Fallout 4


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Scythia wrote:

I so wanted to burn the Institute down. I had taken a fully custom gatling laser and stack of cores, expecting a fight.

I just couldn't justify my character doing it. Rage would certainly be among her emotions, but it would not prevail.

So I made a new character that definitely would. I'll raze that place back to the ground when she gets there. >:3

Kinda exactly how I felt


Danger has joined the Brotherhood because it was convenient, but already begins to chafe against their rules and regulations.

Is there a merc group you can join up with or something? Not much room for an antisocial sort in 4 it seems. New Vegas at least had the Independent option.

Dark Archive Bella Sara Charter Superscriber

Sharoth wrote:
I did not realize that the primary requirement for being in the Brotherhood of Steel was having a death wish. Thank you unknown BOS Knight for ANOTHER T-60 armor. Dumbass.

Also, how many Vertibirds do those fools have? Seems like every time I find a new area infested with hostiles, a Vertibird shows up, gets in a fire fight, and then crashes.

RPG Superstar 2015 Top 8

Caineach wrote:
He isn't essential. I did it for fun and got a quest "escape the Institute" (then reloaded), but that doesn't mean the rest of the game is actually scripted to handle it. Honestly, I just want to go do a rampage through the building, but since I know there are children in there and they are immortal, I have the feeling that they somehow didn't think that one through.

I am delighted to be wrong, then.

Sovereign Court

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Seriously are those vertibirds made out of tissue paper?


Rynjin wrote:

Danger has joined the Brotherhood because it was convenient, but already begins to chafe against their rules and regulations.

Is there a merc group you can join up with or something? Not much room for an antisocial sort in 4 it seems. New Vegas at least had the Independent option.

Not that I know of, which is annoying. There should be some not-good equivalent to the minute men so that you can kill all off them and still build a settlement of mercs.


Yessssss.

I want to merc up the Castle.

Too bad I can't. =(


I mean seriously, why can't I join the Gunners?


Well, f!#* the Gunners because I hate them, but yeah. Or the Triggermen for that matter. Or start up your own with McCready.


Rynjin wrote:
Well, f@$& the Gunners because I hate them, but yeah. Or the Triggermen for that matter. Or start up your own with McCready.

Cait. Put her in charge of testing the applicants, and you'll be sure to only get the best.


Scythia wrote:
Rynjin wrote:
Well, f@$& the Gunners because I hate them, but yeah. Or the Triggermen for that matter. Or start up your own with McCready.
Cait. Put her in charge of testing the applicants, and you'll be sure to only get the best.

How do you use recruits if they're dead?


Green Smashomancer wrote:
Scythia wrote:
Rynjin wrote:
Well, f@$& the Gunners because I hate them, but yeah. Or the Triggermen for that matter. Or start up your own with McCready.
Cait. Put her in charge of testing the applicants, and you'll be sure to only get the best.
How do you use recruits if they're dead?

~LAUGHTER~

Silver Crusade

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Ooo I found a Legendary Sniper Rifle with the Assassin's ability (50% more damage vs humans).

I tore down my other rifle to buff him up and rename him Misanthrope.

He is my buddy and I love him.

Silver Crusade

Oh! Speaking of what are some of the names you've given to your weapons?

For me there's Misanthrope,

Bee-Bee Gun (a pipe rifle that fire faster and does more damage),

Whisper (10mm that does 50% against insect and Mirelurks, which I put an armor piercing automatic receiver on for even faster shellfish death, also has a Silencer on it... tempted to rename Silent Cricket)

Kneecapper (a pipe rifle that has a 20% chance of crippling legs, feels like cheating though since the ability actually calls it Kneecapper's [weapon] and feels even more like cheating when I actually use it),

Haven't found a name for my double-barreled Cryo shotgun yet though.

Sovereign Court

I haven't.

Silver Crusade

-_-


I have an Irradiated rifle called Nuclear War


In Fallout 3, I named my rocket launcher (in my head) Angry Betty.


My first character had weapons named for either early America (Red Glare, Monroe Doctrine, Patriotic Musket, Midnight Ride) or fun names (Mercy, Boston Typewriter, Midori).

My newer character uses names from mythology.

Silver Crusade

Hehe, hope I can get a melee weapon with Troubleshooter (50% more damage vs robots and turrets) so that I can name it Percussive Maintenance ^w^

Hmm, speaking of Troubleshooter, does anyone know if applies against Synths as well? Or do they have their own antithesis?


I haven't seen anything special for Synths


God, I wish there was more guidance on how to build settlements! How far can wire stretch between a genny and the device? Can I set up a genny inside a building and plug it in to a wall connector (powering the building), and then use a connector on the outside to run power from that to, say, a turret?

Yeah, I can always experiment and try and figure it out, but - man!- I already have a day job! I don't want my fun time to be more work!

Silver Crusade

Caineach wrote:
I haven't seen anything special for Synths

Percussive Maintenance against The Institute it is!

RPG Superstar 2015 Top 8

I believe "robots" includes synths in the case of troubleshooter.

(Although it would be interesting to check the code to see if the "vs humans" or "vs robots" applies to 3rd gen synths. :) )


Otherwhere wrote:

God, I wish there was more guidance on how to build settlements! How far can wire stretch between a genny and the device? Can I set up a genny inside a building and plug it in to a wall connector (powering the building), and then use a connector on the outside to run power from that to, say, a turret?

Yeah, I can always experiment and try and figure it out, but - man!- I already have a day job! I don't want my fun time to be more work!

things need to be connected. The only way of getting power through a wall is to put a wire out the window. Connectors will only power minor things that don't need to specifically be wired, like lights and TVs

RPG Superstar 2015 Top 8

Otherwhere wrote:

God, I wish there was more guidance on how to build settlements! How far can wire stretch between a genny and the device? Can I set up a genny inside a building and plug it in to a wall connector (powering the building), and then use a connector on the outside to run power from that to, say, a turret?

Yeah, I can always experiment and try and figure it out, but - man!- I already have a day job! I don't want my fun time to be more work!

I hear you, man. There are some good video guides, but the vagaries of how power works STILL gets me baffled. The only thing I've figured out so far is that connectors and pylons issue a "radius" that is actually how far the power extends, but it's still not clear to me how to make them connect/extend. I have some power lines where the power field stretches all the away across a settlement via careful placement of connectors and pylons, and some places where no matter what I do, I can only get power to one side of a room.


From what I can tell, each connector's radius is about as far as 2 wall segments.


Thanks, guys. Spending 2 hours trying to fiddle with things is just getting to be too much, and then I wind up going off and blowing s~#* up because I'm so frustrated. LOL

And how do you know who has been Assigned to what?

Silver Crusade

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Rysky wrote:

Ooo I found a Legendary Sniper Rifle with the Assassin's ability (50% more damage vs humans).

I tore down my other rifle to buff him up and rename him Misanthrope.

He is my buddy and I love him.

Aaaaaaaaaand just found a .50 cal reciever.

Misanthrope just got upgraded to Nietzsche.

Cause that's N-I-E-T-Z-S-C-H-E

AND HE'LL END ANY M!&~#~+##!$$ LIKE HIS NAME IN A SPELLING-BEE!


Rysky wrote:

Hehe, hope I can get a melee weapon with Troubleshooter (50% more damage vs robots and turrets) so that I can name it Percussive Maintenance ^w^

Hmm, speaking of Troubleshooter, does anyone know if applies against Synths as well? Or do they have their own antithesis?

Southeast of Sanctuary is a place called Drumlin Diner, the trader there sells "General Chao's Revenge" a Chinese sword with Troubleshooter. I don't think it has other effects though. My weapon names are a bit all over the place. I have at the moment:

  • Maiden Philly. The Irradiated Combat Rifle.

  • Bangladesh. Otherwise unremarkable Missle launcher.

  • Church Seat. The Laser Musket that does double damage if the target has full HP. It's named that because it only has to go "pew" once.

  • Burny Shooty. A fire damage Auto Pipe Pistol. The Pipe guns remind me too much of the Bandit guns from Borderlands, I couldn't help it.

  • Dark Archive

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    Advanced Player survival.

    Silver Crusade

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    Yeah, thanks but I already knew about Revenge, unfortunately I don't rename already named weapons.

    @Church Seat: *groan* ... I'm going to have to name a musket that now too...

    @Burny Shooty: Having played 1 & 2 I knew what that was going to be before even reading the description :3

    RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

    So I got my new computer, capable of running Fallout 4, in the mail on Monday. Unfortunately, I got slammed with work (16 hours Monday, 13 hours Tuesday, and not looking better the rest of the week), so it's just sitting in the box for now. I won't even get to start playing until at least Friday.

    It's torture, I tell you!


    Otherwhere wrote:

    Thanks, guys. Spending 2 hours trying to fiddle with things is just getting to be too much, and then I wind up going off and blowing s!#% up because I'm so frustrated. LOL

    And how do you know who has been Assigned to what?

    Who has been assigned to what is hard to determine. If you point at someone, what they are assigned to will highlight. This means that both them and what they are assigned to must be on screen at the same time. Only really good way I have found of doing this is pointing at them in the middle of the work day.

    RPG Superstar 2015 Top 8

    I REALLY REALLY hope a patch will let us rename settlers. Or even just an auto-rename system would be fine. If our provisioners can be renamed "provisioner," then our other settlers' names should change to their assignments as well (farmer, trader, medic, etc.).

    Related to settler assignments, I just hit a REALLY annoying bug:

    At the Castle, you have the radio tower with the comms officer, right? He's the guy who runs Radio Freedom.

    So he's a "special" guy (although he is unhelpfully named "minuteman" just like the other folks who are there), and you can't manually assign him to anything--he is supposed to auto-assign to the radio as soon as you get it up and running.

    There's a problem though: he is also programmed like any other settler or minuteman to react to a nearby threat. When he gets up from his seat to go fight---he somehow gets "unassigned" to the radio tower.

    Sometimes settler work assignments also just reset for some reason, and that also causes him to get "unstuck" to the tower.

    When this happens, he stands by the radio and b$#%@es to you that "he can't broadcast until the power gets up and running again." But the problem isn't the power -- it's that somehow he has been, code-wise, unassigned to the transmitter. When you look at the transmitter in workshop mode, you can see that adequate power is going to the device, but the "person" icon is red, indicating no one is (according to the internal settlement mechanics) assigned to the job.

    But because he can't be manually reassigned to ANYTHING (because he is SUPPOSED to auto-connect to the transmitter), you can't actually click on him and reassign him to the transmitter. You have no option to do so.

    Apparently the only fix is some rather complex console commands which I haven't gotten around to trying yet (I'm afraid I'll do it wrong and make it worse).


    Save before attempting. Console commands don't affect anything if you reload.


    Have you tried removing power and then powering it back up?

    RPG Superstar 2015 Top 8

    Caineach wrote:
    Have you tried removing power and then powering it back up?

    I have not only done that several times, but also entirely rebuilt my power grid to be sure.

    I've looked up the issue online to see who else had the same problem, and the issue is definitely not the power, it's the NPC bugging out. The reason he complains about the "power not being on" is it's the only barkstring he was programmed to have when he's not (yet) assigned to the radio.

    The console solution is indeed to tweak the assignment code, not do anything with the power. And yes, Rynjin, I will save beforehand of course. I just don't want to have to deal with it, really. But I'll have to, because without the radio functioning, I can't do artillery strikes.


    Is it just me, or is the "two-shot" ability just flat out better than the "double damage at full HP" upgrade? I don't see any other difference.

    Rysky wrote:
    *groan* ... I'm going to have to name a musket that now too...

    You're welcome, lemme know if you need any more of my rapier wit.


    I'm getting very tired of the USS Constitution quest.

    Spoiler:
    The Lookout keeps crossing into my line of fire during the final battle, turning all robots hostile.

    Seriously, this is my sixth time redoing the battle. I've tried from the deck and from the ground both.

    Silver Crusade

    Green Smashomancer wrote:
    Rysky wrote:
    *groan* ... I'm going to have to name a musket that now too...
    You're welcome, lemme know if you need any more of my rapier wit.

    lol sure!


    Only thing I've seen the double damage at full HP on is a melee weapon, so I can't really comment. The 2 shot ability is probably better based off of the descriptions I have heard of the armor system. I've got it on my sniper rifle now and it brought me back to killing things in 1 shot, so I'm happy.

    Silver Crusade

    Caineach wrote:
    Only thing I've seen the double damage at full HP on is a melee weapon, so I can't really comment. The 2 shot ability is probably better based off of the descriptions I have heard of the armor system. I've got it on my sniper rifle now and it brought me back to killing things in 1 shot, so I'm happy.

    It's also fun on heavy guns. Like a Fat Man. With the MIRV mod :3


    I have Old Faithful, a Laser Rifle with the 2x damage on full HP think. Gave it a Sniper Barrel and turned it into a Pistol and now it's my Laser Magnum I use to open combats.


    Scythia wrote:

    I'm getting very tired of the USS Constitution quest.

    ** spoiler omitted **

    Spoiler:
    Friendly fire is an issue with all of Bethesda's games. Companions are always getting in my line of fire, and it bugs the hell out of me! Not surprised that this NPC is doing the same thing.

    One of the loading screens has a male Sole Survivor wearing a vault suit and welding goggles, and he looks a LOT like Lance Henrikson, so I made a new character and named him "Bishop".

    Sadly, that is one of the (many) names Codsworth won't say. ("Jayne" was another one I was hoping for!)

    I'm playing him with high END and high INT, and he's probably going to side with the Institute!

    Sovereign Court

    Codsworth would probably say Jane though.


    Hama wrote:
    Codsworth would probably say Jane though.

    "Jane" isn't on his list. "Jangjoon"(???) is, however. And "Jay". Plus all the other crass ones they felt compelled to include. I know they can't do EVERY name, but some are certainly in the top 1,000 that would likely come up.

    (shrugs)

    RPG Superstar 2015 Top 8

    I wonder if your name was actually "Blue" if Piper would call you something else. ;)


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    Bethesda open a second studio for purposes so far unknown.

    Apparently this is going to be a support studio for Bethesda Game Studios themselves (i.e. it's not another dev team like id and Arkane). Current fan theories are raging from a dedicated tech team who will be building a whole new engine for their games going forwards to a team who will be simultaneously working on the next big open-world game while the core team are doing their stuff, and sharing things like writers and directors between them. That would allow them to get new ES and FALLOUT games more quickly (say every 2 years rather than every 3-4 as now).

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