| Scythia |
Scythia wrote:I guess it depends on your playstyle and your build. I personally never found the poultice or the ingredients required to make it particularly ubiquitous--and/or also useful for other things (often I saved xander root and broc flower for datura antivenom and bitter drink), and the Agility debuff worth a think before using it (I'd always prefer a doctor's bag instead). It healing over time also meant it wasn't immediately going to save you if 12 deathclaws were trying to take off your head. I seldom took the chem perks and I think I only had one build where I took Pack Rat (a character I named Lydia whom I designed to carry many burdens)--mainly because I never bothered in most playthroughs to raise Barter as high as 70 to qualify.
Unless you had Honest Hearts. The "healing poultice" eliminated the limb damage aspect entirely, healing limbs and Health over time. Combine with the hardcore mode obligatory Pack Rat, and the chem perks that also affected food, and it was ridiculous.
Walking the Zion valley, the agave and cave fungus are ubiquitous, The xander and broc although not as common, can be pretty easily found. I would usually make bundles of 30. It probably helped that I would sometimes wait three days to refresh Joshua's buying capacity (which incidentally refreshed plant spawns). The White Legs carried so many valuable guns. The heal over time was fine with me, because I focused on dealing heavy damage, and high DT, then high survival. I needed the poultice to make sure my limbs worked so I could shoot accurately enough to let the healing work. I dealt with deathclaws at range (Sniping with the All-American).
Pack Rat I saw as essential for the one hardcore play I did. Double my ammo carry capacity, repair kits, and food storage, sounds like a win. The barter was useful since caps didn't have weight, but could be exchanged to get what I needed. I do think 50 would have been more reasonable though.
| Turin the Mad |
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Lemme see if this Steam linky works. Shows what I've done with some of the closer settlements for any interested parties.
| Turin the Mad |
I'll be adding more at the same link as Starlight Drive-In progresses, before moving on to Sanctuary Hills.
Surplus purified water seems to effectively "cap" at 80 and change units/day, and I only want 10 people living there, it's easier to make things work with a goal of 90 water instead of 110.
It's STILL overkill, but the combination of the large purifiers' vertical height and the necessary square footage to enclose the hole, purifiers and generator shed (now featuring a solid roof!) makes the central building my primary concern there.
At least this time there's a "waiting spot" for the eventual artillery emplacement. With a 'power budget' of 22 (after purifiers, beacon & 1 point as a cushion) that should ease the size limit some.
Fake Healer
|
I'll be adding more at the same link as Starlight Drive-In progresses, before moving on to Sanctuary Hills.
Surplus purified water seems to effectively "cap" at 80 and change units/day, and I only want 10 people living there, it's easier to make things work with a goal of 90 water instead of 110.
It's STILL overkill, but the combination of the large purifiers' vertical height and the necessary square footage to enclose the hole, purifiers and generator shed (now featuring a solid roof!) makes the central building my primary concern there.
At least this time there's a "waiting spot" for the eventual artillery emplacement. With a 'power budget' of 22 (after purifiers, beacon & 1 point as a cushion) that should ease the size limit some.
I didn't notice but, there is a cap on surplus water? Is that per site or overall? I hope it's only per site because that's how momma makes her caps....
| DeathQuaker RPG Superstar 2015 Top 8 |
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Scythia: Like I said, difference in playstyle and build. (And if a playstyle/build eliminates a factor of the game I like, then I probably won't pursue it. :) )
Gotta say, I'm really underwhelmed by the first two DLCs announced. Pretty sure there are already mods that do all of that (except maybe the voice acting).
I think the robot one is a YMMV -- some people are gonna be more than delighted by it, others less interested--but they know they have a large giant robot loving crowd in their audience, so it's probably a no brainer to do. I'm intrigued by the introduction of a new enemy, which means there should be at least some new story play. The screenshots also intrigue me because they show the Sole Survivor in a backpack (also with his pet robot carrying packs) and I'm a weirdo who actually likes to see on character models the backpacks, etc. we use to carry our stuff---plus the possible option of a robot pack mule? That is points in its favor. Is it worth the price of admission? That's probably still YMMV.
The Wasteland Workshop one -- I think it's going to be good (for the $5 they're charging for it), but the marketing for me personally is all off. I don't give a flying f~~$ about making a Deathclaw Arena, which is of course the thing they're hyping the most, but the "nixi tube lighting" they buried in the fine print in the bottom of the description has got me excited. I CAN PUT GLOWY LETTERS ON THINGS. Yesssssssss. I'm interested in all the other new furniture, etc. they come up with too. Yes, some of that will also come in free mods but depending on what they also come up with it will probably be worth it for me.
The other thing I DO like, which again is undersold for me personally, is that you can capture enemies. They're playing up the "make them fight in cage matches" part but apparently you can also do other stuff, like tame monsters to work and whatnot. I wonder if you can do stuff like, say, tame radscorpions and have them guard your perimeter. Plus I just like that you can capture creatures rather than kill them. They say you can capture Raiders, so can you also "tame" the Raiders? I.e., can you rehabilitate them? That would be really cool.
Both I hope to hear more about but I think for me, anyway, they will probably be worth it (though I wouldn't purchase each separately at full MSRP).
The third one sounds good, but I'm not sure it's worth their asking price. I hope the future DLCs end up being actually worth the price of the season pass (even the original price seems borderline right now).
That is the danger of the Season Pass model. You pay people for work ahead of time sight unseen which is seldom a deal in your favor. They could put out twelve "dog armor" DLCs after this and insist the dog armor is SO AMAZING it's worth $60 and you got more than your money's worth.
That said, I'd say if they're putting out the three DLC we know about and at least two more... it's probably at least worth the $29.99 Season Pass price. But if I don't get that (I haven't gotten the Season Pass yet), I'm just waiting until they individually go on sale on Steam (where I can buy the ones I want and do without the ones I don't) -- after all, the second one comes out only a or so before the Steam Summer Sale -- or even until the "Ultimate" edition and THAT goes on sale for less than the post March 1 price of the Season Pass.
For me I know I'll get most of the DLC... it's whether I want to buy into the Season Pass model (which I have a lot of... I guess ethical issues with), or force myself to be patient.
| Turin the Mad |
Turin the Mad wrote:I'll be adding more at the same link as Starlight Drive-In progresses, before moving on to Sanctuary Hills.
Surplus purified water seems to effectively "cap" at 80 and change units/day, and I only want 10 people living there, it's easier to make things work with a goal of 90 water instead of 110.
It's STILL overkill, but the combination of the large purifiers' vertical height and the necessary square footage to enclose the hole, purifiers and generator shed (now featuring a solid roof!) makes the central building my primary concern there.
At least this time there's a "waiting spot" for the eventual artillery emplacement. With a 'power budget' of 22 (after purifiers, beacon & 1 point as a cushion) that should ease the size limit some.
I didn't notice but, there is a cap on surplus water? Is that per site or overall? I hope it's only per site because that's how momma makes her caps....
Per site. At high daily surplus, I think there might be a workshop capacity limit as well, so it might be worthwhile to plop a cooler adjacent to the workshop for storage for later retrieval.
There's so many legendaries that drop that are utter junk at the higher difficulties caps aren't an issue solely from that source alone.
Now, veggie starch, there's where my purified water goes. Along with a fair number of the more entertaining chemistry/cooking items... :)
| Tvarog |
Fake Healer wrote:Per site. At high daily surplus, I think there might be a workshop capacity limit as well, so it might be worthwhile to plop a cooler adjacent to the workshop for storage for later retrieval.Turin the Mad wrote:Surplus purified water seems to effectively "cap" at 80 and change units/day, and I only want 10 people living there, it's easier to make things work with a goal of 90 water instead of 110.I didn't notice but, there is a cap on surplus water? Is that per site or overall? I hope it's only per site because that's how momma makes her caps....
This may have been stealth-patched, but when I was actively playing I had no trouble at all getting upwards of 250 purified water per day from the hole at Starlight. It was "fun" getting all the purifiers rotated so they didn't clip each other (anecdotally, it seems when two purifiers clip into each other, they only count as one for production rate - but still two for power use).
The cooler idea is great as well, just stop by every day or two and move the product from workshop to cooler. Before you know it you're Scrooge McDuck, Water Lord of the Wasteland. (Although, swimming in bottle caps may be a bad idea.)
| Otherwhere |
Lemme see if this Steam linky works. Shows what I've done with some of the closer settlements for any interested parties.
I like your work, Turin! Especially the Abernathy farm.
Are doing this legit, or are you using console commands to have unlimited resources to build with?
| Turin the Mad |
Turin the Mad wrote:Lemme see if this Steam linky works. Shows what I've done with some of the closer settlements for any interested parties.I like your work, Turin! Especially the Abernathy farm.
Are doing this legit, or are you using console commands to have unlimited resources to build with?
Legit. I've spent a .. lot .. of hours scouring the wastelands for scrap/junk. I've gotten to know a half-dozen or so "dungeons" pretty well as a result. Steam says I've played over 600 hours. That's too high by a third as I tend to spend quite a bit of time doing other stuff while the game's on.
Abernathe was easier than Starlight and Sunshine as most of the structure and the basic scrap is already on-site. Rearranging and cherry picking what to scrap helps. The provisioner from Red Rocket took care of the rest.
Maybe it's just where I've become accustomed to 'counter-raiding', but I've found missile launchers easier to scrounge the junk for than many of the other turrets.
| Otherwhere |
Question on wiring: If I put a genny (or several) inside a structure and attach a connector to the inside of the "box", completely close off the gennys, and have another connector on the outside of the box, will I be able to draw power via that external connector?
I'm trying to wall off my gennys in The Castle, and kept getting the red "can't place that" silhouette on the wall piece because of the wires. I figure there must be a way to transfer power from one side of a wall to the other, but wasn't sure if/how.
| Matt Filla |
OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.
| Scythia |
Question on wiring: If I put a genny (or several) inside a structure and attach a connector to the inside of the "box", completely close off the gennys, and have another connector on the outside of the box, will I be able to draw power via that external connector?
I'm trying to wall off my gennys in The Castle, and kept getting the red "can't place that" silhouette on the wall piece because of the wires. I figure there must be a way to transfer power from one side of a wall to the other, but wasn't sure if/how.
No, you can't transfer a power line through walls with connectors, only an actual wire will work. You'll have to either leave one wall open, use a doorway, or other wall type that has an actual opening you can have a wire through.
| Otherwhere |
Otherwhere wrote:No, you can't transfer a power line through walls with connectors, only an actual wire will work. You'll have to either leave one wall open, use a doorway, or other wall type that has an actual opening you can have a wire through.Question on wiring: If I put a genny (or several) inside a structure and attach a connector to the inside of the "box", completely close off the gennys, and have another connector on the outside of the box, will I be able to draw power via that external connector?
I'm trying to wall off my gennys in The Castle, and kept getting the red "can't place that" silhouette on the wall piece because of the wires. I figure there must be a way to transfer power from one side of a wall to the other, but wasn't sure if/how.
Thanks, Scythia!
I suppose it's to prevent people from doing exactly what I was trying to do. :(
| Otherwhere |
Anyone on the XBone: I've got a playthru where I've encountered the Preston Garvey bug where he no longer will respond and cannot be recruited as a Companion. I can't find any fixes online, aside from "Use an older Save before the glitch", which would be many, many hours of play back.
PC peeps have a console command that fixes it, apparently, but not PS4 or Xbox. I may be screwed out of that Perk on this character.
NOTE: I've completed "Taking Independence" and that didn't fix him. Then I did "Old Guns," but still can't get him to open up a dialogue box and recruit him again.
| Otherwhere |
I wonder if the savegames are cross-compatible? If so, you could send your save to a PC user, let them fix the problem, then send it back to you. I'm willing to try, if you're interested.
I appreciate the offer, Tvarog!
It's only happened to 1 of my 6 toons I'm currently playing, so I'm not that attached to it. His is one of the best companion perks, though.
(I also don't even know how I'd send you a save file from my Xbox.)
| Turin the Mad |
Scythia wrote:Otherwhere wrote:No, you can't transfer a power line through walls with connectors, only an actual wire will work. You'll have to either leave one wall open, use a doorway, or other wall type that has an actual opening you can have a wire through.Question on wiring: If I put a genny (or several) inside a structure and attach a connector to the inside of the "box", completely close off the gennys, and have another connector on the outside of the box, will I be able to draw power via that external connector?
I'm trying to wall off my gennys in The Castle, and kept getting the red "can't place that" silhouette on the wall piece because of the wires. I figure there must be a way to transfer power from one side of a wall to the other, but wasn't sure if/how.
Thanks, Scythia!
I suppose it's to prevent people from doing exactly what I was trying to do. :(
It'll be a while before I get to taking the Castle, but the pic I have is as Scythia says - wire itself can transfer through so long as the connection points are not. Being able to view the transferral can be a trick depending on how tight the space is...
You can save some precious size limit (not to mention ceramic and copper) by taking advantage of this part of the construction mechanics instead of having to "walk it around" with 5-10 conductors.
There's a PS4 playthrough showing how someone built a skyscraper at Abernathe Farm where he figures out a way to imbed wiring and conduits inside of the concrete foundations he uses to build the structure.
| Turin the Mad |
OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.
You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.
Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)
Fake Healer
|
Matt Filla wrote:OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.
Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)
Yeah, I more or less like having the caps so I can buy the Mantis armor and other named stuff from vendors just because...but also I was producing so much water, tatos, corn, and mutfruits that I had more adhesive than I could ever use and just started becoming a water czar basically, no real need for an extreme excess of caps besides being able to buy and do anything I want at any time. Also I didn't think that having a thousand units of water lying around at all times was necessary either so converting excess to caps just seemed like a fun, cool thing to do.
| DeathQuaker RPG Superstar 2015 Top 8 |
OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.
There's no need for it. Some people just like to do it because they can. (That is not a criticism.) :)
| Turin the Mad |
Turin the Mad wrote:Yeah, I more or less like having the caps so I can buy the Mantis armor and other named stuff from vendors just because...but also I was producing so much water, tatos, corn, and mutfruits that I had more adhesive than I could ever use and just started becoming a water czar basically, no real need for an extreme excess of caps besides being able to buy and do anything I want at any time. Also I didn't think that having a thousand units of water lying around at all times was necessary either so converting excess to caps just seemed like a fun, cool thing to do.Matt Filla wrote:OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.
Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)
I use surplus veggie starch for upgrading mini-onions' gear. It takes a good large pile of it to upgrade the full compliment of goodies for 200 - 400 peons. ;)
Now, once everyone's kitted out and happy ...
Edit: what Deathquaker said above.
Fake Healer
|
Fake Healer wrote:Turin the Mad wrote:Yeah, I more or less like having the caps so I can buy the Mantis armor and other named stuff from vendors just because...but also I was producing so much water, tatos, corn, and mutfruits that I had more adhesive than I could ever use and just started becoming a water czar basically, no real need for an extreme excess of caps besides being able to buy and do anything I want at any time. Also I didn't think that having a thousand units of water lying around at all times was necessary either so converting excess to caps just seemed like a fun, cool thing to do.Matt Filla wrote:OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.
Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)
I use surplus veggie starch for upgrading mini-onions' gear. It takes a good large pile of it to upgrade the full compliment of goodies for 200 - 400 peons. ;)
Now, once everyone's kitted out and happy ...
Edit: what Deathquaker said above.
Yeah, it does take a lot of veggie starch to start kitting out the minions well....as a curiosity, what does your minions kits look like? I have never really gotten the groups kitted in any type of real, organized way. It seems like I have a few with rifles, a bunch with shotguns, a bunch with 10mm guns, a few random missile launchers(although I have had that bite me in the arse a time or two), and for armor I just can't seem to decide on a uniformed outfit and everyone is toting around mostly random pieces of whatever cast-offs I decide to hand down.
Also does anyone know what is going on in General Discussion with all the spam posts? It's been a long time and I thought they would have control of it by now....
| RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
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Last night I built a boxing arena in Sanctuary, including VIP seating, spotlights, and video cameras. I think I need to go in and flesh out the decorations, but I'm pretty much out of steel at this point.
Once I collect more scrap and caps, I think my next project will be "The Mall at Hangman Alley," the ultimate downtown shopping experience!
| Patrik Ström |
continuously reading this thread does make me wonder if I should try a "less cheaty" run through the game. Running without immortality is not an option (as I don't want to die) but perhaps not picking up all the resources and perks at start up might be something.
What SPECIAL configurations have you tried that worked well?
| Otherwhere |
Anyone on the XBone: I've got a playthru where I've encountered the Preston Garvey bug where he no longer will respond and cannot be recruited as a Companion. I can't find any fixes online, aside from "Use an older Save before the glitch", which would be many, many hours of play back.
PC peeps have a console command that fixes it, apparently, but not PS4 or Xbox. I may be screwed out of that Perk on this character.
NOTE: I've completed "Taking Independence" and that didn't fix him. Then I did "Old Guns," but still can't get him to open up a dialogue box and recruit him again.
Fixed. I think.
I went back to a save prior to "Old Guns" and redid that mission. I exited the game, rebooted my system, went back in and fast traveled to Sanctuary and Preston let me complete the mission, and is now recruitable again.
Whew!
It has something to do with a temporary faction Companions get moved to when they are switched from being a companion to a named NPC, like Preston for "Taking Independence", so you can't recruit them, and then back to being recruitable. If that switch doesn't happen, if it doesn't click for whatever reason, they need to be manually reset (if you have a PC), or go back to an older Save on a console.
Uh - fix that please, Bethesda!
| Otherwhere |
continuously reading this thread does make me wonder if I should try a "less cheaty" run through the game. Running without immortality is not an option (as I don't want to die) but perhaps not picking up all the resources and perks at start up might be something.
What SPECIAL configurations have you tried that worked well?
It really depends on your style of play. Melee? Stealth? Sniper?
That's why I'm running 6 characters atm. I wanted to try all kinds of builds, do the same missions but with a different focus and see how they play.
Blitz is an insanely powerful perk for a melee build. (9 AGI)
Combined with a few Agility Perks (Stealth; Ninja) plus some low Strength Perks (Big Leagues or Iron Fist) and you're pretty good for much of the game.
If you're Sniper, PER and AGI will be your main focus, so the others can be relatively low.
3 CHA is a safe choice because that unlocks Lone Wanderer, which is a nice option.
Just look at the Perk Tree and see which ones you're interested in. That will guide you as to where to put your SPECIAL points.
| Turin the Mad |
You could try the Idiot Savant approach. 3 INT (so you can still play with guns), 5 LCK picking up Idiot Savant at each earliest possible point. Then kill everything that looks at you sideways for maximum XP acceleration.
I recommend 7 or 8 starting LCK so you can swiftly invest into the wickedly nasty crit-fishing combination of Better Criticals, Critical Banker and Grim Reaper's Sprint. LCK 9 unlocks Four Leaf Clover, which ties to the previous 3 in hilariously entertaining ways.
Your goal is a running-around Luck of 18 (8-11 base plus five Lucky pieces of armor), which fills your crit meter with 3 hits in VATS.
This also means PER is a requirement, but PER is easier to ramp up temporarily than LCK.
| Scythia |
You could try the Idiot Savant approach. 3 INT (so you can still play with guns), 5 LCK picking up Idiot Savant at each earliest possible point. Then kill everything that looks at you sideways for maximum XP acceleration.
I recommend 7 or 8 starting LCK so you can swiftly invest into the wickedly nasty crit-fishing combination of Better Criticals, Critical Banker and Grim Reaper's Sprint. LCK 9 unlocks Four Leaf Clover, which ties to the previous 3 in hilariously entertaining ways.
Your goal is a running-around Luck of 18 (8-11 base plus five Lucky pieces of armor), which fills your crit meter with 3 hits in VATS.
This also means PER is a requirement, but PER is easier to ramp up temporarily than LCK.
I tried Idiot Savant on an Int 2, Luck 7 character once. Didn't seem to trigger very often.
| Turin the Mad |
Turin the Mad wrote:I tried Idiot Savant on an Int 2, Luck 7 character once. Didn't seem to trigger very often.You could try the Idiot Savant approach. 3 INT (so you can still play with guns), 5 LCK picking up Idiot Savant at each earliest possible point. Then kill everything that looks at you sideways for maximum XP acceleration.
I recommend 7 or 8 starting LCK so you can swiftly invest into the wickedly nasty crit-fishing combination of Better Criticals, Critical Banker and Grim Reaper's Sprint. LCK 9 unlocks Four Leaf Clover, which ties to the previous 3 in hilariously entertaining ways.
Your goal is a running-around Luck of 18 (8-11 base plus five Lucky pieces of armor), which fills your crit meter with 3 hits in VATS.
This also means PER is a requirement, but PER is easier to ramp up temporarily than LCK.
This is purely theoretical on my end as I was saving the concept for a male protagonist playthrough if/when there's an option to become more of a Raider than a hero.
If I read the wiki right, @ 2 INT it should trigger 10% of the time on anything that earns xp. At 3 INT trigger % is 9% of the time. This works very well with quicksave/quickload exploiting of Quest XP (quicksaves before turning in a quest, reload if it doesn't trigger) if one is willing to use such an exploit.
The wiki entry on it is here.
| DeathQuaker RPG Superstar 2015 Top 8 |
I guess the question is, does it fire off exactly 1 out of 10 times, or does it, for lack of a better phrase, "roll the percentile dice" each time and if the RNG is kind, it activates.
As Otherwhere stated, what SPECIAL you pick depends a lot on build concept and perk preference. If you insist upon avoiding auto-load-your-last-save-on-full-health-loss, then survival doesn't have to factor into your build as much of course, which means you can focus on things like a dedicated combat build, crafting, Charisma-based play, etc.
Here's the stuff to think about:
Str: Ironically, melee and unarmed builds need only low Str as their damage boosting perks are low on the tree, though of course there is some nice high-end stuff for them to use, like Pain Train. If you want to craft, you will need Str 3 for Armorer (although armor is unnecessary if you're in immortality mode), and Str 4 for Blacksmith (necessary for modifying unarmed and melee weapons as well as Power Armor gauntlets). If you want to use heavy weapons well you need Str 5.
Per: This makes finding targets easier amongst other things. It is an important stat for thieves (pickpocket and lockpicking perks) and gun users (rifle and sniper perks, amongst others). It also, appropriately, has some cool sensory/perception perks like one that lets you see enemy weaknesses in VATS. This is always a good stat to boost if in doubt, but at the same time is a YMMV stat that is build-dependent.
End: Since you're on immortal mode, health and most Endurance perks are irrelevant/unnecessary so you could totally dump it. The explosives use/crafting perk is however on the Endurance tree (End 5, IIRC) if you're wanting to build in that direction.
Cha: This is a dump or build-high stat. Most notably, if you really want to play with the settlement system, you REALLY WANT Cha 7 so you can get the Local Leader perk, as without it you cannot have supply lines (crucial if you're working with a lot of settlements) or build shops or workbenches (I can think of only three settlements that have a full complement of workbenches on their own). (The Charisma bobblehead is also hard to get so don't count on it to get it that high.) If you don't want to play with a companion, it may be worth getting the Lone Wanderer feat, although again since you're playing on immortal mode its damage resistance booting properties are irrelevant to you. And likewise "Inspirational" is very useful if you do play with companions (or "Attack Dog" if you travel with Dogmeat). I found the Intimidation perks fun on my Charisma build playthrough, but that is a very YMMV thing.
Int: Int has some very nice perks, but they are very dependent on build. Note for crafting you want the Scrapper perk and the Science! perk (which you need to modify power armor as well as energy weapons). And you need it if you want to build hacking skill. But this is another one that tends to be ignore or build up.
Agi: This the one that's really useful for everybody, especially if you use VATS, because Agility determines your Action Points. It also of course improves your aim so it's very important for any kind of ranged build. The Gun Nut crafting perk is here too, as are many gun and stealth related perks. If you want to go for a stealth build, this one is a priority.
Luck: Essential for critical hit builds. I can't speak specifically to its wonders as I've of late been playing a character named "Jinx" so you should guess which stat I dumped, but I've heard great things about most of the luck perks. (Don't worry, Jinx does just fine with a maxed out Agility, stealth mode, Pistoleer, Ninja, Gun Fu, and that little gun known as Deliverer.)
The other thing to note is throughout the game there is a Bobblehead for each stat, that if you find it, you will get an automatic +1 to that stat. So for example, if you know you ultimately want Str 7, you can build up to Str 6 and it will become 7 when you find the Bobblehead. There is also a single item in the game that will raise any one stat by 1 once. Finally, instead of buying perks you can just spend a perk point to raise your stat. So your build at the game's start is not your "final build" --there is room to improve it.
| Otherwhere |
On Idiot Savant: I've got a 3 INT character, and I've had it trigger 3 times in a row while crafting, so it looks like it does "roll the dice" on EACH activity that can trigger it.
I've seen YouTube videos that recommend it as a very effective way to level up quickly vs having high INT.
I take it if it fits the character concept, not to try and powergame my way to the max level as soon as possible. There's already so much to do that gaining XP isn't a problem.
| Turin the Mad |
A concept for my own amusement is to heavily limit what gear I use with the idea being to limit it to what should be common/reasonable.
Armor:
Raider, leather, metal, DC guard and legendary versions of same. Combat and synth armor gets scrapped, legendary bits get sold or ignored. The unique combat armor pieces that are purchased are fair game, as are the synth pieces if one is siding with the Institute.
Weapons:
If it's not mentioned, it gets scrapped. If it's legendary, it gets sold. I'm not a total monster... probably...
Pipe weapons, Bolt-action pipe weapons, pipe revolvers, hunting rifles, double-barrelled shotguns, railway rifles and syringers are full use in all configurations (along with any legendary/unique ones).
Flare gun: 'cause you kinda need one to summon meat shields and it's a cool way to set fuel pools alight.
10mm weapons: Only the first two you pick up in Vault 111 plus Deliverer and Wastelander's Friend.
.44 Magnum: Only the uniques - Kellog's, Eddie's and The Gainer.
SMGs: Only the two uniques (Silver & Spray-n-Pray).
Combat Rifle: Only Overseer's Guardian.
Combat Shotguns: Only the two uniques.
Heavy Weapons:
The junk jet from Arcjet is the only one 'allowed' (if it is even possible to get more than one). I will caveat this by saying that if there are Legendary Junk Jets, I've yet to see one.
Flamers are good to go since they look pretty wastelander-ish as-is.
- The only fat boy permitted is Big Boy. Scrap/sell all others.
- You get two mini-guns: the first one in Concord and Ashmaker. All others are scrapped/sold.
- The only missile launchers 'allowed' are Death from Above and Partystarter. Usual scrap/sell for all the rest of them.
- Broadsider is a unique, no worries there.
Energy weapons - uniques only, including Final Judgement. That leaves 6 or 7 assorted lasers, 1 gatling laser, the alien blaster, two plasma guns, 1 gauss rifle, 1 or 2 gamma guns and the Cryolator in the mix. Usual drill - scrap/sell the rest of 'em.
Explosives:
This is a heavy limit for my playstyle as I love grenades.
No limits on baseball grenades, bottlecap mines and molotov cocktails.
All mines in the field can be disarmed (or shot/detonated) but are otherwise left in place except bottlecap mines. Claim away.
All looted grenades/mines are scrapped (if possible - I've never tried) or sold. You'll have to track them on scrap paper or equivalent if you do like I do and rely on Strong Back to let me haul literal tons of junk around until I can be bothered to scrap/sell/store/craft with the stuff.
As for the other explosives, if you craft it (not buy it), you get to use it.
Faction-specific 'munitions' (smoke grenades, vertibird signals, Institute zap sticks) are what they are. Might give you an incentive to build entire batteries of artillery though. ;)
There aren't any lightsabers or plasma swords or whatnot, so melee weapons are all fair game. Including power fists.
The big one - Power Armor.
Currently, here's the thought: if you have to dig it out of a well-guarded spot or earn it via quest, you can keep it.
From the top of my head, that means you get the initial T-45 suit from Concord, the X-01 out in the distant reaches of the Glowing Sea, the T-60 suit the BoS hands you {if you're not going to get the one they issue then claim one set from the field/another method} and the suit that is pretty well-guarded from the inattentive characters in the National Guard Armory (and any other suits in similarly protected locations). The Piezonuclear T-60 torso bit is from a quest, so you're good to go there. If you ever acquire legendary power armor pieces, you get to keep 'em. If you get enough for a full set of a given model, sell the rest of that model.
All power armor frames are fair game. However, 'parts' are not unless it's your first T-51 set - scrap/sell as appropriate. Raider parts all the way around otherwise.
| Turin the Mad |
Yeah, it does take a lot of veggie starch to start kitting out the minions well....as a curiosity, what does your minions kits look like? I have never really gotten the groups kitted in any type of real, organized way. It seems like I have a few with rifles, a bunch with shotguns, a bunch with 10mm guns, a few random missile launchers(although I have had that bite me in the arse a time or two), and for armor I just can't seem to decide on a uniformed outfit and everyone is toting around mostly random pieces of whatever cast-offs I decide to hand down.
I've come to prefer arming all of them with .308 weapons and double-barrelled shotguns, depending on the settlement.
Bolt-action pipe guns and hunting rifles default to .308. I especially like to have them fitted with large bayonets and a scope if sufficient glass permits.
Combat rifles and pipe revolvers can be upgraded to .308, giving them quite a punch at considerable range.
Having them all using one or two types of ammunition makes the most of the Scrounger perk.
Uniformity of clothes/armor is much trickier and time-intensive, although GOBS of crafting XP are waiting for you when you do.
I generally go with road leathers as the preferred undergarment since you easily loot dozens and dozens of them, if not several hundred over the course of the game. They also look pretty snazzy as compared to those disgusting long johns and raider leathers.
One from among eyeglasses/sunglasses/patrolman glasses.
Headgear is where role differentiation is easiest as helmets are in remarkably short supply. Ideally I assign mining helmets with bright lights to provisioners. Other distribute as you can.
| Turin the Mad |
Rysky wrote:The Junk Jet in 4 is pure unadulterated evil.
Desk Fans NOOOOOOOOOOOOOOOO!!!
I enjoy firing cigarette packs, usually muttering to myself "warned you that these things would kill you someday"
Extra fun with the ignition mod.
Fun with lit cigarettes/cigars: flick them into fuel pools. Whoosh!
| Scythia |
Scythia wrote:Fun with lit cigarettes/cigars: flick them into fuel pools. Whoosh!Rysky wrote:The Junk Jet in 4 is pure unadulterated evil.
Desk Fans NOOOOOOOOOOOOOOOO!!!
I enjoy firing cigarette packs, usually muttering to myself "warned you that these things would kill you someday"
Extra fun with the ignition mod.
I never thought to try that!
The fun thing about Bethesda open world games is finding all of the little suprises and tricks.
| Turin the Mad |
Turin the Mad wrote:Scythia wrote:Fun with lit cigarettes/cigars: flick them into fuel pools. Whoosh!Rysky wrote:The Junk Jet in 4 is pure unadulterated evil.
Desk Fans NOOOOOOOOOOOOOOOO!!!
I enjoy firing cigarette packs, usually muttering to myself "warned you that these things would kill you someday"
Extra fun with the ignition mod.
I never thought to try that!
The fun thing about Bethesda open world games is finding all of the little surprises and tricks.
It is sadly very inconsistent. I just tried it last night and it didn't work.
Edit: although that does make the ignition mod'd junk jet all the more useful. ;)
| Turin the Mad |
That is a really cool idea!
I was shooting at a raider in a hospital and accidentally hit an oxygen tank next to him. The tank exploded and killed him instantly, which was awesome. I knew they were explosive but it hadn't occurred to me to try it on purpose in that particular scenario.
Fire extinguishers, the medical oxygen tanks and the bright red funky cylinders are all explosive, in addition to engine blocks and vehicles with some degree of paint. There's lots of stuff you don't want to take cover behind and I'd be surprised if there aren't more entertaining objects that will explode. ;)
If you are preparing an area with vehicles for later mayhem, you can usually see if the fission core was removed. If you're sneaking around and don't want to lose any of those tasty fire extinguishers, snag them before setting up any incendiary mayhem and violence.
| Patrik Ström |
Thanks for the advice! I went with a dump on strength (which does make collecting stuff a problem) and endurance (which sadly limits the time I can sprint) and focusing on agility and perception (with a smattering of charisma). I'm going for a more stealthy character who is going to side with the railroad when push comes to shove.
I'm also focusing on Piper for this run and wow does she kick ass.
| RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
Finished the Rumble Room in Sanctuary, including towel stations at both corners, and a gurney, IV rack, and medical oxygen cylinder for those especially brutal fights.
The Mall at Hangman Alley is coming along nicely. The lower level is for basic necessities, and the upper level is full of shops, greenery, an arcade, security cameras, and public restrooms. I still need to save the caps for my last Tier 3 shop, furnish the security office, and finalize the decorations. I'll try to get pictures up when I'm finished.
Fake Healer
|
Finished the Rumble Room in Sanctuary, including towel stations at both corners, and a gurney, IV rack, and medical oxygen cylinder for those especially brutal fights.
The Mall at Hangman Alley is coming along nicely. The lower level is for basic necessities, and the upper level is full of shops, greenery, an arcade, security cameras, and public restrooms. I still need to save the caps for my last Tier 3 shop, furnish the security office, and finalize the decorations. I'll try to get pictures up when I'm finished.
Can't wait to see it! Sounds awesome.