Fallout 4


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Liberty's Edge

if you have the beta still installed, delete everything that has to do with the beta from the PC. The beta files could be messing with the full game files.


Well, THAT might be useful. I just picked up a Poisoner's Flamer.


Sharoth wrote:
Well, THAT might be useful. I just picked up a Poisoner's Flamer.

I enjoy absurd weapon combos like that, they remind me not to take things too seriously.

The Exchange

I just got Assassin's Combat Shotgun(+%50 damage to humans) which is one of the extreme few named items I've seen that works for my dude well...It was pretty crappy when I got the VATS enhanced tire iron.


I'm currently trying out a Plasma rifle with a bleed effect and adding the scatter mod to see if each separate bolt deals the bleed damage. I named it Slow Burn for now, but I feel like I can do better. Any ideas?


And I also just got a Wounding Institute Rifle. I will change it to a pistol and work the modding mojo on it.


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Sharoth wrote:
And I also just got a Wounding Institute Rifle. I will change it to a pistol and work the modding mojo on it.

I turned it into a pistol and renamed it It's Just a Flesh Wound.

RPG Superstar 2015 Top 8

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Nice.

I'm working on modding an Irradiated Flamer for Curie. Flamers are one of her specialty weapons, and given her namesake, it seems an appropriate weapon property. Need to come up with a good name for it.

And yes, I know she'll probably just set me on radioactive fire with it, but I don't care.

Silver Crusade

Yeah, so, apparently you can attach lightbulbs to all the wires you've got going everywhere.


I just modded a Laser Rifle with the +50% damage to Mirelurks and Bugs. I will be naming it Bug Zapper.

RPG Superstar 2015 Top 8

Cait was mildly miffed at me for being nice to someone. So I went to the Taphouse and got the beer robot to keep for myself. She's now totally good with me. Cold beer cures all ills.


Rysky wrote:
Yeah, so, apparently you can attach lightbulbs to all the wires you've got going everywhere.

That doesn't work in the console version, so far as I can tell. My housemate saw that and we've both tried it to no avail.


Settlement building on the console sucks. I spend 5 minutes trying to get walls to connect on a right angle before I give up. Totally frustrating on something that should be so basic!

"No! I want this wall to go here! Not continue snapping together in a single line!" Grrrr!


Otherwhere wrote:

Settlement building on the console sucks. I spend 5 minutes trying to get walls to connect on a right angle before I give up. Totally frustrating on something that should be so basic!

"No! I want this wall to go here! Not continue snapping together in a single line!" Grrrr!

My housemate complained about that at first as well, later I found out he'd been trying to build on one of the prefab foundations in Sanctuary without floor panels. Once be used those he stopped having the problem. I find that rotating the wall with the triggers helps it snap to how I want.


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You have to build the corner via 3 small floor tiles before attaching the walls. You can rip the floors back out/store them after your wall is up.

Another few fun tricks:

(a.) Build power armor in sheds with no doors. Floor/concrete foundation, 3 walls of choice, roof of choice. Optional features include heavy weapons/fusion core storage (pseudo-assigning weaponry and ammo via container near the suit of armor), interior lighting, a spare chair or toilet and anything else you can think of stashing with it.

Raiders and nosy-bodies can't take what they can't physically access. When you've completed your shed, slap the last wall into place. Workshop-remove said wall, get your suit on, replace said wall, go kill stuff. Return as necessary.

(b.) Build generators inside with your water purifiers. Then surround said system with concrete and generous space behind solid walls with a solid roof, repeat aforementioned "workshop only wall removal for access". Barring locations that don't have sufficient size allowance or just some godawful critter spawn points, you can plant a massive water farm somewhere, wall it up and leave it alone with turrets for amusement. Come back now and then to collect purified water from the workshop. At Starlight Drive-In you can get 110 water with 0 settlers required, and all you need to grab 80+ purified water every day or two is to have dropped a fast travel mat inside of the workshop shed. ^_____^

(c.) At some point you're likely to have a POS suit of power armor taking up valuable real estate. Depending on what you're doing, you can set it in the playground area of Sanctuary with as close to a fully depleted fusion core as you can arrange, preferably featuring severely damaged base model parts (5% of hp or less is ideal). Ring it with assorted turrets perched atop the shrubbery. Sooner or later some greedy raiders are going to make a beeline for that thing ... and get chewed into hamburger as they themselves have to suffer the "entry" animation while getting ventilated...

(d.) For all of your other power needs presuming space and scrap permit, take things as vertical as possible, perching the generators atop of the tallest defensive towers.

In Sanctuary one can build towers 4-5 floors above the tops of the carports, so it is pretty easy to enclose the generators inside of a tower (shack stairwell is the wire's exit point down the tower, with generators in a ring about that top-most floor). Store whatever means you built to access the tops of the carports for later use. Lower levels are great points to mount the top-shelf turrets, with HMG/MG turrets perched not more than 2 stories up. From ~5th floor altitude with a sufficiently powerful scope, you can see people at Red Rocket fairly clearly...

At Red Rocket the natural upward slope of the dispensing roof is perfect for deploying what little power supply you'll need beneath a shed of invulnerability. Run the power line out of the "bottom" of the shed along the roof. Radiant power will reach the ceiling and upper walls of the floor below, and it's easy enough to set up the conduits to carry any power you need to more convenient points.

(e.) Easy looting solution for the patient: Completely cleanse a location of hostiles, take what you can then return for the rest via fast travel. So long as you don't take more than a few weeks' game time to come back, you should be able to go back and forth with just a sidearm and a deep pocketed leather armor loot it all armor set. Army fatigues/dirty army fatigues IIRC give a STR boost while worn. Leather armor is the lightest set readily available, and if you have scrap to spare make it all shadowed leather with deep pockets. Give another matching set to your human(ish) companion for maximum loot retrieval. Unless you have Strong, his 270 lb. limit means you only need to leave his pet sledge hammer alone to have his big people-eating derriere in tow for total scrap retrieval operations.

RPG Superstar 2015 Top 8

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Scythia wrote:
Rysky wrote:
Yeah, so, apparently you can attach lightbulbs to all the wires you've got going everywhere.
That doesn't work in the console version, so far as I can tell. My housemate saw that and we've both tried it to no avail.

I haven't honestly tried it yet (I use PC) but it is supposed to be EXTREMELY fiddly. There's no reason it shouldn't work in console--there's no difference in the interface and I expect much of building is actually easier with a controller (the keyboard/mouse commands are extremely nonintuitive and the UI was definitely built for controllers/consoles in mind)--but more likely the selection process is ridiculous.

Otherwhere wrote:

Settlement building on the console sucks. I spend 5 minutes trying to get walls to connect on a right angle before I give up. Totally frustrating on something that should be so basic!

"No! I want this wall to go here! Not continue snapping together in a single line!" Grrrr!

Build a roof and put it on top of the wall where you want there to be a corner. Then when making the new wall, the roof will let you make it snap to a right angle. Then remove the roof (store it so you can use it for the same trick later). This will also work with floors. This is the only way to make walls turn corners. (Ninjaed by Turin the Mad: I haven't found the need to do the three small floors however, just one roof works fine and this will save you materials.)

BTW regarding prefab foundations, you can stick floors ON the prefab foundations, which you should do to be sure everything fits properly. The prefab foundations are not supposed to serve as floors, they are supposed to serve as flat surfaces to make it easier to build on.

(These are things DeathQuaker learned the hard way.)

Hopefully the patch also will make this work better.

Turin the Mad wrote:
Raiders and nosy-bodies can't take what they can't physically access. When you've completed your shed, slap the last wall into place. Workshop-remove said wall, get your suit on, replace said wall, go kill stuff. Return as necessary.

Raiders and nosy-bodies also can't take power armor you didn't leave a fusion core in. Just take the core out and no one can use it--which is a lot fewer steps than trying to swap walls in and out!

I can see leaving the core in to use as a lure, per your armor trap you described--which sounds hilariously awesome, btw--but if the issue itself is simply theft, just don't leave the cores in your armor. (Me, I actually sometimes intentionally leave armor with cores in for my settlers to use, just well away from enemy spawn points.)


3 small floors lets me see the corner easier, DQ, although the roof panel is a faster-deployed suggestion. :)

I don't trust the AI with my power armor, mostly since one cannot currently store weapons and ammo within the armor.

Regarding settlers, I've found that Gun Nut 2 lets you fully upgrade double-barreled shotguns for them. Assign 2-4 shotgun shells with said scattergun and watch Mamma Murphy blow away legendary raiders...

Most ludicrous legendary weapon drop so far: berserker's rolling pin.


DeathQuaker wrote:
Scythia wrote:
Rysky wrote:
Yeah, so, apparently you can attach lightbulbs to all the wires you've got going everywhere.
That doesn't work in the console version, so far as I can tell. My housemate saw that and we've both tried it to no avail.
I haven't honestly tried it yet (I use PC) but it is supposed to be EXTREMELY fiddly. There's no reason it shouldn't work in console--there's no difference in the interface and I expect much of building is actually easier with a controller (the keyboard/mouse commands are extremely nonintuitive and the UI was definitely built for controllers/consoles in mind)--but more likely the selection process is ridiculous.

I spent over a half hour trying to put a bulb on a wire one night, moving around, adjusting the camera, approaching from different angles, trying it with both creating a new bulb, and moving an existing one. Not once did it even flicker on the "you can do this" outline colour. There's fiddly and then there's probably doesn't work.

Maybe I'll try again tomorrow to be sure, but for now I feel okay with saying not on console.

Edit/update: Not on (home) console confirmed, requires PC console commands.

Silver Crusade

Aww, Damn, really? Sorry about that guys, I shoulda checked first :(


yeah, I'm not happy with the execution of the settlement building for the Xbox. "Corner pieces don't snap to floors, walls, or each other, but will snap to a roof piece." Like that's intuitive.

I've had some success when using floor pieces, but this latest was in a spot where I had an industrial genny and I was trying to put up defense walls around it and the walls wouldn't connect. They kept trying to snap into that "walls to infinity" straight line kind of way, and would NOT allow me to turn it 90 degrees. Argh!

Just let me put it where I need it, dammit!

Thanks, Turin, for all the great suggestions! I've been putting my water purifiers and gennys together inside. Never thought about the "power armor enclosed space" before.


On a positive note: I LOVE Ronnie Shaw! What a hoot! Really well voice acted.

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

Super tempted to use console commands to get the legendary abilities I want on my weapons. Life's too short to waste time using a minigun that doesn't have explosive rounds, amirite?

RPG Superstar 2015 Top 8

Otherwhere wrote:
yeah, I'm not happy with the execution of the settlement building for the Xbox. "Corner pieces don't snap to floors, walls, or each other, but will snap to a roof piece." Like that's intuitive.

It's exactly the same on PC. If you're imagining we on the PC are having some amazingly easy time and building dream fortresses and NOT us weeping on our keyboards because that F+#*ING FLOOR will not line up with that other F@*&ING FLOOR for NO REASON and the F*++ING STAIR will not SNAP TO THAT F%%*ING FLOOR and then everything looks STUPID and RARAAAARRRRRRRRRRR HULK SMASH!!!!! You are imagining an alternate reality.

The only thing we do get of course is the dev console commands, but those don't make it much easier (I don't use the tcl trick because a) I have a lot of trouble making actually work and b) 75% of the time as I'm working I sink through the floor while I'm working which causes its own placement issues). The folks who are making stuff like tcl and modpos work for them are still spending hours and hours trying to get stuff positioned right.

Quote:


I've had some success when using floor pieces, but this latest was in a spot where I had an industrial genny and I was trying to put up defense walls around it and the walls wouldn't connect. They kept trying to snap into that "walls to infinity" straight line kind of way, and would NOT allow me to turn it 90 degrees. Argh!

I just use the prefab square structures for my genny houses.

==

As for the lighting, well, reading what you have to do to make it work even with console commands makes it sound like a whole lot of frustration even with the aid of cheating. There ARE strung lights in the game, both the little hanging lanterns as well as Diamond City's Christmas lights... I hope they'll let us have those in a patch or DLC.

==

Otherwhere wrote:


On a positive note: I LOVE Ronnie Shaw! What a hoot! Really well voice acted.

She is the best Minuteman by far. I wish I could put her in charge.

My only frustration is for some reason she stopped being a weapons trader for me.

But yes, very well written and performed.


So - given that building is such a pain in the a@@ across all platforms - how/why did Bethesda release the game in such a state?

Bugs aside because - well, they're famous for it - who at Bethesda sat down to play test this and thought: "Meh - good enough."?


For those of you who both have a companion and are having carrying capacity issues... if you go into command mode for the companion, you can order them to pick up objects in the world, and that command does not check the companion's carry limit. So, whenever you get full up, drop a bunk of stuff and order your companion to pick it up. Takes a few minutes, and you really should do it in a relatively open and flat area, but you have effectively infinite capacity.

Until they change that in a patch, of course. Which they may already have done. I finished everything (everything) a couple weeks back on my 3rd playthrough and now I'm just waiting for the DLC.


Tvarog wrote:

For those of you who both have a companion and are having carrying capacity issues... if you go into command mode for the companion, you can order them to pick up objects in the world, and that command does not check the companion's carry limit. So, whenever you get full up, drop a bunk of stuff and order your companion to pick it up. Takes a few minutes, and you really should do it in a relatively open and flat area, but you have effectively infinite capacity.

Until they change that in a patch, of course. Which they may already have done. I finished everything (everything) a couple weeks back on my 3rd playthrough and now I'm just waiting for the DLC.

Whoa! How could you finish everything? I'm stumbling into new stuff all the time!

I purchased the Season Pass when I got the game, so I'm set for DLC as well.

RPG Superstar 2015 Top 8

Otherwhere wrote:

So - given that building is such a pain in the a@@ across all platforms - how/why did Bethesda release the game in such a state?

Bugs aside because - well, they're famous for it - who at Bethesda sat down to play test this and thought: "Meh - good enough."?

As much as I get frustrated with Bethesda for many things, I'm willing to be patient on this -- this is the first time they're trying something like this with their game engine. Which is not to say you're wrong for being frustrated (you're not), it just is... well it is well within my expectations. I expect it is as it is for a number of reasons (mind this is all just me guessing, and none of these explanations are to serve as excuses or defenses--just outlining what I think is going on):

- This is a massively complex system on top of an already massively complex game. The world is huge, the stories and quests and characters numerous. A LOT of plates are in the air. It is, on one hand, a fairly typical case of Bethesda spreading itself too thin--as is often the case, making broad but shallow rather choosing to do one thing in-depth superlatively well. On the other hand, the fact that they've managed to layer as complex a build system as they have on top of an already full-of-stuff-to-do game is no small feat.

- They didn't know how much interest there would be in it. They know some of their fans love building options, and others hate it (e.g., Skyrim's Hearthfire has a very split fanbase). If they had put more effort into refining the system---perhaps at a loss of developing other aspects of the game--and it turned out most of the fanbase was disinterested, it would have been a lot of time wasted.

- So, I think per above we're ending up "beta" testing a new settlement building system in a finished game (as finished as any Bethesda game is on release with only one patch). With a huge a pool of gamers as possible, they're seeing what people like, dislike, need, don't need, and then plan to improve the system with patches -- as indeed, they are already doing in the upcoming patch that is being beta tested right now. It's frustrating to be used as guinea pigs on what should be a finished game, and YET I kind of get why they wanted to wait to see how their full audience reacted to stuff before refining the system, to be sure they developed things in the direction they knew their audience would want.

I normally buy games like this well after release, after several patches (I got Skyrim and Fallout: New Vegas at least six months after release). I'm used to getting a game experience that feels a lot more complete, therefore, because by the time I'm playing, a lot of stuff is fixed--but that also has made me confident that they DO get their games into full working order eventually. I knew full well what I was getting into by buying the game on release and know my getting to wrestle with bugs and half-developed systems is the tradeoff of starting early and getting to chat with all of y'all about it now. This is how Bethesda has always operated -- get the first-release buyers to work out the kinks -- and I expect it always will.


Character is leveled up enough to have every SPECIAL stat naturally at 10 and have all the perks I was interested in (around level 84, I think), then collected all the bobbleheads. (Edit: and the magazine under the crib.)

Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

Got every achievement on PC Steam version, including the ridiculously nitpicky settlement happiness one. Settlements produce (collectively) around 2500 extra pure water and ~100 extra food per day. Income is taken care of.

Explored the map and unlocked every map marker, exploring all the sites I have any interest in.

Collected enough power armor to have a full set of every type, including raider variants, plus the set I actually use (mostly for exploring underwater and in the Glowing Sea).

Collected every companion (except the kidnapper faction one) and gained their max respect perk.

I really can't think of anything else to do, other than fiddle with mods. 192 hours is enough for now. :)


Thanks, DQ. You're probably right that we are the beta test for this aspect of the game.

Don't get me wrong. I'm having a LOT of fun with this game, as I have with Skyrim and FO:NV and the Elder Scrolls and FO games. But this level of frustration over something that seems so half-done, well, that's not what I've experienced before in their games. Crashes and bugs, yes.

In Skyrim, the Hearthfire was so minimal as far as gameplay goes that I didn't have an issue with it. I liked the simplicity, and wished for more options.

This, however, is like half the game. Settlement building is part of the gameplay design - setting up settlements, assigning settlers, balancing imports and exports, defenses, all of it. It just seems like it was thrown in at the last minute and a lot of how to make it gamer friendly was simply not done.

It always blows me away, too, that the modding community will end up doing such amazing work that makes the vanilla game seem so flat. Better textures, skins, gameplay and interface improvements. I guess maybe they are trusting that the players/modders will do what Bethesda didn't, so why spend the time and effort?

I'm really looking forward to the mods that are supposed to be coming to the XBox and make my game more like the versions I see on YouTube and so on.

Anyhow - Hope is on hold until the patch. I've got 6 other toons to explore and adventure with in the meantime.


The aspect that really bothers me is how bad the PC interface is. It's almost like they didn't test it at all, and figured whatever works okay for consoles will work for PC as well.

Specifically: the conversation options being frequently misleading (what shows up on screen usually doesn't come close to matching what your character actually says), the settlement object placement not having snap options, settlement population having no interface for assigning them tasks or beds (or seeing what they're already assigned to if you don't happen to be looking at them both already), settlements having very little to no feedback on why they're unhappy (happiness may still not go above ~60 even if they have enough beds/defenses/food/water), and the lack of a "remove attachment" option (you have to replace it with something else every time).


Gameplay itself is pretty decent, and I have to reiterate that they really did make power armor feel amazing to use. But on the whole, FO4 is such a step back from FO:NV that it makes me sad.


I'm mixed on the Power Armor choices they made: degrades with use AND requires Fuel Cells. It's strange when nothing else in the game degrades with use. Makes it feel like Power Armor got a double-whammie on limits. (Aside from running out of all the really good ammo for certain weapons.)

RPG Superstar 2015 Top 8

Fortunately some of the snapping and "see what settler is assigned to" stuff will be addressed in the past, Tvarog.

Oh my god, I've spent more time on this game than any other in a long long long long time. Hundreds of hours (mind I'm sure half of that was fiddling with floor placement). I'm still doing quests I haven't done before, finding new stuff--as well as when repeating quests taking different routes and finding other resolutions (they may be simple differences--this character can pick the master lock and take a shortcut!--but still different). Part of it is I THINK I will just rush through to see something happen and then I notice something else over there and start to meander... this is a game that is easy to just slow down and pick the hubflowers along the way. I'm sure you can push through and do nearly everything but everytime I load up I find something I missed....


That's my experience, too. I set out to do something, but come across something unexpected, and because I usually know the thing I set out to do but not this new thing, I get side-tracked - often for hours.

Which is why I can't imagine having done EVERYTHING in a mere 192 hours.

But then again, I'm playing 7-8 hrs/day across 6-7 characters.

But not an addict, like I keep saying. ;)


I'll definitely put more time into it when the DLCs come out (I really should have waited, but the power armor thing was just too delicious). Skyrim got me for a bit under 600 hours (and I may still go back at some point), I'm sure I'll get close to that on FO4 when all's said and done. So far though, it just doesn't have the depth to earn a replay from me, IMO.

I was seriously disappointed with the resolution options for the kidnapping storyline, so I didn't see a whole lot of reason to replay it with different characters. I basically did one male melee/brute force/jerk playthrough and one female/ranged/helpful and that's all I need to cover the bases.

RPG Superstar 2015 Top 8

Felicia Day has summed it up quite nicely.

The IKEA of RPGs.


I'm waiting for a "Join the Raiders" faction option. Sully Mathis was an excellent opportunity for that.

Spoiler:
Once you've helped him fix the water pump and he gets the rock quarry for his base, he would have been a great choice for a concrete supplier. And because you helped him out, he could either: give you Raider quests; or point you to someone in the faction who can.

I'd also like unlocks to allow me to play: as a Ghoul (!!); as a Super Mutant; as a Synth.

I know there's the Ghoulish perk, but it's not worth taking. But becoming a Ghoul - not a Feral, but like the intelligent ones who are NPCs - would be cool. And have radiation heal you rather than harm you!

Awaiting Mods and DLC.

Sovereign Court

And the institute could convert you into a synth.


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Otherwhere wrote:

This, however, is like half the game. Settlement building is part of the gameplay design - setting up settlements, assigning settlers, balancing imports and exports, defenses, all of it.

Half the game? You can completely ignore it and have far more than half the game available to you.

Liberty's Edge

Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.

RPG Superstar 2015 Top 8

Matt Filla wrote:
Otherwhere wrote:

This, however, is like half the game. Settlement building is part of the gameplay design - setting up settlements, assigning settlers, balancing imports and exports, defenses, all of it.

Half the game? You can completely ignore it and have far more than half the game available to you.

It doesn't have to take up "half the game" depending on how you choose to play, but it is difficult to "completely ignore it" -- if you want to play the main quest, you HAVE to have at least one cleared settlement to build the thing you need to build for the Molecular Level Quest (and know the mechanics well enough at that point to be able to build what you need to build).

And while the Minutemen faction requires the most settlement building (you MUST have at least 8 settlements to win with the Minutemen), all of the other factions have building and settlement-related quests (you need the workshop for the Brotherhood's main quest line, and you need to established a settlement for the Railroad's Mercer Safehouse quest). There's even an Institute quest that unlocks a settlement for you. It would take advance metagame knowledge to actively try to avoid settlement building in the game and possibly not doing the Main Quest at all.

It may not dominate everyone's game, but it is certainly present in all and even prevalent in many playthroughs.

RPG Superstar 2015 Top 8

CapeCodRPGer wrote:
Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.

First, you need to be sure you don't advance the Brotherhood questline past Blind Betrayal (until and unless you decide to stick with the Brotherhood).

The final, final decision point is the Mass Fusion quest, IIRC--although if you're siding with the Minutemen, I suggest taking the opportunity to leave the Institute during the aftermath of the Battle of Bunker Hill earlier on.


CapeCodRPGer wrote:
Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.

I believe I saved right before finishing Hunter/Hunted (after locating the courser but before entering the building to kill him). During the next quest, The Molecular Level, is when you have to choose a faction, and I'm not sure you can do anything useful once TML has started to change your faction choice. If you need to get a faction to like you in order to choose them for the ending, do it before TML starts.


DeathQuaker wrote:
Matt Filla wrote:
Otherwhere wrote:

This, however, is like half the game. Settlement building is part of the gameplay design - setting up settlements, assigning settlers, balancing imports and exports, defenses, all of it.

Half the game? You can completely ignore it and have far more than half the game available to you.
It doesn't have to take up "half the game" depending on how you choose to play, but it is difficult to "completely ignore it" -- if you want to play the main quest, you HAVE to have at least one cleared settlement to build the thing you need to build for the Molecular Level Quest (and know the mechanics well enough at that point to be able to build what you need to build).

I have built the minimum items required to complete the initial Sanctuary Hills quest. If I get a quest to free a settlement (or set up a beacon), I go do that to get the XP, and then I ignore the settlement. I ignore every "<settlement> is under attack" message. I have built nothing other than what was absolutely necessary, apart from putting in some turrets at Sanctuary Hills to keep it from getting attacked. To me, that pretty much counts as ignoring the settlement part of the game. Doesn't feel like I'm missing out on too much as I am playing.

Settlements can be as much of the game as you want them to be, but it can be pretty much nothing if (like me) you find it supremely uninteresting.

Sovereign Court

I couldn't have cared less about settlement building, honestly. I made one because of clean water and that was it.


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There's a "good karma ending" you can accomplish that makes the Brotherhood, Minutemen and the Railroad *not* (usually) mow each other down once you accomplish it.

Settlements and crafting refining are my guess for the first non-G.E.C.K.-based DLC.

Easy fix for your ease of mind to keep racking up "well rested" (and later, lover's embrace) benefits: place your bed of choice somewhere away from the rest of the settlers' accommodations, drop a comfy pillow or teddy bear on it, which the settler AI seems to recognize as your having claimed it. This also solves any possible issues with a provisioner not quite working smartly with a destination.

My preliminary fiddling with settlements is an approximate order of acquisition as follows once attaining 6 CHA and Local Leader 1:

Sanctuary. It's easy enough to "prepare" the place in advance with enough beds, water, food and defense to receive your initial cadre of settlers. End goal: 5 farmers, 8 guards, 1 provisioner to Red Rocket, balance as scroungers until you get around to building traders et al. Build each guard 3 guard posts in close proximity to rein in the tendency to meander all over Hell's half-acre. Population 14+.

Red Rocket (for me) is too small to function well as a large settlement although it can be done. Early on at least, I go with 2 farmers, 4 guards and 3 scroungers that will eventually be 'converted' to provisioners heading to Abernathe Farm, the Starlight Drive-In and Tenpines Bluff. Population 9.

Abernathe Farm is easy to acquire, enormous and seems to have the highest vertical build limit in the game (200' compared to Sanctuary's ~60'). I've seen deathclaws spawn on the southernmost edge of the build zone (facing away from the 'front' of the farm). 5 farmers, 8 guards, 1 provisioner to Sunshine Tidings Co-op, balance scroungers. Population 14+.

Sunshine Tidings Co-op is also quite large but poorer on scrap, you'll need to clear it, claim it and drop a couple of sleeping bags (after trashing the gawd-awful bedding that's there) before tasking the provisioner to start their trip from Abernathe. Once the supply line is linked up, you're good to go with continuing to expand your vegetable starch empire. 5 farmers, 8 guards, 2 provisioners (for Greygarden and Oberland Station), balance scroungers. Population 15+.

Greygarden has lovely crops lovingly maintained for free. The only concern I have for the place is providing a sleeping spot for a provisioner to Oberland Station, although if you have one already going to Oberland from Sunshine Tidings, you can safely wall this entire farm in (one gate, HEAVILY turreted on the road side, remaining turrets can largely be oriented towards the rocky areas towards the overpass side of this settlement), stash a fast travel mat next to your preferred sleeping bag and liberally sprinkle defenses. Elevated access to the adjacent overpass is possible here, as is the accompanying harassment by Gunners (and your corresponding effyew via missile turrets). Walling in the primary crop area near the road is annoying, as the terrain doesn't flatten within the build zone.

Optional: Don't bother maintaining a supply route to Greygarden from Sunshine once you've walled it in and established sufficient defenses. Grab that provisioner from the Co-op and revert them to proper scrounging. Or simply haul the necessary junk to Graygarden the hard way, build enclosure and defenses, return the balance to wherever's convenient within your supply chain.

Starlight Drive-In can, as with Red Rocket, accommodate a large farmer population with the recognition that most of the arable area is concentrated along the perimeter. I drop as much water purification hardware as I can build defenses for in the "water pit". 110 water is attainable from 2 large and 3 regular purifiers, simply stuff the generators in with them, ring it with concrete, wall it, roof it and keep a "workshop only door" for ease of access for yourself if something goes wrong. Otherwise, this is a supply route hub early on: 2 farmers, 5 guards, 3 provisioners: 1 each to Taffington Boathouse, 1 to Covenant, 1 to Greentop Nursery. Before they're provisioners, assign them to scrounging stations. Population 10-12.

Tenpines Bluff is a hole convenient to nothing. If it wasn't for Preston basically forcing the dump on you, I'd happily forget it existed. 1 farmer, 4 guards, 1 provisioner to Zimonja/Mercer Safehouse. Population 6

Oberland Station is en route to other places, a pseudo-gateway to the south-central part of the map. 2 farmers, 4 guards, 3 scroungers that are destined to eventually becomes provisioners heading to Egret Tours Marina, Somerville Place and Hangman's Alley. Population 9

Taffington Boathouse is all about the supply line. Modest capacity for food and water, annoying proximity to bloodbug breeding grounds, at least it's adjacent to a road (unlike Tenpines). 2 farmers, 4 guards, 3 scroungers destined to become provisioners extending your supply chain to Finch Farm, County Crossing and perhaps Bunker Hill. Population 9

Finch Farm, as with Graygarden, have enough altitude to warrant building vertical access to the overpasses at the edges of their build zones. Since settlers sometimes spawn there, and Gunners are definitely in close enough proximity to make things miserable, there's sufficient consideration to warrant building a missile turret pillbox up top to keep those glorified raiders in line. Finch Farm's location warrants a significant population: 4 farmers, 6 guards, 4 provisioners (for Croup Manor, Kingsport Lighthouse, Nordhagen Beach and the Slog) and the rest are scroungers, although space limitations are an issue. The quest that unlocks this settlement provides the earliest access to a 'shishkebab' I'm aware of, and clearing out those molten metal psychopaths is a true joy. Population 14+

Greentop Nursery warrants 5 farmers, 8 guards and however many scroungers you want to be bothered with. Population 13+

County Crossing 5 farmers, 8 guards, 2 scroungers to convert to provisioners for Boston Airport and a second route to Bunker Hill if desired/necessary. Population 15+

I've not poked any of the other settlements - many seem to be not worth more than either token effort (Zimonja/Mercer) or I've simply not dealt with them.

I like Mining Helmets (swapping out the lamps for Bright Lamps is optional) on the guards if possible. Guards are constantly on-duty and they turn those lamps on at night. This is especially useful early on when you've acquired 6-12+ mining helmets yet you're lacking the copious amounts of ceramic and copper you need to hoard to make the bigger settlements brightly lit.

"In the field" mundane weapons (generic weapons of any sort) can be readily scrapped at the nearest weapons bench. Hoard modded weapons, which includes seemingly mundane ones such as "auto [x] pistol" until you can acquire the Scrapper perks. Once you do, those slightly upgraded weapons can yield uncommon junk (copper features prominently amongst raiders' pipe weaponry) and later the nice rare stuff. Institute weapons generally suck eggs to use, but can be pretty awesome to scrap if they're above the baseline models.

Unlike previous iterations of Fallout, caps are not something you need en masse. Asides from 10-12k caps for acquiring Home Plate and getting a round of top-end vendors/merchants at your settlement of preference, they're only good for acquiring other stuff you need worse than your own stashes of junk already provide.

If you're a junk jet fan, use light common junk/scrap, ideally weighing nothing (pre-war money is a costly ammo source) or 0.1 pound per shot. You can load this thing with as much of said junk as you can stand to carry, so 10 lbs. of something light is 100 shots.


Hama wrote:
And the institute could convert you into a synth.

How do you know they didn't?

If they could memory resurrect Nick Valentine why couldn't they thaw, drug, and brain dump you into a synth and then put the synth back in the vault?

What if you are the reproductive model and they just needed to deep cover you?

YOU ARE PRODUCING THE NEXT GENERATION OF SYNTHS AND YOU DON'T EVEN REALIZE YOU'VE DOOMED HUMANITY!!!!!!

At least that's the plot as I've explained it to my wife.

******************************************************************

Can't say I've had much problems with the settlement builder.

Sanctuary has a concrete and wood palisade around it, apartments for the settlers (two story), a three story building for myself (first two floors are generators and power armor, third is living space), a three story community center, with shops on the bottom floor, and a restaurant on the top (with balcony seating), as well as a basketball court.

Mutfruit orchard, several tato plants, and corn, simple machine gun turrets for defenses and a couple of water things (I am int 1 this build).

I got covenant this time, building front defenses and leaving the sides and back alone.


That would explain several of the perks ... ;)


If you want to put stairs near the wall but you don't like the gap it leaves in the floor below just put in a wooden flat roof in the space below the floor, that's all the second story floors are anyways (cheaper than a roof and a floor, but still modelwise that's all they are).

I put perimeter towers on my walls at sanctuary by using the floor with stairs, putting in the floor I want beside it and then storing the floor with stairs.

Put in the long baseless ladder beside the wall going up to the tower and then used the railing in the wooden misc. to close it up nicely.

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