Fallout 4


Video Games

2,751 to 2,800 of 3,548 << first < prev | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | next > last >>
Dark Archive

captain yesterday wrote:
NenkotaMoon wrote:
captain yesterday wrote:
Has there been any plans for a Game of the Year Ultimate Edition yet.
My guy on the inside says no. Too busy testing the remaster. Maybe later, but right now they are just too busy.

neat! No problem, thinking about getting an XBone this season, as my 360 will be ten. Fallout 4 is tops, but I do like getting it all on one game. :-)

I'll most likely pick it up when or if I get one. :-)

Get a PS4. Even though mods are gonna be abysmal on it, it will still be better looking and run better.


1 person marked this as a favorite.

Nope, my Xbox 360 has been a rock for the last ten years.

While I know brand loyalty is an antique, I had bad experiences with both PlayStations I owned. :-)


Get an Xbox one, unless you really need a region free bluray player and enjoy niche Japanese import games.

(Said by the owner of a PS4)

Dark Archive

And miss that nice 1080p


If graphics are your biggest concern, you get Fallout 4 on the PC. :P


Blurg.

I've gotten stuck due to some "World of Refreshment" bugs. Enemies inside suddenly become immune to damage, though they damage me and my companion just fine. It keeps happening! I need to give up and hope there's an official or unofficial patch to fix this.

(Warning: Safari was also buggy. My companion and the other NPCs kept teleporting around, like the game kept reloading them ever few seconds, sometimes resulting in their death.)


Despite going in at half the suggested level, I've cleared all five park zones. Made it up to lv. 27 in the process. I was surprised how effective careful automatic weapons fire can be. I have completely drained my ammo reserves twice though. :P


Scythia wrote:
Despite going in at half the suggested level, I've cleared all five park zones. Made it up to lv. 27 in the process. I was surprised how effective careful automatic weapons fire can be. I have completely drained my ammo reserves twice though. :P

Congrats! It made it a satisfying challenge, I'm sure. Did you have any issues, aside from running out of ammunition?

My game was glitchy.

Dark Archive Bella Sara Charter Superscriber

Does anyone know if you can build anything in Home Plate that produces fresh water? I've made the trip from Starlight Drive-In to Diamond City, but am forced to drink the awful radioactive brahmin water to quench my thirst. I want to confirm before I pawn my wedding rings and all the ammo for weapons I'm not currently using to purchase the property.


Sebastian wrote:
Does anyone know if you can build anything in Home Plate that produces fresh water? I've made the trip from Starlight Drive-In to Diamond City, but am forced to drink the awful radioactive brahmin water to quench my thirst. I want to confirm before I pawn my wedding rings and all the ammo for weapons I'm not currently using to purchase the property.

If you're playing vanilla (unmodded) FO4, no - you're stuck with no fresh water. Poor design imho.

The Real Elianora has a mod that does have water, though not in Home Base. Her mods for Marlborough House and The Railroad also add purified water sources, which are very welcome in Survival Mode!

(She's also cute as the dickens, and a very talented designer.)

Dark Archive Bella Sara Charter Superscriber

Cool - thanks. Guess I'll save my pennies. Looks like Diamond City is not a desirable base of operations for Survival Mode. I have a PS4, so no modding, but I do have all the DLC - is there anything there that generates fresh water?


Sebastian wrote:
Cool - thanks. Guess I'll save my pennies. Looks like Diamond City is not a desirable base of operations for Survival Mode. I have a PS4, so no modding, but I do have all the DLC - is there anything there that generates fresh water?

Vanilla option: Take over Hangman's Alley. You can build a pump there, and it's just down the street from Diamond City. It is more centrally located and makes a good base from which to head out to most locations in the Commonwealth.

I usually add a Water Pump from the dlc (requires 4 power and creates 10 water) plus 1 or 2 hand pumps to refill bottles and grab a quick drink.

Good luck to ya'!


Otherwhere wrote:
Scythia wrote:
Despite going in at half the suggested level, I've cleared all five park zones. Made it up to lv. 27 in the process. I was surprised how effective careful automatic weapons fire can be. I have completely drained my ammo reserves twice though. :P

Congrats! It made it a satisfying challenge, I'm sure. Did you have any issues, aside from running out of ammunition?

My game was glitchy.

Much like Dead Money in FNV, there were times where I had to reload because I got into a situation I didn't expect and couldn't fight my way out of without a change of approach. I'm very glad Bethesda used the three auto save setup from Skyrim.

No glitch problems, I'm usually pretty fortunate about those. I did get super lucky on a long shot speech check.

Spoiler:
Oswald, at the end of the Kiddie Kingdom. Me with my Charisma of 3, and I convinced him that he ought to go find Rachel. I just choose it to finish the dialogue. :P


1 person marked this as a favorite.

Finished up playing through Far Harbor this weekend. Love the atmosphere, probably my favorite part of Fallout 4.

An interesting and mentally taxing little side thing to do was breaking the firewalls for DiMA's 5th memory fragment. The reward is pretty cool though after you track them all down. A bit heavy though.


Wraithguard wrote:

Finished up playing through Far Harbor this weekend. Love the atmosphere, probably my favorite part of Fallout 4.

An interesting and mentally taxing little side thing to do was breaking the firewalls for DiMA's 5th memory fragment. The reward is pretty cool though after you track them all down. A bit heavy though.

HOLY CRAP YES to breaking through DiMA's firewalls, especially that last one. I was obsessed with it for a few hours this weekend. Far Harbor was definitely my favorite part of Fallout 4.


The long awaited mods are on PS4 now, but was it worth the wait?

Meh. I appreciate being able to move legendary properties from one item to another, and being able to ballistic weave any base layer, but the lack of external assets prevents what I wanted most: New outfits.


Dang. I tried an unarmed build on Survival Mode, and Automatron just kicked my butt. :(

I went and got the Overboss' Power Armor from Nuka World, only to find that you can't equip unarmed weapons in Power Armor! Nice. Screwed me out of my build. I had 3 pips in Unarmed, and a Crippling Meat Hook maxed out, plus Swan's Power Fist, and couldn't use them.

I wound up downloading a Cheat mod just so I could complete the final battle. Not really proud of it, but I simply wasn't able to do it otherwise. I was level 36 when I finished.

Maybe I could have handled it if I waited, but I doubt it. That final battle was nuts on Standard Mode. Survival was just murder.

Dark Archive Bella Sara Charter Superscriber

I gave in to the dark side on Survival Mode as soon as mods became available on the PS4. I now have the little trailer in the back of Diamond City, the apartment in Goodneighbor, the ability to swap out legendary mods, and, most importantly, limited fast travel due to the Underground Railroad mod.

Also, I just learned that Survival mode does away with quickies and nooners. I romanced Piper, but only get the Lover's Embrace bonus if I sleep some large number of hours (8-10?).


*Dusts off thread*

I got back into Fallout 4 over the break I had from work. I left much undone and unseen, but I figured that since I had done all the achievements, including the annoying 100 Happiness in a settlement one, I would mod it out to see some more fun stuff.

True Storms proved to be a little taxing to the system, causing frequent freezing when some fun weather loaded up. Darker Nights was linked with it, so I threw that out as well, though making it much darker at night did add a little tension to night exploration.

I had tried Vivid Weather, but it seemed to make it rain or mist 90% of the time. Maybe I missed a configuration holotape or something.

Weather mods aside, I grabbed some mods to clear out useless graphical clutter and mess with light and sound. Another makes the world much greener, which is actually rather interesting.

In short, I've found quite a bit of cool things to enhance my experience. Woohoo!

Silver Crusade

I've tried to start it up again on my new PS4, but with my internet it's gonna take like a week to download all the expansions -_-


Ran into some odd issues with the amount of reserve space on my system not being represented accurately. Tried one of the quick fixes I found but it didn't work.

Favorited all my old mods for easy access before I nuked them all. Completely removed and downloaded Fallout 4 again.

When I get off work tonight I'll try and get back to work downloading stuff. If only Microsoft would let us decide the size of the reserve or set it larger than 2 GB and none of this would have mattered.


Finally finished downloading mods back onto the system and it seems to have freed up a sizable portion of the previously unusable storage.

Alright, now time to get back into the Wasteland.


I finally got my first game breaking bug!

You think I'd be upset, but this is a Beth soft game, I knew these were a thing going in. :P

On a new character, I went to rescue Valentine before going to Diamond City. Doing that is supposed to open the city without Piper's scene. So, my first hint something was wrong was when Valentine started walking in circles and couldn't speak with my character. Those prototypes are glitchy, yeah? He eventually began his dialogue, and we escaped the area. Instead of going for the exit ladder he tells you about, Valentine just started slow walking to the entrance. Any attempt to talk to him got "where's your son, what happened?" with no response opportunity. I followed him as he walked a giant horseshoe path across the map toward Diamond City. We get there, and the gate is closed. Valentine walks around in circles again. The radio box is doing the security guy lines, but there is no Piper. Basically I'm forever locked out of the city.


Interesting little mod. I may have to try it.


That looked fairly interesting. If I get back into a Fallout mood, I'll have to see if I can squeeze that one in.


I've been letting this game lie fallow for a bit. Recently started it up again for another pass, and I noticed something interesting, for me any way.

Has anyone else found that by completely ignoring the main quest the game is far more interesting? The whole "Man out of time" aspect was a lot more appealing than the main story was. And after about 20 hours of just wandering around experiencing the world with that mind set I enjoyed the game far more than the "Quest for Shaun" that was the original story.

Silver Crusade

That kinda applies to all Bethesda games honestly :3


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Rysky wrote:
That kinda applies to all Bethesda games honestly :3

The only Fallout game I've played where the main questline was the most interesting to me? New Vegas... and even then, only after you get the skinny on what House is trying to do. Bad Roman Legion Cosplayers versus The NCR may seem pretty thin, but it was about the only major plot that felt like it was part of a wider world- while the game itself absolutely revolves around the Courier's actions, the world of New Vegas doesn't- something I sort of considered a step back in 4.


Just got this recently (along with Skyrim SE)

Completely misunderstood how the Perk system worked. Though it was a trickle down system, and that I had to max out the stuff on top before I could touch stuff below.

So Raw Stats got stupid high before I realized my mistake.

Built up the Red Rocket as my Fortress of Solitude, until it got so big I couldn't justify living there alone so set up a recruitment becon.

Currently have to go to the Glowing Sea and find a guy......only there is an Alpha Deathclaw in my way.


Really, really good power armor and serious heavy weapons help with Deathclaws. Especially an Instigating Missile Launcher or .50 rifle in "sniper configuration".


The Mad Comrade wrote:
Really, really good power armor and serious heavy weapons help with Deathclaws. Especially an Instigating Missile Launcher or .50 rifle in "sniper configuration".

I'm level 17, I got a suit of power armor I managed to steal from a crashed train wreck (plus I had to steal a leg from the one I got in covenant for it) and my best gun is an energy rifle the Brotherhood gave me.


Greylurker wrote:
The Mad Comrade wrote:
Really, really good power armor and serious heavy weapons help with Deathclaws. Especially an Instigating Missile Launcher or .50 rifle in "sniper configuration".
I'm level 17, I got a suit of power armor I managed to steal from a crashed train wreck (plus I had to steal a leg from the one I got in covenant for it) and my best gun is an energy rifle the Brotherhood gave me.

mm ... hold off on that trip (or at least hold off until after you save your game) before going down there at 17th level. Environmental radiation is NASTY down there.


One thing I found useful down there was the power armor helmet upgrade to highlight enemies. Large open area with that upgrade made avoiding nasty encounters easy, well, at least the ones that didn't burrow through the ground.

Other than that, snipe at it and bring out a combat shotgun. Should work if the armor holds up.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

Hiatus schmiatus. I need to share my insanity with someone.

I've been playing massive amounts of Planet Coaster lately. Why am I telling y'all this? Because I've been trying to recreate Nuka World in it. (<-- multiple links)

Most pics there are of Dry Rock Gulch and Kiddie Kingdom. They are WIPs--a lot of little details need to added yet--and it is not intended to be a perfect replica, but rather a functional Planet Coaster park heavily based upon Nuka World. (Which is why, say, there's a ride called "Bloodworm Hunt). I've tried to get the key details right. If you're interested, I'll post more pics as the project comes along.

While I'm here, on the actual subject of Fallout 4 and the main quest:

I played one game largely beelining thru the main quest, and another ignoring it for a long time. I think either works, but not a mix of the two--you either get it out of the way and then do everything else, or you put it off. Ignoring the main quest, or approaching it from less conventional routes (avoiding Sanctuary/Concord/the Minutemen, but "finding" the main quest via going to Diamond City and/or looking for Nick) gives you time to focus on what you want. I'll say my second playthrough was also more pleasant because I DIDN'T rescue the Minutemen until AFTER I finished the Main Quest. This meant no settlement quests triggered until after I was done with both most sidequests AND the main quest, so I actually really did have time to go rescue Abernathy Farm for the umpteenth time from Super Mutants. As someone else said, with most Bethesda games, there is benefit to wandering around a bit and exploring and doing your thing before paying attention to the main quests.

If I go back to Fallout 4 I have in mind a semi "evil" playthrough where I pretend my character is secretly a Vault Tec employee, who is screening her husband and his fellow vets for certain traits for vault entry, and her story as a lawyer is a cover. Shaun was an accident and she's the kind of awful person who feels no connection to him, so just considers herself free when she escapes the Vault. Seeing how Vault 111 malfunctioned, she's interested in seeing how the other vaults turned out, so I'd prioritize seeking out the other Vaults--and Vault Tec regional HQ--including building the Vault that you can. She'll get into the main quest by eventually exploring Vault 114 and finding Nick (I know that can get buggy; I'll be careful) and then will want less to find Shaun than to find the Institute, eager to work for the new organization that is performing experiments on an unwitting populace.


1 person marked this as a favorite.

What did you say?


Some info I learned recently and tested out: shotguns have a fairly unique property, each "pellet" is counted as a separate shot for the purpose of applying per shot effects. For example, Wounding causes 25 points of bleed damage (about 2.5 damage per second over 10 seconds), so if four "pellets" from a Wounding shotgun hit the target, they'll suffer 100 points of bleed damage. (By the way, Wounding. Poisoner, and Incendiary can all apply multiple stacks) Multiple shots from a Wounding shotgun will cause even a Behemoth's health bar to fall like leaves in Autumn.

Also worth mentioning is that a scoped, non-automatic shotgun counts for the Sniper perks. The second rank gives a chance to cause knockdown, and with a shotgun, that chance is checked separately for each "pellet" thus giving good odds that each shot will cause knockdown.

I've heard it suggested that this per shot effect multiplication also applies to the +extra damage type properties, such as Freezing, Plasma Infused, and Explosive. Given that anyone who has had an Explosive shotgun knows how devastating they can be, it would make sense to think that devastation stems from each pellet applying area explosion damage individually.


My experiences with "special" shotguns backs that up. Extremely devastating weapons if you can get the right mod.

I still think the most efficient weapon I had was an automatic pipe pistol with wounding. Sprayed tons of bullets for piddling damage, but 20 stacks of bleed can kill just about anything.


Still mucking my way around in Fallout when I can. Me and Nick found ourselves on the rooftops of a flooded town fending off Ghouls all night long. Pretty intense fight and my power armor got badly damaged, had to go back to the Rocket for repairs.

First play through a game is always the wierdest. Somehow screwed up the concrete building I was making in Sanctuary. Third floor now has this hole in the floor that I can't fix.

and I now have a Fatboy. Thinking maybe take another shot at that Alpha Deathclaw with this thing


My character is almost level 200 without any sort of glitches.

Do I play this game too much? Hell no!

Anyone here ever roleplay a character that honestly and truly confirmed that what DiMA was hypothesizing about the Sole Survivor being a synth? How did you roleplay them? Did that knowledge change them? Who did you side with?


Fun fact I was amazed to learn: robots bleed. (As in they suffer from bleed damage, making it far more useful than poisoner)


Hannibull Rektor wrote:
Anyone here ever roleplay a character that honestly and truly confirmed that what DiMA was hypothesizing about the Sole Survivor being a synth? How did you roleplay them? Did that knowledge change them? Who did you side with?

Didn't have any impact on me really. I guessed that they might try and take a stab at an angle like that when they started going on about the NPC's memories.

Seemed like an easy move to pull given you were only given a limited amount of known history. Of course the whole Shaun thing starts to get a little silly if you assume you are a synth.

Scythia wrote:
Fun fact I was amazed to learn: robots bleed. (As in they suffer from bleed damage, making it far more useful than poisoner)

Oh yeah. Revel in the awesome that is bleed. A Wounding Minigun is also pretty hilarious. Found one of those fighting a BoS guy. I think I died 3 times fighting him. Finally figured out why it went so badly when I did drop him.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

I started that "Vault-Tec Employee" playthrough (though I've now got some freelance work in so it's on hold for a bit). What's interesting to me is that giving myself to freedom to think my character knows all about Vault Tec and what's going on with it changes your perspective on how you feel about being a vault-dweller, called a vault dweller, and about outsiders and vaults. Though I had intended to make her not very nice anyway, what's interesting is it's put me better into the mindset of someone who is really horrified by a lot of what she sees in the Commonwealth on one hand, in how hard life is--and yet also as a scientist-type character, fascinated by how life has evolved and how people have survived.

And I decided to make life hard on myself by also making this a survival mode playthrough. So far I've confirmed what I WOULD think --

-- that the stuff like needing to eat, drink, sleep, and deal with disease makes it more immersive. How dangerous the threats are makes you feel much more like you ARE from another time trying to learn to survive in a whole new, terrible world. It stops being a combat shootery game and instead becomes an actual survival game, which I like.

-- But all the "increase the frustration level, not the challenge" b%%%#!*~ like limiting saves, save-on-sleep-but-then-sleep-can-give-you-diseases, and damage from overencumbrance isn't fun. It doesn't make me feel like I'm accomplishing something harder, just being blocked from having fun for no good reason. I might see if I can mod this out. To me the value of survival mode is the immersive factors, not the "make meta-gameplay harder" factors. I already have mods going (just the unofficial patch and something minor I can't even remember what it is) so I don't give a s#+# about achievements (though I also think shutting off achievements is just weirdly arbitrary; you can tell some Bethesda staffmember has unreasonably hurt feelings about the idea of mods). I've put like 500 hrs into this game, that's achievement enough.

Doing this on survival mode has also vastly shifted how my character's approached what she does and where she goes. The plan was to beeline for certain vaults, but the danger level has forced me to take things much more slowly, which is interesting. I've avoided Sanctuary and Concord, but I stopped at Abernathy and Red Rocket. Having a safe place to sleep and make stuff becomes so crucial.

(As an aside: I think I've mentioned this ages ago, but the reason to avoid Concord is because you only get settlement attack warnings if you join the Minutemen. But you get most settlements WITHOUT the Minutemen (including, eventually, Sanctuary, just not as soon as you do with them). Without the Minutemen, you get all the benefits of what settlements provide you, but without Preston or random attack warnings, like being told Sanctuary is under attack while a Nukaclaw is trying to disembowel you over in NukaWorld.)

I did risk taking on the Olivia station to get the Abernathy's locket to have them as a settlement (Connie's discount supplies suddenly become really handy). This took a few tries and was annoying. But I did get it--one trick was remembering that there was a fusion core in the cave behind Red Rocket, then taking that to the suit of power armor near Olivia, and that made fighting the raiders a lot more survivable. Also got me a lot of good supplies. Have been leveling some item crafting stuff more than I thought I would--since it's harder to run around and loot things, it's more desirable to make the best gear you can afford to have.

Ventured south, discovered the drive thru but didn't bother clearing it (did NOT feel like dealing with mole rats). DID get to Drumlin Diner and killed the drug dealers (not to do a good deed but because they were bossy and I didn't have the Charisma to resolve things peacefully). Got me some more supplies.

Didn't realize until I'd wasted some of the items that things like carrot flowers and the like are now actually useful. Dammit. But I like that they are once I realized it.

Diseases REALLY particularly changed the way I was going to play. Was going to explore more, but needed to find a doctor for medical treatment (couldn't afford the antibiotics Carla was carrying and didn't have the supplies to make them). Being "in character" I aimed to get to Vault 81 first -- I decided my scientist had helped design that vault and knew about its disease research. But I'd forgotten about the fusion core requirement to get into Vault 81 and because ammo now has weight, I wasn't carrying multiple ones.

I wasn't planning to go to Diamond City, but it was now the nearest known area of civilization, and I'd found the Wasteland Survival Guide that put it on my map, so I knew where it was. Died several times trying to get past some raiders to get there. At this point I had a disease that directly did damage, and the Piper cutscene at Diamond City nearly killed me, as you can't back out of the cutscene and you keep taking damage while it plays. And Piper and the Mayor are all "welcome to Diamond City" and "politics" and "do you support the news? while I'm standing there dying. Sheesh. I had to take a stimpak just to survive long enough getting to the doctor.

Some quick easy quests at Diamond City netted me some cash as well, and I picked up Piper just to have a bullet sponge once getting out in the wastes again.

Have now actually made it into Vault 81. In the story in my head, my character is utterly perplexed to see a perfectly healthy vault society with no sign of the disease experiments that went on. Yet. Eventually of course I'll get to the diseased mole rats and Curie. Last time I played I was playing a stealth character and actually avoided touching any mole rats so I didn't get diseased. This time I don't think I could hack that and I think I'll just take the dang cure. My scientist will just consider the vault's reaction an interesting assertion of the xenophobia that has overtaken many of the vault dwellers (and of course feel that if they wanted to save one of their own, they should have gone into the mole rat den themselves). The real point is to ultimately get Curie. I don't know if I do, if I'll keep her a robot or not when the time comes to decide. I think I kind of want to let her stay a robot and eventually build her some kind of badass robo tank body. If once she became human she had something eventually come of her research it might be worth it, but her story just kind of stops once she's human (apart from the optional romance, which I won't be taking this time around).

Another note on survival mode--it's amazing how much more of a relief it is to get to "towns" like Vault 81 and Diamond City after being out in the wastes. To know you can easily find food and water and a place to sleep without getting sick.

Eventually she'll get to the build-your-own vault and THAT will be fun.

PS: On sidetreks between the city and Red Rocket/Abernathy, ended up clearing out Sunshine Coop, which I was asked to do by Oberland, so got them both as additional settlements. I wasn't planning on doing a lot with settlements, but I'm realizing it's crucial to have them as "rest stops" to eat, drink, and save. I'm not planning on doing massive rebuilds/recruitment outside of Red Rocket and Abernathy, though. Red Rocket's going to be my personal construction palace, with just enough settlers to harvest adhesive/chem supplies and defend the place. Abernathy eventually will be my new "town"--it's got a huge footprint, so I can build a huge enclosed marketplace there. I started a low Cha build and am realizing I'll need to boost it up to get the various shop perks etc. to get everything to function properly.


1 person marked this as a favorite.

Has anyone found that there's a choice or option they never take?

I've had dozens of characters, some nice, some wicked, but never once have I sided with the people in charge of Covenant. My good characters can't condone the kidnap, torture and murder, my evil characters find wiping out the facility more fun. I suppose if I had a character with an irrational hatred of Synths, they might, but that idea never made sense to me (given that the character doesn't even know what a Synth is for a long while after waking up).

What choices do you never make?


Nice job getting some work DQ.

If I remember correctly from when I played awhile ago, there were a bunch of mods to change the Survival experience.

I think the reason they disabled achievements for mods is that with the right mods you could get some of the biggest pains in the butt done without any sweat. (Max Happiness i'm looking at you) I think of it like this, "You can't get achievements playing with cheat codes." I understand that the vast majority of mods would have no effect on getting achievements though.

If you have the Automatron DLC, robots are probably the best buddies to have. Replaceable, durable, great carrying capacity, with weapons you can customize.

EDIT:

Scythia wrote:
What choices do you never make?

I think I'll make any decision in a video game just to see how it unfolds. Not to say that sometimes I find it incredibly hard to hit that button. The first time I play a game though I almost always go for the most altruistic decisions, or what seems to be at the time.

One of my friends has a hard time making destructive decisions in games as well. We are pretty sure it is because we are both fairly nice people in general so it can make it difficult to commit those actions, no matter how far removed it may be.

A list of the things I found hard to do in Fallout 4:
Leaving the Minuteman high and dry in Concord, not kicking the drug dealers out of the Drumlin Diner, letting Covenant continue on as is, wiping out the Railroad, leaving little "Shaun" the synth in the Institute... ugh. Now I'm starting to feel like a slimeball.

Thanks Scythia. :)

RPG Superstar 2015 Top 8

Choices never made in Fallout 4...

In general I find it hard to make the sadistic choices, and choosing to keep the cure will be an interesting test for me.

That said, THIS playthrough I probably also will help Covenant, not because of hating synths, but of "respect" for scientific process (in my twisted Vault-Tec a+##&*!'s mind) though otherwise I'd always help it.

I don't think I will ever end Nuka World any other way than destroying the raiders and freeing their slaves. I just can't bring myself to attacking settlers.

I don't want to kill the Mechanist.

I don't want to give the Deathclaw egg to the gunners.

I'd struggle with destroying the Railroad, and am not sure I'd ever side with the Brotherhood because of that.

Not sure if I could side with the children of Atom. Or let DIMA on the other hand go unpunished.

I'm sure there's others.


Continued:

Regarding Covenant...

Caravan gal:
You ever kill her and see what she drops... synth components.

I think there method is on to something but it is freaking twisted.

I managed to help the raiders in Nuka World... that was terrible. Thankfully I just talked the people off the land.

I didn't kill the Mechanist, but after all my deaths I was really wanting to.

I haven't given the egg to the gunners... I just hate them too much.

I made peace between the Children and the town but I really wanted to nuke the Children of Atom and blow up DIMA.

I did side with the Institute once... I felt a little dirty.

This is starting to bring back memories of my Fallout 3 character. This was a real test to my sanity.

for being a little off the rails.:

Blew up Megaton after looting it for everything it was worth.
Helped out Paradise Falls a bunch.
Poisoned the waters.
Nuked the main brotherhood base.
I did kill that creepy guy that is after the Nuka-Cola collector... even I had standards with that character.

RPG Superstar 2015 Top 8

Well obviously your killing the creepy guy was why the Nuka-Cola collector was able to survive to get to Nuka World.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I managed to do some pretty despicable stuff in Fallout 3 and New Vegas, but... Fallout 4's assumed backstory makes being an absolute scumbag feel a bit less organic. Although I have managed to roll out Lester the <redacted>, who has thus far slaughtered the Abernathys (because you get access to their settlement just fine if they're all too dead to stop you), and... screwed up and actually helped Preston in Concord because I wanted that full suit of power armor. I made sure to be a jerk about it, though. Still time to kill them all, I suppose...


My character David is very focused on his Son. He'll help people that he comes across because he is a good neighbor from better times, but you come between him and his son and he will kill every SoB in his way.

Fort Red Rocket is looking pretty nice now. Half dozen folks moved into the place, managed to make the place about 4 stories high. Starting to get the wiring in. Just looking for stuff to make furniture out of now.


DQ wrote:
Well obviously your killing the creepy guy was why the Nuka-Cola collector was able to survive to get to Nuka World.

It was nice to see a familiar person in that crazy place.

I did notice something about the settlement building and the Minuteman. When Preston asks for help setting up Sanctuary I basically said "thanks for the caps, now go away." Never stopped me from setting new places up and I don't have to worry about those darned messages.

Of course I got a mod to just turn them off anyway.

1 to 50 of 3,548 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Gamer Life / Entertainment / Video Games / Fallout 4 All Messageboards

Want to post a reply? Sign in.