weapon requires that you give them ammunition.

Ah - forgot to mention it in my post, but I did give him like 200 power cells for it.

Not that it makes a lot of difference. The companion AI is really stupid. They will block doorways; wait until they've been attacked once or twice (or more!) before fighting back; disappear when following - same s%~# that happens in the other Bethesda games, so no surprise there. But - come on! - they've had years to improve this!

Maybe it's easier to direct them on the PC? On the Xbox, it's too hard to locate them, try to interact with them, and be fighting/watching for enemies all at the same time.


Scythia wrote:

I feel really foolish. When I did a particular quest and got a special laser rifle from a distinguished gentleman, I tossed it into my storage because my laser pistol was better.

It only just occurred to me today that I could swap the ultra damage mods onto the reward laser and get both excellent damage and the crit recharge ability...

I keep forgetting this too.

Silver Crusade

@Otherwere: in the trading menu there's an option for you to specifically tell your companion to equip something.

RPG Superstar 2015 Top 8

Caineach wrote:
why is the settlement item cap so low?

If I am understanding you correctly, I believe it counts scrappable items against your limit, so if you don't have a lot of room to build stuff, make sure you've gone through an area and scrapped all the trees, barrels, broken fences, etc. That should free up some space (and give you lots of wood and steel to boot).

Thanks for the comment reply about power, too. I thought if you put a connector in the right "radius" it would extend the power radius more, but I guess I have to take a different approach. I might try some pylons, which I think have a wider radius than the connectors.


Otherwhere wrote:

I wish they had done the settlement building more like Skyrim, which was far easier to handle. Yes, I appreciate the customization this offers, but I hate micromanaging and would love to have a "steward" (robot, civil engineer) who could carry on with building while I am off adventuring!

I'm on the Xbox One and I don't see how to: rotate structures; lift of slide structures; etc. There's zero guidance and I have to keep going to the Internet to look thing up!

I am on my computer, but I use my old X-Box 360 wired controller to play most of my games. To rote something in base building, I build it, then select it. Once it is selected, I use the right or left "trigger" buttons. (the two long buttons at the bottom of the controller) to rotate left or right. it is still iffy, but better than it was before I learned that.


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How to "fix" the walls of The castle.

Dark Archive

https://www.youtube.com/watch?v=LElZoEVP4rE

This is the biggest settlement area I know of. It is called Spectacle Island, just a little off the way of the Castle. Another fight with a queen, and you get a big giant slate to work off of and a generator on the nearby hip with poles to run power already made.

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