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Don't know if this has been mentioned upthread, but has anyone noticed that super mutants are all male?

Makes the meat bags that much creepier ...


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Turin the Mad wrote:

Don't know if this has been mentioned upthread, but has anyone noticed that super mutants are all male?

Makes the meat bags that much creepier ...

Technically they're neuter. Some can identify as female (see for example, Lily and Tabitha from New Vegas), but that's an affectation as they all lack any secondary sexual characteristics. Basically the same reason they're all buff and ripped.


Want another creepy factoid about them? Pay attention to the mannequins they keep around occasionally.

All woman models.

Edit: They do call each other "brother" and the like in FO4, been too long since I played New Vegas or 3 to remember if they do that there too.

The Exchange

Green Smashomancer wrote:

Want another creepy factoid about them? Pay attention to the mannequins they keep around occasionally.

All woman models.

Edit: They do call each other "brother" and the like in FO4, been too long since I played New Vegas or 3 to remember if they do that there too.

Yeah, there is a ton of creep-factor mannequin use in this game and not just by super-mutants...finding nude ones lying on top of each other or one top of each other with heads facing opposing compass points, or standing in some raider's bedroom....yeah, there is some major creep-factor going on....


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The only thing about the mannequins that bothers me is that you can't take clothes from the dressed ones, put clothes on them, or build them at your settlements. I want outfit display options.


Hrm ... one then wonders how they reproduce ... I presumed conventionally, but maybe they fission or something ...


According to the lore (there's some interesting stuff out there if you dig for it), they use big vats of FEV (forced evolutionary virus) that they find in military and research labs. They kidnap random people, dunk them in the FEV, and voila, out pops a new super mutant. Of course, a lot of those people don't survive the process...

RPG Superstar 2015 Top 8

Super mutants are sterile and can't reproduce. FEV transforms any normal human, male or female, into a giant hulking creature with no functional reproductive organs but exaggerated "male" physical features (huge muscular upper body, low bass voice, etc.). (This is a paraphrase of a terminal in FO3 amongst other super mutant lore in the prior games.) Think about it -- steroids cause infertility too. FEV activates similar hormones and such to the nth degree.

Lily and Tabitha are both nightkin, who tend to retain more human memory and intelligence upon transformation, so as they remember being and identifying as female before, they still identify that way. Otherwise, as for them sexual dimorphism isn't even in the picture and it'd be all about identity and emotion, I would wager a super mutant gender-identifies however he or she wants... and gives anyone who disagrees little cause or reason to argue. :)

The F04 mutants refer to each other as "brothers"... but then of course, that doesn't necessarily mean that they all identify as male any more than all members of the Brotherhood of Steel do.

The only way to make new super mutants is to dip normal humans into FEV, as of course happened in Fallout 1 and from henceforth. In FO3, the mutants were doing this by dragging humans back to vault 87. In FO4, you may run into super mutants looking for "green goo" (I did in Fallon's Department Store), hoping to create more of their kind--after all, the Institute stopped the FEV program so they probably haven't been dropping off supermutants into the Commonwealth for awhile. Although you run into a lot of them, their numbers are technically finite and they could be wiped out, and they seem to be somewhat aware of that (even though they're not quite smart enough to realize that if their numbers are dwindling, maybe they should stop assigning some of their number to be suicide bombers).

Likewise out West, no one is making more super mutants -- it's just that the Master created such a HUGE army, remnants still survive. And as some members of his army re-gained self-awareness and some self-control after death, a handful survive peacefully in Jacobstown. After all, unless they're killed, they could potentially live for hundreds and hundreds of years at least.

While they're iconic monsters in the game, it could be at some point super mutants will be no more in the Fallout universe.

Spoilery further speculation on that:

What makes me wonder if they will indeed work on the eradication of super mutants eventually is Virgil's serum. He says he will work on it to apply to multiple strains. As it is, if he creates more of his serum, he could at least wipe out all the super mutants in the Commonwealth. It's interesting they bring a "cure" into the game at this point so I wonder if it does hint at possible futures.

On the other hand, of course, Virgil can be killed in the game, so it depends I guess on what, if anything, they decide to canonize.

RPG Superstar 2015 Top 8

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Scythia wrote:
The only thing about the mannequins that bothers me is that you can't take clothes from the dressed ones, put clothes on them, or build them at your settlements. I want outfit display options.

Me too! I thought it was especially weird you couldn't do that since in Skyrim's Hearthfire you could have the armor mannequins--so it's not like they don't have code for it.

I have to admit in my current playthrough I'm having fun playing dressup. I'm caring less about armor (if I need to I'll jump into one of my gajillion suits of power armor), and more about just what outfits I can put together, as well as of course making my companions look fabulous.

It's not creative, but damn I find Curie droolworthy in glasses and a clean lab coat (yes, I have strange tastes). Cait's rocking a clean black suit and military cap, ready to restart the Irish Mob. MacReady looks really good in Kellogg's outfit.

Since I put a bowler hat on her original form, I made Curie continue to wear one for ages (it looked really cool with the Scribe Outfit I put her in while doing Brotherhood quests) but it didn't look right with the lab coat so it's unequipped now. Codsworth of course has his.

(It is of course irritating you can't get Danse to exit his Power Armor, but I think he knows I'd put him in a sequin dress the first chance I got.)

My current challenge is to find the best outfit that looks good with the lieutenant's hat. Currently Sole Survivor Jinx Jones is wearing it with an armored greaser's jacket and red bandana, but I'm thinking there's probably a better hat for that outfit, and I should save the navy hat for something else. (Also you can't put ballistic weave on the lieutenant's hat which really sucks.)

Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)


~slowly backs away~ Nope. No problem here! None whatsoever.

The Exchange

DeathQuaker wrote:


Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)

Deliverer is just an awesome little weapon....I get somewhere like 12-14 shots off with full AP in the VATS screen. Run into a room, bring up VATS, put 2-3 headshots on each baddie, watch everyone's head explode! It's pretty awesome. Is there any better all purpose light gun in the game?

RPG Superstar 2015 Top 8

My stealth pistoleer definitely gets the best general use out of Deliverer, and indeed it is so so pretty for setting up multiple headshots in VATS while in stealth mode. Especially useful against hordes of feral ghouls (sometimes they get legshots instead) and raiders. The sheer number of shots I can get off with it with a high Agility character is insane.

I have the "Limitless Potential" prototype turned into a pistol for when an energy weapon is useful--it's less awesome in VATS because it uses more AP but because you don't have to reload, it is great for spamming hip-fire and makes for a great "run-n-gun" weapon.

I keep Kellogg's Gun for when you need more damage up front (or switch to my rifle) -- it is better, I find, against Deathclaws and Mirelurks in particular when I don't have the jump on them. If I lose any of the guns, however, it will probably be this one, and keep Deliverer and Limitless Potential.

On another note, maybe I should give Danse the lieutenant's hat. I think it might suit him.


I have yet to end up in a fight where I need it, but I built myself a Wounding plasma flamethrower. It probably would kill things faster than my Church Seat, and Girtha (Exploding Gauss Rifle), but it tears through plasma cartridges like a fat kid going through a candy bar, I haven't found a decent excuse to use it yet.

Someday, Fast Burn, someday...


DeathQuaker wrote:

My current challenge is to find the best outfit that looks good with the lieutenant's hat. Currently Sole Survivor Jinx Jones is wearing it with an armored greaser's jacket and red bandana, but I'm thinking there's probably a better hat for that outfit, and I should save the navy hat for something else. (Also you can't put ballistic weave on the lieutenant's hat which really sucks.)

Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)

(other stuff)

On another note, maybe I should give Danse the lieutenant's hat. I think it might suit him.

Are you playing a modded version of the game, or vanilla?

I've seen some pretty enviable outfits on all the modding YouTube videos, especially someone who did a whole line of shorts & tops for women. Just incredible work! I hope I can download those for my XBox when mods start becoming available.


I think my favorite modded outfits so far are in increasing order: Commander Cait Shepard, Woody Preston (which is a fitting name for his VA's delivery), and Paladin Buzz Lightyear.

Wait, did you mean serious ones? Cause the only others I've seen are the typical T&A outfits that people make.


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I've seen a Kerrigan body suit that looks pretty sharp.

And the shorts & tops one is done with great textures and designs, all game-based. "I HATELOVE Mutants!", "La Coiffe," etc. Nicer options than currently exist in-game.

Edit: just looked it up. It's called "Commonwealth Shorts" and has 16 different designs. How T&A it gets is up to you, depending on what other mods you might be using.


Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.


Otherwhere wrote:

Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.

CYNIC: Perhaps they're planning to make that part of a DLC, in hopes of better sales.

The Exchange

Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.

RPG Superstar 2015 Top 8

Otherwhere wrote:
DeathQuaker wrote:

My current challenge is to find the best outfit that looks good with the lieutenant's hat. Currently Sole Survivor Jinx Jones is wearing it with an armored greaser's jacket and red bandana, but I'm thinking there's probably a better hat for that outfit, and I should save the navy hat for something else. (Also you can't put ballistic weave on the lieutenant's hat which really sucks.)

Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)

(other stuff)

On another note, maybe I should give Danse the lieutenant's hat. I think it might suit him.

Are you playing a modded version of the game, or vanilla?

I've seen some pretty enviable outfits on all the modding YouTube videos, especially someone who did a whole line of shorts & tops for women. Just incredible work! I hope I can download those for my XBox when mods start becoming available.

Vanilla. Not modding anything until the GECK comes out, not to mention more patches.

Also, as much as I am enjoying dress-up, stuff like clothing mods tend to be low on my priority list (although that may eventually change if there's a good hats mod once we've got a more patched game and a GECK). I appreciate the heads up though. :)

RPG Superstar 2015 Top 8

Otherwhere wrote:

Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.

I doubt that, given they paid employees time to work on it. More likely during beta testing they found whatever they were doing with that system had issues, and decided to release the patch to fix the more urgent issues while they continue to work on improving the settlements with more stable code.

Remember this game is still very young. Most Bethesda games aren't properly stable, with works-as-intended features, until about six months post-release (which is when I usually buy their games), and it's only been three. I wouldn't lose hope yet.

RPG Superstar 2015 Top 8

Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.

Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

The Exchange

DeathQuaker wrote:
Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.
Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

Is it supposed to be on the top floor? My tag is in a room second from top so maybe that's it...i tried the lower level but didn't go above....I'll try that.

RPG Superstar 2015 Top 8

DeathQuaker wrote:
Otherwhere wrote:

Just saw that the latest patch has gone live.

But the notes no longer say that you can see what tasks a Settler has been assigned to. :(

(sigh) I guess they're leaving that up to the modding community.

I doubt that, given they paid employees time to work on it. More likely during beta testing they found whatever they were doing with that system had issues, and decided to release the patch to fix the more urgent issues while they continue to work on improving the settlements with more stable code.

Remember this game is still very young. Most Bethesda games aren't properly stable, with works-as-intended features, until about six months post-release (which is when I usually buy their games), and it's only been three. I wouldn't lose hope yet.

I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.

The Exchange

Fake Healer wrote:
DeathQuaker wrote:
Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.
Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

Is it supposed to be on the top floor? My tag is in a room second from top so maybe that's it...i tried the lower level but didn't go above....I'll try that.

Danggit....still no worky. Only bed in the institute not owned is there but I can't get the quest to complete. Gonna try loading something from before I got the quest, and lose about 4-5 hours of stuff i did in-between.

RPG Superstar 2015 Top 8

Fake Healer wrote:
Fake Healer wrote:
DeathQuaker wrote:
Fake Healer wrote:
Question: What am I doing wrong? I am in the institute and I was told to visit my quarters, but when I go there I can't get the quest tag to disappear or the quest to advance. I have tried reloading, sleeping, waiting, molotoving the whole room, etc....I can't figure out what is going on and whether it is a glitch or not. I am on the xbox one.
Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

Is it supposed to be on the top floor? My tag is in a room second from top so maybe that's it...i tried the lower level but didn't go above....I'll try that.

Danggit....still no worky. Only bed in the institute not owned is there but I can't get the quest to complete. Gonna try loading something from before I got the quest, and lose about 4-5 hours of stuff i did in-between.

Did the "go back to Libertalia" thing also not work?

The Exchange

DeathQuaker wrote:


Did the "go back to Libertalia" thing also not work?

Gonna try that first...later....

Dark Archive Bella Sara Charter Superscriber

DeathQuaker wrote:
Make sure you are actually in YOUR quarters. The quest tags are VERY unreliable when dealing with areas that have multiple floors... and thus work HORRIBLY in the Institute, which has a gajillion different floors. If you are SURE you're in your quarters (your bed says "My Bed" etc.) then the Fallout Wiki suggests fast-traveling back to Libertalia, talk to X6-88, then back to the Institute. If X6-88 is unresponsive, try shooting him to revert him to a default state.

Did I miss the message where X6-88 told me "hey, I'm gonna go chill by Libertalia if you want to take me on as a companion." I was randomly in that area, pulled him up as a target in VATS while in an unrelated firefight, and only accidentally discovered that he was actually available as a companion.

Cait, on the other hand, still remains at large. She's not at any settlement, or any other companion's starting location. Oh well...


Ahhhhh!!! Artillery at last!

RPG Superstar 2015 Top 8

I haven't done a lot with X6-88 but I've heard his initial placement gets buggy.

The Exchange

Fake Healer wrote:
DeathQuaker wrote:


Did the "go back to Libertalia" thing also not work?

Gonna try that first...later....

Whew....it worked, dodged a bullet there. Yea!

Thanks all.


DeathQuaker wrote:
I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.

Great! Looks like I can resume Hope rebuilding the Commonwealth this weekend, then.

Meanwhile, I've been slowing down my play with my other characters until they've caught up with each other. (Main Quest: Unlucky Valentine, Getting a Clue, and then Reunions. Yeah, I've been at this since the game came out, but I'm playing 7 characters concurrently,and get sooo distracted by all the stuff out there I stumble into.)

I'm also reluctant to join a faction. I read that you can belong to every faction until The Molecular Level, but I've been resisting joining because: a) it may not fit that character; and b) I didn't want to accidentally go too far along that faction's quest line and get locked out of other factions/quests before TML makes me have to choose.

Maybe it's my fear of commitment showing...


For Cait, you may want to go back to the Combat Zone. Apparently companion-able NPCs sometimes reset their default location when dismissed.


Sharoth wrote:
Ahhhhh!!! Artillery at last!

I wanted to like this feature so much... but it always takes so long to arrive... the target has almost always moved out of the impact zone. Such a waste.


If you don't designate a location when you dismiss a companion, they're supposed to go back to the place where you first found them. (Not sure about Preston, however.)

Piper goes back to her paper in Diamond City; Strong stands around in Trinity Tower; Codsworth goes back to Sanctuary; etc. Cait should be back in the Combat Zone.

(Some players using mods or on the PC who have changed their .ini settings to allow Essential characters to die will likely find their Companion has been killed en route.)

RPG Superstar 2015 Top 8

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Otherwhere wrote:
DeathQuaker wrote:
I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.
Great! Looks like I can resume Hope rebuilding the Commonwealth this weekend, then.

Just played with the patch last night and I can confirm the Settler assignment feature is working. In addition to showing their assignment, if they're assigned to food, the "highlight" showing what crops they are working shows up from farther away now too.

Quote:

Meanwhile, I've been slowing down my play with my other characters until they've caught up with each other. (Main Quest: Unlucky Valentine, Getting a Clue, and then Reunions. Yeah, I've been at this since the game came out, but I'm playing 7 characters concurrently,and get sooo distracted by all the stuff out there I stumble into.)

I'm also reluctant to join a faction. I read that you can belong to every faction until The Molecular Level,

THE MOLECULAR LEVEL DOES NOT TIE YOU TO ONE FACTION. YOU CAN STILL BELONG TO ALL FACTIONS AFTER THE MOLECULAR LEVEL.

Sorry for shouting, but I've seen people say that before and it is very, very, very not true, and I expect this expectation f%!+s up a lot of people's playthroughs because they think they're making some huge decision when they're not.

You can belong to every faction through well after the Molecular Level, and you can change who you're investigating the Institute with AFTER that point--several times in fact.

At some point you do have to pick one, and some quest threads will eventually put you at odds with more than one faction---BUT NOT AT THAT POINT.

The one time I finished the Main Quest (with the Minutemen as my primary allies, I finished on friendly terms with the Railroad and Brotherhood as well, and can still do quests for all three. And I was friendly with all four until I made an active decision to tell the Institute off after the Battle of Bunker Hill (which was my decision and not a forced thing to do).

The one thing the Molecular Level does is it can close off, temporarily, some Railroad Quests, if you don't do TML with them, BUT all you have to do if you want the Railroad's Underground Undercover quest is tell them you'll side with them instead and then you'll unlock it (and your other faction quests will still be active and you won't piss anyone off, and you can switch back to another faction later). And even if you decide not to tell the Railroad you'll side with them, you can still remain friendly with them and do sidequests for them.

Here's the progression of decision points:

- Do the Molecular Level with whomever the f!*! you want, but when you're given a holotape to get Institute data, share it with everyone (you might have to go back and get an extra depending). I'd say it's EASIEST to do it with the Minutemen but it really doesn't f~@&ing matter.

- Doing stuff for the Minutemen will never piss anyone off (unless and until you decide to betray the Institute, which you have to take a direct, knowing action to do). And if you screw up the Main Quest with another faction, you can always default to the Minutemen instead. The only way to piss off the Minutemen is if you actively, intentionally attack them.

- If you're doing Brotherhood quests, go as far as "Blind Betrayal" but until and unless you decide to side with the Brotherhood, do not continue on to "Tactical Thinking." It is okay to talk to Maxson to finish Blind Betrayal, but when he tells you to talk to Lancer Captain Kells and "Tactical Thinking" shows up in your questlog, avoid Kells like the plague--because the dialogue with him will make you enemies with the Railroad. You can, however, continue to do Brotherhood sidequests to your heart's content (as long as they don't make you report to Kells).

- The Battle For Bunker Hill gives you an option do do stuff for Institute, Railroad, and Brotherhood. If you end the quest in favor of either of the other two, you can ask the Institute for forgiveness (maintaining your friendliness with all groups for the time being) or tell the Institute you don't want to side with them anymore (which also closes off the main Railroad Questline, but you will remain friendly with the Railroad and can continue to do sidequests for them).

- The next, real "point of no return" is a quest called Mass Fusion, which you will get working for the Institute (and also siding with the Railroad, which makes you follow the Institute plot for awhile). If you go through with it, you will become enemies with the Brotherhood (or, if you warn the Brotherhood, you will become enemies with the Railroad and Institute). If you don't want to do either at that point, then your default choice is working with the Minutemen.

Notes: I've edited this about a hundred times so if you read it when I first posted it it's probably changed.


DeathQuaker wrote:
(stuff pertaining to Factions and choice points)

Whoa! Thanks for the breakdown. This is really a great help to know this. I appreciate it!

Liberty's Edge

I went back to trinity tower for strong after I did the quest and rescued the guy he worked for . Couldn't find Him. Is this a known bug? I'm on ps4


Strong can disappear if sent to a settlement with zero settlers according to the wiki. Maybe he was left at the Towers for too long? I haven't seen anything else on him disappearing from the game.

Dark Archive Bella Sara Charter Superscriber

I've tried checking the Battle Zone, and she's not there either. I should just accept that she's moved on (which is easier now that I have Curie, who is my favorite companion by a country mile).

Liberty's Edge

I didn't even talk to strong after the quest. I had no idea you could get him as a companion until I read it online


Sebastian wrote:
I've tried checking the Battle Zone, and she's not there either. I should just accept that she's moved on (which is easier now that I have Curie, who is my favorite companion by a country mile).

I just got Curie, and I LOVE the accent! BUT I hate the AI - she rarely attacks anything.

I've had such bad experiences with the companion AI in game so far: Piper waiting and not defending herself when she got attacked; Strong beating his chest and making statements but not going after any enemies - he kept hanging around me and blocking my shots; Preston missing about half his shots or more; and now Curie letting a Raider whack on her with a melee weapon and not doing anything about it! Arrgghhhh!

If you're on a PC, you can always use the console commands to bring your companion to you. On console, we're s.o.l. if they disappear. (Unless/until Bethesda patches these bugs.)

Also: You're sure you didn't send her to one of your settlements? Hopefully they will give us a patch that allows us to locate them after we've dismissed them.

@CapeCodRPGer: not sure what else to do but reload a previous save and do the mission again. The PS4 seems to have more bugs than the XBox when I check the wiki.


Just found this online:

Quote:

--VERY IMPORTANT--

If at any point you can't find a companion and don't want to use console commands. Check out the "top" of "Mass Fusion". Your companion may be there, but you can't talk to them because it says "Individual Busy". Easy Fix here. Pick up one of the metal barrels and push your companion off the the top of Mass Fusion. There is many gaps in the railing. Whats happening is your Companion is trying to go to the next checkpoint of the quest but doesn't know how to get down from Mass Fusion for some odd reason. Anyway, once they fall to the ground they will be sitting because they took massive fall damage. Once they get up they should start heading (moving) to the next part of the quest. You still won't be able to talk to them (for me it was Cait) but just follow them to the next part of the quest till it triggers. It may take awhile because your companion does not fast travel like you do unless they are in your party.

P.S. Make sure to save before doing this. This works for most but some may need to tinker with my steps on how this works to make it work for yourself.

So you might try Mass Fusion for any missing companions.

Let me know if this works!

RPG Superstar 2015 Top 8

Odd, Otherwhere. In my game my main problem is the NPCs being too aggressive (Piper is ALWAYS charging into danger). And in particular, watching Curie lean over a raider and repeatedly hack away at him led me to believe she was way more violent than she was letting on rather than the other way around.

With Curie in particular, if you have finished her quest, "Emergent Behavior"...

Curie Spoilers for Emergent Behavior:
Make sure you give her a good melee weapon. Even in her synth form, she still fights like a Mr. Handy, i.e., tends to close in for close combat, so give her a melee weapon. Otherwise she tries to attack with her fists, which if she was in her synth form when she wasn't responding to the raider, might be why she appeared to not be fighting back--the raider might have been hitting her before she could really get a hit off. She may well also be fine with an unarmed weapon (like a power fist). She is frightening with a Ripper to an almost sadistic level. She is also good with energy weapons and flamers for more ranged attacks.

At any rate, what both our situations indicate is THEY SHOULD HAVE KEPT THE AGGRESSION SETTINGS FROM NEW VEGAS. (Why Fallout 4 didn't use some of New Vegas's excellent developments like the companion wheel I do not know. I know Obsidian did it, but it was still Bethesda's engine.)


Enemy AI seems to behave better than my Companion AI. This isn't what others experience, but I'm telling you: my Companions generally are more of a pain than any support.

Constantly blocking my line of fire; seldom attacking anyone, even when I take the time to locate them with my reticule and issue an order for them to attack. In the fight with Skinny Malone and Darla, Curie did nothing while the Triggermen unloaded on me, and Darla backed her into a corner and beat her into that unresponsive, collapsed state without defending herself at all!

I armed Strong with a Super Sledge, and he would pace back and forth, beating his chest, and then retreat back to me. The few times he did attack, he'd murder most things in about 2 blows. But mostly he would pace and hover near me. :( If I armed him with a minigun, he'd do alright - sometimes. Other times, he'd pace, like he couldn't find a good spot to fire from, and just keep moving around spouting his combat lines but not firing. Ugh!

Piper would do alright if she was using her default 10mm. Cait has been the most aggressive, which is fitting and more what I'd expect. Preston is one of the worst shots in the game. I haven't traveled with Danse, Hancock, or Deacon, yet, so no idea if they'd be any better.

And WHY do they have to hang out practically on top of me?!? I'm constantly yelling at the screen: "Give me some room, [Companion]!"

Maybe they sent the game out with a variety of Companion behaviors and this is all some grand Vault-Tec experiment to see how we respond?


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How To Increase Base Building Size

Pretty neat way to increase the base size limit. I will be giving it a try.


Now THAT is an epic Castle build.

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Otherwhere wrote:

Enemy AI seems to behave better than my Companion AI. This isn't what others experience, but I'm telling you: my Companions generally are more of a pain than any support.

Constantly blocking my line of fire; seldom attacking anyone, even when I take the time to locate them with my reticule and issue an order for them to attack. In the fight with Skinny Malone and Darla, Curie did nothing while the Triggermen unloaded on me, and Darla backed her into a corner and beat her into that unresponsive, collapsed state without defending herself at all!

I armed Strong with a Super Sledge, and he would pace back and forth, beating his chest, and then retreat back to me. The few times he did attack, he'd murder most things in about 2 blows. But mostly he would pace and hover near me. :( If I armed him with a minigun, he'd do alright - sometimes. Other times, he'd pace, like he couldn't find a good spot to fire from, and just keep moving around spouting his combat lines but not firing. Ugh!

Both of these cases sound like bugs. Curie was with me too in Vault 114 and she was fighting back, and effectively. Do they still do this when you dismiss them and then get them back?

Quote:
Piper would do alright if she was using her default 10mm.

Let her use it. It's a decent custom weapon, she's a good shot with it, and she stays out of your way when she uses it, and since it's her default she never runs out of ammo with it.

Generally it's better not to give them a weapon other than their default, because they just eat up the ammo. (You can and should give them a melee weapon for backup.) Curie I made an exception with because I found a cool flamer I wanted her to have, and I decided I wasn't using the Cryolator to its best effect and handed it to Cait instead (this was a good decision, even if she did eat through the ammo).

I haven't traveled with Danse, Hancock, or Deacon, yet, so no idea if they'd be any better.

Quote:
And WHY do they have to hang out practically on top of me?!? I'm constantly yelling at the screen: "Give me some room, [Companion]!"

I've noticed the Mr. Handys tend to hang a little too close in particular. Cait, Deacon, MacReady, and Piper if anything tend to wander too far off. Danse isn't bad, although I think his power armor makes him hard to travel with sometimes (power armor causes some weird camera issues, and you can't get him to leave it). Hancock's the one companion I haven't worked with yet because the quest you need to get him is bugged for me.

Some of the temp "companions" do this too (people who aren't companions but will work with you on a quest). Glory pushed me into a bottlecap mine as I was about to disarm it. She's the one who actually triggered it because I have the perk that protects you from floor traps and mines, but she knocked herself on her ass. Justice. She still ceased being someone I wanted to spend time with.

Quote:
Maybe they sent the game out with a variety of Companion behaviors and this is all some grand Vault-Tec experiment to see how we respond?

Nah, just bugs. Far more Bethesda's style. ;)


Giving grenades to your companions is best done *after* acquiring Inspiration 1 and 2. They love explosives. Piper routinely flung them right in front of me...


Turin the Mad wrote:
Giving grenades to your companions is best done *after* acquiring Inspiration 1 and 2. They love explosives. Piper routinely flung them right in front of me...

Yeah - that's my bad. I KNOW they'll use them in melee situations, yet I continue to give them grenades to lower my weight and grab "just one more [fill in the blank) junk item to scrap." When will I learn...

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