Fallout 4


Video Games

1,451 to 1,500 of 3,401 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
RPG Superstar 2015 Top 8

GM Niles wrote:
RE:Scythia's Problem Can you do the Railroad Quests before getting to the Institute?

While there are some Railroad Quests you can do before the Institute, if you "side" with the Railroad as your primary allies against the Institute, the Railroad quests tied into the Main Quest require you to act as a double agent. Meaning you will be both "friendly" with the Institute AND the Railroad, and synths will not attack you unless provoked. I believe, however, most "kill the synths" quests the Railroad gives you are sidequests and you don't actually have to complete them to progress.

I'll also note it is possible depending on how you do your playthrough, there can be a point in the game where you will be friendly with all four major factions, even if one group sends you against the other, and in all those cases your targets may be "friendly." You have to decide what you're going to do in those circumstances carefully.

Battle for Bunker Hill Spoilers:
There is a quest where the Institute sends you to Bunker Hill to capture some escaped synths. If you work for the Brotherhood and/or the Railroad, you can warn them to get alternate options to kill the escaped synths or kill the Courser you're working with and free the escaped synths. You can still also of course do these things even if you don't get the optional quest markers to do so. If you're friendly with the Institute, Brotherhood, and Railroad, you can walk through the whole battlezone unscathed which is kind of fascinating (although you can be accidentally hit by friendly fire with AOE effects). You at this point may have to effectively betray one of the groups you are friendly with, depending on the choice you make. The Institute, of all places, will actually give you a second chance if you betray them here--although if you don't want to work with the Institute anymore and you're NOT doing the Railroad questline (which requires you to remain a double agent) this is a good place to tell them to f@!# off. I am not sure if the others will also give you a second chance, but I assume so.

I was given a "kill the Courser" quest, but I ignored it until I chose to betray the Institute. My character chose not to antagonize the Institute until she felt forced to. She did kill some friendly first gen synths in another quest, which she did with mines. It was in an area where said synths were responsible for slaughtering a bunch of innocent people so she didn't feel too bad, and 1st gens weren't sophisticated enough to report her.

The raider being friendly is bizarre, though. Wonder what that was about.


Hama wrote:
To me, not really. I can't get into a bethesda game this much. I don't know why. I usually find the story boring after a while.

Hard when you're trying to be known for creating a sandbox game-style video game. There are just too many options, and so you have to balance some railroading in order to have a story progress vs allowing players to do whatever they want. Since you're not there to write in and adapt to what the player is choosing, you have to do broad strokes, which tends to be less engaging.

I'm a bit disappointed in the diminished role-play aspect of this one. Since so much of it relies now - combat wise at least - on actual player skill with the controls, there's less interesting trait and perk options.

Has anyone run into encounters - more social encounters, really - where you only can have a certain option come up if you've chosen a particular Perk? Are there any where you need a PER of 6+ or CHA of 7+, etc., in order to have a conversation tree open up? I guess there are the settlement shop options that have reqs, but beyond that I've seen nothing that really makes me say: "Oh! I want that Perk in order to get that (encounter/item/conversation), so I'll invest in that!"


DeathQuaker wrote:
The raider being friendly is bizarre, though. Wonder what that was about.

I've run into friendly Gunners before. Because they were with a named NPC who is a dealer of some sort, which I didn't know going in. So I hit VATS, see "Gunner", and opened fire. I reloaded once I discovered they were simply there as caravan guards so I could interact with the dealer NPC. Maybe there are some Raiders who are the same way?


As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.


Caineach wrote:
As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.

Yes - this I know. I always thought they should use that random chance rather than the threshold as in FO3 and FO:NV.

But in older FO games, there would occasionally be a specific interaction or set of interactions that only were possible if you had chosen a particular Perk. I haven't run into that in FO4 yet, if there are any.

I guess I want to feel that my character choices matter more than my (the player's) skill with the controller.

Sovereign Court

Otherwhere wrote:
Caineach wrote:
As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.

Yes - this I know. I always thought they should use that random chance rather than the threshold as in FO3 and FO:NV.

But in older FO games, there would occasionally be a specific interaction or set of interactions that only were possible if you had chosen a particular Perk. I haven't run into that in FO4 yet, if there are any.

I guess I want to feel that my character choices matter more than my (the player's) skill with the controller.

Unfortunately most people would whine that it is unfair, and so skill matters more than character choices.


^I don't see how that would be unfair. ??

It's the difference between a RPG and a Shooter. FO is supposed to be a RPG, which is why I'm feeling disappointed.

NOT that I'm not enjoying the game! I spent several 10-12 hr days adventuring over the holiday hiatus!

But I'd like more rp in my RPG than the button-mashing of a Shooter.

Sovereign Court

Because most people playing now like their games to be stupid easy and to rely on a few buttons.

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

Caineach wrote:
As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.

Yeah, I much preferred the threshold method of FNV. I hated that in FO3, I could have my Speech maxed out and still not be guaranteed to succeed at some checks. At least FO4 is a bit better, because with 10 Charisma and one rank in the Lady Killer perk, I haven't failed any red persuasion attempts against women, and only 2 against men by level 45 or so (and yeah, I save scummed those 2).

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

I've abandoned the Brotherhood in favor of the Railroad, partly because of how they treated Danse, but mostly because I spent a few hours trying to figure out how to build the Signal Interceptor in their back yard, and Proctor Ingram kept wandering over to do unnecessary welding on the dish, which kept me from moving it or attaching wires as I was troubleshooting. Meanwhile Elder Maxson is just wandering around, and claimed to be too busy to help, or even to order Ingram to get out of my workspace. THE INSTITUTE HAS MY SON AND YOU A@#$%&! ARE JUST GETTING IN MY WAY!!!

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
RainyDayNinja wrote:
Caineach wrote:
As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.
Yeah, I much preferred the threshold method of FNV. I hated that in FO3, I could have my Speech maxed out and still not be guaranteed to succeed at some checks. At least FO4 is a bit better, because with 10 Charisma and one rank in the Lady Killer perk, I haven't failed any red persuasion attempts against women, and only 2 against men by level 45 or so (and yeah, I save scummed those 2).

That's probably the only thing I didn't like about NV, in 3 and 4 you always had a chance to fail true, but you always had a chance to succeed as well.

Going through a conversation when you have a Speech of 84 and you still 100% automatically fail since its not the 85 the skill check requires was frustrating to no end.


Hama wrote:
Scythia wrote:

Even though they are definitely villains, I still felt bad when PAM sent me to eliminate a courser, and I thought "finally, maybe this one will be a challenge". I get there, kill and raiders, and locate the courser only to realise there's a problem: "hello madam" he's friendly because I'm still on good terms with the Institute. That character is no murderer. Maybe the raiders (or surely the boss) will finish him, or at least weaken him enough that I can accidentally catch him in the blast radius of a grenade.

No dice, the raiders don't have the firepower, and of all times to get a glitch, the boss -in full raider power armour no less-is somehow friendly. So I decided to bend character slightly, maybe the raider boss is only feigning friendliness until I drop my guard? I setup multiple plasma mines in the room and threw a grenade. Courser went down, raider boss unscathed, still friendly. Haven't played the character since.

You're way into actually roleplaying your character

Thanks.

Personally, I'm impressed with how DeathQuaker does hers. She considers things I hadn't even, like holidays.

RPG Superstar 2015 Top 8

Otherwhere wrote:
Caineach wrote:
As far as I know the stats affect the probability of persuasion attempts working, but don't require set levels. Because they switched it from fixed values to random chance, you can now save scum it.

Yes - this I know. I always thought they should use that random chance rather than the threshold as in FO3 and FO:NV.

But in older FO games, there would occasionally be a specific interaction or set of interactions that only were possible if you had chosen a particular Perk. I haven't run into that in FO4 yet, if there are any.

I guess I want to feel that my character choices matter more than my (the player's) skill with the controller.

Unfortunately, this seems to have disappeared with the hard-set "four choices" method of dialogue they've used (yes, no, question, HATE NEWSPAPERS). Checking for a certain perk or whatnot would usually require a "fifth option" as it were. That's the downside of having the main character voice-acted--they couldn't have bunches of dialogue options. (As it was, apparently the VOs for the Sole Survivor spent two years recording stuff for the game.)

Scythia wrote:
Hama wrote:
Scythia wrote:

Even though they are definitely villains, I still felt bad when PAM sent me to eliminate a courser, and I thought "finally, maybe this one will be a challenge". I get there, kill and raiders, and locate the courser only to realise there's a problem: "hello madam" he's friendly because I'm still on good terms with the Institute. That character is no murderer. Maybe the raiders (or surely the boss) will finish him, or at least weaken him enough that I can accidentally catch him in the blast radius of a grenade.

No dice, the raiders don't have the firepower, and of all times to get a glitch, the boss -in full raider power armour no less-is somehow friendly. So I decided to bend character slightly, maybe the raider boss is only feigning friendliness until I drop my guard? I setup multiple plasma mines in the room and threw a grenade. Courser went down, raider boss unscathed, still friendly. Haven't played the character since.

You're way into actually roleplaying your character

Thanks.

Personally, I'm impressed with how DeathQuaker does hers. She considers things I hadn't even, like holidays.

Thanks. :) Although it was just Christmas, and the way Diamond City was all lit up got me in the spirit. ;) Although I've been curious if they do anything for St. Patrick's day, what with it being Boston and all...


DeathQuaker wrote:
Thanks. :) Although it was just Christmas, and the way Diamond City was all lit up got me in the spirit. ;) Although I've been curious if they do anything for St. Patrick's day, what with it being Boston and all...

Gwinnett Stout? Maybe Green Gwinnett?

You inspired me to gift Piper with a Carlisle Typewriter and a ProSnap Camera for Christmas! :)

The Exchange

Is it true that you can pickpocket a fusion core out of a baddie's battle suit? I heard you can but i never get close enough to try before they notice me....


Fake Healer wrote:
Is it true that you can pickpocket a fusion core out of a baddie's battle suit? I heard you can but i never get close enough to try before they notice me....

I've heard that as well, but haven't made a stealth focused character yet. My housemate has fun shooting the power core, that's fun to see.

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Scythia wrote:
Fake Healer wrote:
Is it true that you can pickpocket a fusion core out of a baddie's battle suit? I heard you can but i never get close enough to try before they notice me....
I've heard that as well, but haven't made a stealth focused character yet. My housemate has fun shooting the power core, that's fun to see.

I believe you can but I haven't had a chance yo try it myself.

I DO know that you can pickpocket legendary items off of legendary enemies, for those rare moments when you find a non-hostile protectron and would feel bad killing them just for the item they have.

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

Rysky wrote:
Scythia wrote:
Fake Healer wrote:
Is it true that you can pickpocket a fusion core out of a baddie's battle suit? I heard you can but i never get close enough to try before they notice me....
I've heard that as well, but haven't made a stealth focused character yet. My housemate has fun shooting the power core, that's fun to see.

I believe you can but I haven't had a chance yo try it myself.

I DO know that you can pickpocket legendary items off of legendary enemies, for those rare moments when you find a non-hostile protectron and would feel bad killing them just for the item they have.

Boy, that would have saved me a couple of quickloads if I'd known that earlier...

Although even on the stealthy character I'm playing, I haven't had any other reason to pickpocket, and haven't invested in any of the perks. I literally don't think I've had a single mission where I needed to get a MacGuffin off of someone who wasn't trying to kill me.

The Exchange

I really want to know because if you can pick the core out and they are ejected from the suit then you get a whole suit instead of just pieces to add to your own ones. I am trying to boost stealth and stuff but haven't gotten close enough yet...I may need to try it will sneaking with a stealth-boy on....


Yes you can. Sometimes you have to do it if you leave a fusion core in your power armor and a settler jumps in it. You need the pickpocketting perk for it to be even remotely successful, and it is the only reason I have found for the perk.


Caineach wrote:
Yes you can. Sometimes you have to do it if you leave a fusion core in your power armor and a settler jumps in it. You need the pickpocketting perk for it to be even remotely successful, and it is the only reason I have found for the perk.

I had a settler get into an unattended suit during an attack, but she got out on her own after the threats were dealt with.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Don't leave the keys in the sports car people.


Rysky wrote:
Don't leave the keys in the sports car people.

I generally leave all but one as empty frames parked around, and wouldn't care even a little if the empties vanished. :P

RPG Superstar 2015 Top 8

I've actually intentionally left spare suits around the Castle with fusion cores in them precisely for the minutemen/settlers to use, but to my disappointment, they've never used them. Can you assign settlers to power armor intentionally, I wonder?

The Exchange

I just want more frames so I can decorate my shop/warehouse with a bunch of differently painted and configured suits but I only currently have 2 frames after finding 2 and smoking 3 guys that were in suits....I would love to have been able to grab another frame or 2 off of the guys instead of just the pieces.


Fake Healer wrote:
I just want more frames so I can decorate my shop/warehouse with a bunch of differently painted and configured suits but I only currently have 2 frames after finding 2 and smoking 3 guys that were in suits....I would love to have been able to grab another frame or 2 off of the guys instead of just the pieces.

There are frames, with partial or complete suits, all over the commonwealth. In fields, on overpasses, in ponds, in caves, in secured closets, in trucks, in satellite dishes, in ruined buildings, and so on. A shocking number of which have power cores in them.

Keep your eyes open for crashed vertibirds, as there is usually a frame nearby, likewise the government apc convoys.

RPG Superstar 2015 Top 8

You can buy power armor frames from the traveling armor merchant if you run into him.

==

Another odd "friendly/not friendly" situation. I was in Mass Fusion building looking for a specific item (but not for the quests related to that place). The place was occupied by Gunners (pretty tough ones too, for my level anyway).

First, I activated the turrets and protectrons. They handily went about slaughtering a number of Gunners for me. Then I noticed a pressure plate trap and decided to disarm it--without thinking about the fact that it showed up in red, not default-UI color. Suddenly the protectrons turned on me and I realized they'd caught me disarming a "friendly" trap -- although I'm certain it was a trap left by the gunners, not original to the building. I had to kill the Protectrons (who were an upgraded model and tough) as I didn't feel like reloading, which was unfortunate.

THEN, I get to a level where I see a Gunner Commander in a full suit of T-45 power armor. I decide if that person gets close to me I am probably screwed. The Gunner does see me and attacks so: definitely hostile. I shoot the fusion core. It blows and ejects the Commander (who, impressively, wasn't killed by that, but was very injured), but I kill her. I don't get any indication I've killed a friendly (I think Curie who was with me would have disliked it if I did).

BUT.... I go to LOOT both the Gunner Commander and the Power Armor, and both's gear is in red text--i.e., if I take anything, I am being caught stealing. Odd. Anyone know why that is?

Most frustrating is the frame is indeed intact which would be useful but I don't want to piss off my companion for getting it.

I know there are quests connected to the location and part of that might be why, but I am not sure in any case why a Gunner would be marked as friendly. Especially when she tried to kill me!

==

In entirely different news, I have an exploding shotgun and it is beautiful (if dangerous to use in cramped quarters).

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
DeathQuaker wrote:
I've actually intentionally left spare suits around the Castle with fusion cores in them precisely for the minutemen/settlers to use, but to my disappointment, they've never used them. Can you assign settlers to power armor intentionally, I wonder?

I don't know about settlers but can make companions get into them so maybe?


I've had the "marked in red" glitch happen a few times as well. Most notably, at the Bates Hotel near Natick. (Don't go into Natick proper until you're sure you're ready for some big game)

There's a complete suit of raider armor parked at the hotel, and a raider will hop in if alerted. I took them by surprise, but when I'd cleared them all I checked the suit... it's marked as stealing. I took it anyway and parked it at my base, with power core. None of the residents ever takes it.


So, how's the scenery, is it pretty sweet?

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yus!

DAT RADIATION STORMS...

The Exchange

Damn....gonna restart again....The longer I play, the more I get to understand what perks I want and how to use things, like tagging certain materials that are more important to me, and how to just do things better overall. I did the same thing with Skyrim, so much I wanted to try until I figured out what I really wanted to "be" in the game so I kept restarting. I love a game that you almost HAVE to replay a bunch of times to really enjoy it all.
I do feel slightly guilty for abandoning my poor slightly psychotic survivalist though.

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

1 person marked this as a favorite.

Fight my way through hordes of super mutants, pick high-level locks, and weather booby traps, and finally arrive at the main office where the loot is. A magazine on the table! What could it be? Guns and Bullets for bonus critical damage? Unstoppables to block damage? Live and Love to-

"You've unlocked a new hairstyle!"

MY HAIR IS ON FLEEK AND NEVER GOES OUT OF STYLE! HOW DARE YOU SUGGEST OTHERWISE! NOW GIVE ME EXPLODING FISTS OR SOMETHING!


You can unlock new hairstyles? Cool, time to look online and see if any of them are good.

Dark Archive Bella Sara Charter Superscriber

Fake Healer wrote:

Damn....gonna restart again....The longer I play, the more I get to understand what perks I want and how to use things, like tagging certain materials that are more important to me, and how to just do things better overall. I did the same thing with Skyrim, so much I wanted to try until I figured out what I really wanted to "be" in the game so I kept restarting. I love a game that you almost HAVE to replay a bunch of times to really enjoy it all.

I do feel slightly guilty for abandoning my poor slightly psychotic survivalist though.

I often do that, but haven't in this game due to the lack of a level cap. I figure I'll end up with all of the perks eventually...

RPG Superstar 2015 Top 8

It's almost upsetting how addictive this game is. Two months later , I still find it hard to devote free time to other things--I do. I agree on the replay value. My first playthrough alone was something ridiculous (for me personally, I realize there are people who do way more) like 175 hours; on new playthrough only 20 hours in I'm still finding bunches of stuff haven't found yet. Did Vault 81 which I totally skipped in the first game. Awesome story. Thank god was playing my stealth build, I managed not to get bit... my merc's hardened heart MIGHT have melted enough to save the kid, but I was glad to not have to make the choice.

Just found a whole town/neighborhood similar to Sanctuary Hills, in that there are old "house of tomorrow" style houses and the like. After clearing out the super mutants, it's got a lot of nice stuff, including some workbenches and a well equipped personal shelter, and even has a makeshift wall of tires and trucks all around it. While I'm glad to not be tempted to build more, it's a total bummer the place can't be turned into a settlement--it's a perfect spot for it. I wonder how the devs decided what to make a settlement and what not.


DeathQuaker wrote:

It's almost upsetting how addictive this game is. Two months later , I still find it hard to devote free time to other things--I do. I agree on the replay value. My first playthrough alone was something ridiculous (for me personally, I realize there are people who do way more) like 175 hours; on new playthrough only 20 hours in I'm still finding bunches of stuff haven't found yet. Did Vault 81 which I totally skipped in the first game. Awesome story. Thank god was playing my stealth build, I managed not to get bit... my merc's hardened heart MIGHT have melted enough to save the kid, but I was glad to not have to make the choice.

Just found a whole town/neighborhood similar to Sanctuary Hills, in that there are old "house of tomorrow" style houses and the like. After clearing out the super mutants, it's got a lot of nice stuff, including some workbenches and a well equipped personal shelter, and even has a makeshift wall of tires and trucks all around it. While I'm glad to not be tempted to build more, it's a total bummer the place can't be turned into a settlement--it's a perfect spot for it. I wonder how the devs decided what to make a settlement and what not.

Yeah, I know where you're talking about. I will not be surprised when modding really picks up and transforms like a dozen new locations into settlements.

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

Caineach wrote:
DeathQuaker wrote:


Just found a whole town/neighborhood similar to Sanctuary Hills, in that there are old "house of tomorrow" style houses and the like. After clearing out the super mutants, it's got a lot of nice stuff, including some workbenches and a well equipped personal shelter, and even has a makeshift wall of tires and trucks all around it. While I'm glad to not be tempted to build more, it's a total bummer the place can't be turned into a settlement--it's a perfect spot for it. I wonder how the devs decided what to make a settlement and what not.
Yeah, I know where you're talking about. I will not be surprised when modding really picks up and transforms like a dozen new locations into settlements.

I understand there's already a mod that will let you put a crafting bench anywhere. I kind of want to use it to settle the wreckage of the airplane to the east of Sanctuary.


RainyDayNinja wrote:
Caineach wrote:
DeathQuaker wrote:


Just found a whole town/neighborhood similar to Sanctuary Hills, in that there are old "house of tomorrow" style houses and the like. After clearing out the super mutants, it's got a lot of nice stuff, including some workbenches and a well equipped personal shelter, and even has a makeshift wall of tires and trucks all around it. While I'm glad to not be tempted to build more, it's a total bummer the place can't be turned into a settlement--it's a perfect spot for it. I wonder how the devs decided what to make a settlement and what not.
Yeah, I know where you're talking about. I will not be surprised when modding really picks up and transforms like a dozen new locations into settlements.
I understand there's already a mod that will let you put a crafting bench anywhere. I kind of want to use it to settle the wreckage of the airplane to the east of Sanctuary.

I saw that one, but for some reason think it will break parts of the game.


RainyDayNinja wrote:
I've abandoned the Brotherhood in favor of the Railroad, partly because of how they treated Danse, but mostly because I spent a few hours trying to figure out how to build the Signal Interceptor in their back yard, and Proctor Ingram kept wandering over to do unnecessary welding on the dish, which kept me from moving it or attaching wires as I was troubleshooting. Meanwhile Elder Maxson is just wandering around, and claimed to be too busy to help, or even to order Ingram to get out of my workspace. THE INSTITUTE HAS MY SON AND YOU A@#$%&! ARE JUST GETTING IN MY WAY!!!

Let me help you out here, because the game is annoying about this especially since theres a minor bug.

The big arched part has to go over the part with the two poles, like it looks like they should. However, they dont really fit correctly, because the part with the poles and the arched part snap to floors at different places, and prioritize snapping to floors over snapping to each other. Thanks Bethesda. So to work around this, place a wooden floor and place the part with the poles on it, then delete the wooden floor and the arch part will snap to the poles part, after that you can hold the move key to move the entire rig to where you want it. Then just wire them all together and to enough power, and youre good to go.

Oh, and pro tip: im not saying youre going to like what Father has to say, but give him a chance to explain himself before shooting him when he walks through the door. Lets just say you might regret it otherwise....

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

Baval wrote:
RainyDayNinja wrote:
I've abandoned the Brotherhood in favor of the Railroad, partly because of how they treated Danse, but mostly because I spent a few hours trying to figure out how to build the Signal Interceptor in their back yard, and Proctor Ingram kept wandering over to do unnecessary welding on the dish, which kept me from moving it or attaching wires as I was troubleshooting. Meanwhile Elder Maxson is just wandering around, and claimed to be too busy to help, or even to order Ingram to get out of my workspace. THE INSTITUTE HAS MY SON AND YOU A@#$%&! ARE JUST GETTING IN MY WAY!!!

Let me help you out here, because the game is annoying about this especially since theres a minor bug.

The big arched part has to go over the part with the two poles, like it looks like they should. However, they dont really fit correctly, because the part with the poles and the arched part snap to floors at different places, and prioritize snapping to floors over snapping to each other. Thanks Bethesda. So to work around this, place a wooden floor and place the part with the poles on it, then delete the wooden floor and the arch part will snap to the poles part, after that you can hold the move key to move the entire rig to where you want it. Then just wire them all together and to enough power, and youre good to go.

I actually didn't have much trouble getting those pieces to snap together. As far as I could tell, as long as I didn't move in between building them, they'd automatically fit. I saw several walkthroughs, none of which worked, until I read that the secret was to look at your quest objectives and see which pieces it hadn't credited you with building. Then store and replace them from the workshop until you had all three objectives completed.


Pathfinder Roleplaying Game Superscriber

I built mine in Sanctuary on the foundation of one of the ruined houses I scrapped. Had no trouble at all.


Informational post:

If you delete a container with something in it, the contents do *NOT* get deleted; instead they are moved to your workstation.

Your settlers put stuff for you in the workstation. Push left or right like you would to look at companions and you can see the aid items they put in (usually food and water) as well as caps if you have shops in the settlements.

Shops on your settlements have hours. If you approach a settler that you assigned to a shop after shop hours you can't buy things and sometimes they will become unassigned from the shop.


2 people marked this as a favorite.

Fallout 4 Best "Good Ending" Possible: Peace between Railroad, Brotherhood and Minutemen

Dark Archive Bella Sara Charter Superscriber

1 person marked this as a favorite.

So, is it just me, or does anyone else miss crunching together weapons/armor? Don't get me wrong, the whole degrading thing was a pain in the ass, but there was something very satisfying about the sound of weapons/armor being repaired in Fallout 3 and the accompanying reduction in your load.

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

Sebastian wrote:
So, is it just me, or does anyone else miss crunching together weapons/armor? Don't get me wrong, the whole degrading thing was a pain in the ass, but there was something very satisfying about the sound of weapons/armor being repaired in Fallout 3 and the accompanying reduction in your load.

It was OK in FNV, where there was a threshold above which the damage didn't improve anymore. But in FO3, it was SO ANNOYING that my top-of-the-line weapons would suddenly do less damage after firing a single bullet.


I agree, FO:NV was better in how it handled weapon degradation vs FO3. And I still keep thinking: "I need to be mindful of my weapon usage... Nope - never mind!"

Instead, I need to be mindful of: "Have I set up enough defenses for my settlements?" Not that it matters much because enemies spawn inside your perimeter anyway, so it's settlers and turrets that handle them in the end.


I was a little let down after my encounter with Swan. I mean, yes - big and scary popping out like that, but he kept getting hung up on the fence and I kited him pretty well, and my simple Powerful 10mm Pistol was doing a surprising amount of damage to him (I was lvl 20 if that matters). Preston kept Swan "occcupied" most of it, and it was over fairly quickly. Makes CherryBomb feel guilty about using her new legendary Furious Power Fist!

RPG Superstar 2015 Top 8

Regarding weapon degradation... I was fine with it in NV, but I don't miss it in FO4. I'm weighing myself down enough with junk to build things, I don't want to also have to weigh myself down with extra weapons and clothes to fix my gear.

Besides, the fact that you can scrap extra weapons for parts to help build stuff sort of "replaces" the satisfaction of "weapon crunch" -- you're still breaking them down to build and repair stuff, just using a different mechanic.

Where I WOULD like a compromise is if you could repair power armor with other power armor pieces without having to scrap first, since power armor is the one thing needing repair.

In my new playthrough, Curie's asked me to find her a brain specialist. I've heard about this Goodneighbor place. I think I'll go check it out. I've been successfully avoiding the main quest so far.... hey, look, for all I know Shaun's dead and gone and I frankly was a crap mother anyway. I'm sure a bloodthirsty murderer and creepy people in clean room suits were much better caretakers. So I'm sure when I go to this famed Memory Den absolutely nothing will happen to make me change my mind...


One change I'd prefer to the weapon and armor system is the ability to break weapons (guns in particular) into components without having to swap out other parts. Just scrap directly into a set of mods.

1,451 to 1,500 of 3,401 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
Community / Forums / Gamer Life / Entertainment / Video Games / Fallout 4 All Messageboards

Want to post a reply? Sign in.