Fallout 4


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Day Twenty Two:

Woke up early by a fight between super mutants and synths. The fight ended with one synth surviving a few seconds longer than the last mutant. I sniped a suicider mutant in the back to take his mini-nuke, that probably stopped the mutants from winning outright.

Followed the synth trail to the subway. Raiders, dead and dismembered, strewn about the place. Good gear to scrap. Synths have definitely settled in, not sure why though. They are easy enough to tear through with a mix of rifle fire and swings of the wrench.

Seems the place had only recently been overrun as some turrets were still active and plenty of heavy munitions were still laying around. A trip down the elevator and synths are still roaming the place. At the end of the complex is an active fire fight between raiders and synths. I end the fight by quickly sorting the synths in the back and then shooting the raiders in the chest.

Loot what I want and then head back out. The streets are quiet, no mutants about, so I head into the hospital. We creep in the front door and surprise the guard before he can charge us with his mini-nuke. It alerts the mutant did though and its howling gets the rest to storm toward us.

A shot with the rifle puts the dog down and we head for a less exposed area. A mutant with a board pops up only to get knocked down. More arrive and by the time it's quiet, a half dozen mutants are piled at the door. Now with time to take it all in, Piper and I are standing in the middle of a gruesome kitchen as the dog pulls something out of a bag of meat and bones.

We hurry through grabbing chems and meds and try to focus on something other than our surroundings. Thankfully the gore is replaced by broken furniture soon enough. Some old medical equipment, meds, and a few mutants later and we are at the top floor in front of a locked door. It's a tough lock but I crack it quickly much to Piper's surprise.

Inside is an old operating theatre occupied by some miracle and dogs. We sneak around the side and finish them off quick. A little bit of loot left an we leave. Piper mentions she has enough stuff to write about for awhile now and needs some time away from it all. We make a last trip back to the base to unload and I escort her back to Diamond City. Hopefully she can enjoy some time with her sis.


Me and my Noiseycricket (Unlimited Ammo .44 pistol. 113 dmg per shot) had a fun time today

3 Supermutant Suiciders, while a 4th mutant with a minigun shoots from the distance.

Might have worked out had it not been for that land mine someone dropped


I wanna know why my unarmed damage goes down considerably in power armor. you would think it would go up with steel and pistons backing your punches.


Day Twenty-Three through Twenty-Five (The Adventures of Codsworth):

*The following is a holotape recording*
I most be either ill or crazy, perhaps both. I find the idea of trudging through the ruins of civilization without a conversational companion to be completely unacceptable. To alleviate that need I've decided to drag along that robot Codsworth that seems completely devoted to me for some strange reason.

I'm unsure how effective he is in combat besides killing flies and moles so I'll need a test run. Ghouls should be a good benchmark and I've heard that an old National Guard post that is completely lousy with them.

Day One Test Results:
A typical Mr. Handy is surprisingly effective against your garden variety ghoul. Lack of ranged weaponry certainly limited his capabilities, especially against out of reach targets that are unapproachable. While his close range weaponry is impressive it still want defeating enough to deal with a small Swarm of ghouls. Conclusion: Default Mr. Handy units are ineffective base defenses.

Day Two Build:
Simple goal: Maximum firepower. I've fought enough Sentry Bots to know those automatic lasers are terrifyingly powerful so we will begin by attaching two of those. Attaching extra storage to the frame should be a nice quality of life improvement. For me of course, not him.

A suitable testing ground might be hard to find. I'll need to take him through some ghouls again, just for the sake of experimenting. Then I'll follow it up with whatever we can find until it proves too much for him.

Day Two Test Results:
Found a ghoul swarm that was quickly reduced to glowing ashes. Next we found a group of super mutants. They lacked heavy firepower and were quickly dispatched as well, though one did get close enough to smack him with a plank of wood. Nearby was a quarry that was occupied by raiders. Despite having grenades, long range weaponry, and superior numbers, the raiders on the exterior were all killed. The interior was also cleared out of ghoul and raider alike. We also found this odd looking knife.

*long silence*

What?! Oh, yes. Conclusion: successful day off testing but perhaps too successful. I've hacked plenty of robots to know it is too easy to turn them against their creator so I'll tone this down tomorrow.

Day Three Build:
Mr. Handy is the civilian version of the Mr. Gutsy. Perhaps that build deserves a test run, the military must have liked it for a reason. Swap one of the auto lasers for a flamethrower and downgrade the other laser.

No test site in mind. I'll need as varied and input for this as yesterday. How about a trip to the beach?

Day Three Test:
Started at a fish packaging facility. Synths occupied it. Codsworth faired fairly well. Never quite laying waste like there previous build but not suffering either.

Further south we found a Children of Atom cloister. They weren't particularly fond of outsiders. They provided moderate resistance but proved entirely ineffective at combatting the robot. He did tumble down into the radioactive waste though, so the test is ending while he goes back for a thorough decontamination. Can't have a hot robot tagging along with me.

Conclusions: Until a properly secured robot can be produced, limit the firepower to a moderate level.

Robots as basic laborers should be feasible as well but people probably work better in the long run. Robots might malfunction or misinterpret orders. People can reason things out and can always be intimidated.

I guess it's time to find someone else to travel with as Codsworth won't be ready for a bit.

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Vidmaster7 wrote:
I wanna know why my unarmed damage goes down considerably in power armor. you would think it would go up with steel and pistons backing your punches.

It could be some weird math where the suit's damage doesn't calculate properly compared to say, you out of the suit with a power fist.

Have you upgraded the arms on the power armor? That tends to help.


Have anything on your clothing or armor that boosts unarmed power or strength? I think you lose those benefits hopping into Power Armor, but I could be wrong. Definitely lose Power Fists and the sort though.

Speaking of bugs, I'll have to check and see if that old Yao Gaui recipe gives a damage boost much stronger than it should be.


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Cait and the Beach Rampage:

*The following is a holotape recording*

Sophia: "Ugh... *cough* Cait! What am doing waking up on the beach?"

Cait: "Gotta sleep somewhere. Can't just run on Psycho, Jet, and liquor all the time."

S: Is that why I feel like five gallons of puke in a one gallon bucket?

C: That's how you know you had a good time.

S: Sure wish I remember what was so good about it.

C: First was offing that prick that tried to extort you for caps in Goodneighbor. Turned his back and he never saw that shotgun slug coming.

S: I did what?!? Did anyone see?

C: You offed that yahoo like I did with raiders back in the Combat Zone. Of course the mayor saw but he liked it. Not much patience for thugs that Hancock.

Then their was that research post with the Handys.

S: What the heck did I do with robots now?

C: Made yourself a small little army to try and throw off their mirelurks overlords. Didn't work out well for anyone. Then their was Salem.

S: Isn't that place abandoned?

C: Almost. Some crazy militia codger tried to bark at us for riling up the lurks. You set him straight, cleared out all the nasty neighbors for him but only after he promised to give you something worth the time. Ate good after that too.

Then the retirement home after that.

S: I really hope that was abandoned.

C: Those nanny handys were convinced you were some long lost lady. Took all their meds and then after the synths attacked you laid them all up in beds like the needed a nurse. Then their was Mt. Crabcake.

S: This can't be good. *Clears custom map marker from Pip-Boy.*

C: Some Mirelurk Queen you insisted on beating to death with that funny knife of yours and then climbed up and planted a flagpole in. Then you had some fun at the races.

S: What races are we talking about?

C: Some races the Triggermen had rigged up for raiders. We tried to blend in but they spotted is straightaway. Turned into a right bloodbath that did. After that we strolled down the beach until we found some beaten up house and insisted it must be a haunted.

S: What the hell was I thinking?

C: Don't know, but you did put some ghouls down and looted the basement. I tried to tell you we should call it a day their but you insisted on going on a bit more.

S: Just where did we go. What's this Libertalia?

C: A bunch of raiders all camped together on boats. Not so many raiders anymore. You can see them floating back over their.

S: Is that all of it?

C: More or less. We walked down the beach a bit and you passed out. The dog kept watch for us, good boy that he is.

S: What the heck is that smell?

C: Some stuff the dog decided to roll around in at the bottom of an old subway station.

S: Remind me never to do chems again.

C: Sure thing. Now turn that thing off, I got something important I need to ask you.

S: What the hell, why is this thing running!

*Recording end*


And I am back to Fallout.
Gonna take at first try at playing the game with mods
Only 2 of them; Zombie Walkers and True Storms

Dead be rising in the Comenwealth


So....Zombie Mod is nuts.

Head shots only isn't so bad, and the general wandering around Zoms are not a huge deal. Cogsworth makes short work of a lot of them. I have tried to go into Boston once and that went really badly. Started ok but the more noise I made the more of them started showing up. Ran out of ammo completely and died in the back of one of the shops.
Melee ends badly

The biggest problem is when you are just setting up a settlment. The hordes start coming trying to kill you before you are fully set up. Sunshine Tiddings got ugly but I think it'll stand now. Had to use a NukaGrenade on the 3rd swarm cause I was out of ammo. Took a little while to bash all their heads in with the tire iron.

I got a late start on the Red Rocket. Didn't start building there until I had 5 other settlements. Had to abandon it Too many swarms, was down to 11 ammo in the laser musket (which is not a good zombie fighting weapon) so Me and Preston just ran to Sanctuary. They are still swarming all over the Red Rocket. Need to do something before Carla tries to get back here or she is meat.

Also the True Storms weather mod is really nice. All kinds of messed up weather stuff


Well, here is another first for me in Fallout. I built a maneufacturing machine to pump out Bullets, cause killing Zombies with nothing but a tire iron was not working.

and I don't think I have ever set as many traps around a settlement as I currently have at the Drive-in. We are alive today because the traps are ripping the legs off the zombies if they get too close to town.


Building a settlement in Hangmans alley during a Zombie apocalypse...is a very bad idea

I gotta say this Zombie Walker Mod has really changed the game for me. I've had some really desperate fights against hordes coming from all directions, never seem to have enough ammo. Building in ways I never thought to before (Hamngman's ally is now only accessable by elevator).

Just had to rush to defend the Abernathy's. Had to fight my way through several swarms on the way there. Nearly got trapped and surrounded. had to burn a path using Molatovs. Got there just in time to fight off two swarms of zoms and just face palming as Conney goes rushing at them with her baseball bat.

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This has been interesting to follow Greylurker. Just letting you know someone is reading. :)


DeathQuaker wrote:
This has been interesting to follow Greylurker. Just letting you know someone is reading. :)

It's certainly a different game and I haven't even dialed things up all the way.

Discovered that getting hit by a Zombie almost always gets you an infection, so that has been a problem more frequently than I would like (as if Zoms hitting like a truck wasn't enough of a reason to avoid melee)

Shotgun is proving to be a my new favorite gun. The Stagger slows them down and the spray can sometimes get more than one in the head.

Still have my 10mm ZomPopper as a back up.

and due to me being wrong place at the wrong time the Robot armies of the Mechanist are now on the march.

Robots vs. Zombies all over the place.
at least I got ADA to do melee for me now.

Oh right. Small glitch happened at Hangman's alley. There is a Zombie stuck in a wall and we can't kill it. You can hear it moaning and occasionally you see an elbow pop through the wall. As a result though I can't use the bed or workshops at Hangmans Alley because "enemies are near" Which is a shame cause the elevated appartments I've been making there are kind of cool.


So with my current settings All Ghouls and about 50% of animals are being replaced by 2-3 zombies.

This means that anyplace that had a Lot of Ghouls now has 2-3 times as many Zombies. Like that Train Station between Sanctuary and the Bluffs.

Trying to cut through there ....did not go well.

On the fun side, Random Robots and Random Zombies are fighting each other all over the place, which helps be getting around, so long as neither side sees me.


I need something better than a machete to fall back on when I run out of ammo.

Was running away from some zoms and hide in that sewer pipe with the locked door in it.

The Zoms followed us in. So I'm trying to fight them off while ADA hacks the door and by some miracle she dose it

only there are more zoms on the other side of the door.

yeah you just can't win somedays


Now I want to start up another run of Fallout 4.

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I've been replaying Fallout 3, and then suddenly had to jump in to Fallout 4 because I kept finding spots in 3 that I kept thinking of as great settlement sites and then realizing that I couldn't build, and had to go get my building bug out (I then almost instantly got frustrated with where the building objects would and wouldn't fit together, *sigh*). Also I think I need to load another game (or start a new one) as I loaded my Dr. Vault-Tec game which is in survival mode, and I forgot you still have to eat, drink, and sleep while building. But I am tempted too... I don't think I'd try the zombie mod Greylurker's running but it sounds cool.

DQ's much too long comparison of Fallout 3 and 4 follows:

I will say replaying Fallout 3 has been fun, and I like how the western areas are really good for open exploration. I appreciate more, oddly enough, what they did in Fallout 3 knowing their engine was more limiting.

At the same time it has also given me a much greater appreciation for Fallout 4. (All of the following is of course in my opinion and YMMV.) The area design and color is incredible--and I don't just mean the graphics are nicer. They took care to really make the area in Fallout 4 LOOK, down to how rocks form, like New England. I walk through places (especially in Far Harbor) where I get a sense of deja vu because I feel like I've been there, and not just because of the sight of a familiar building in the distance. Fallout 3 looks more generic and, even allowing for being in a wasted, retrofuture version, just doesn't look like the DC suburbs in terms of terrain for the most part. The mountains don't look like the mountains. The streets don't look like the right streets. It's hard to put my finger on it. Still it was a great effort of design for its time and with that engine.

I have a much, much greater appreciate for Fallout 4's PLOT than I expected. Fallout 3's feels, in retrospect, even MORE railroady than I recalled it to be (and I remembered disliking how railroady it felt the first time). Now, of course, in either game you can choose to ignore the main plot and go wandering around for awhile. And what you can do with that feels about equal. The only thing I will say is in certain key areas you are pushed in Fallout 4 toward saying more often "I am looking for my husband/child" than "I am looking for my dad," but Fallout 3 makes you do the latter a lot more than I remember. But once you get onto the main plot in 3, boy is it linear. And it's mainly a lot of "look here for dad/the MacGuffin." There's more triggered cutscenes than I recalled where you are rendered helpless (when the Enclave first arrives, when the Enclave kidnapps you) and where random stuff suddenly obviously randomly spawns (e.g., Enclave soldiers spawning in a place behind you in the Taft Tunnels where they could NOT have come from). The ONLY helpless cutscene in 4 that I can think of is the one at the very beginning, when Shaun is taken, and that at least makes sense--your cryo pod is locked so you are forced to watch.

And then of course the factions, in retrospect/by comparison, are way better. There are different allies you can recruit and in many combinations to build the teleporter. Fallout 3 by default forces you to initially work with the Brotherhood--there is literally no way through the main plot unless at some point you enlist their help. The only choice in the matter is whether you betray them with the modified FEV (and you can do that and still blow up the Enclave, which is at least interesting, but I think it still counts as an Enclave victory). Fallout 4's myriad factions, none of whom are black and white, and one of which is just an extension of you, the player (the Minutemen) are more interesting, at least. You also can question them a little bit more--you can confront, at least a little, the Brotherhood's prejudices in 4 with Danse's storyline; you learn in 3 that they kill ghouls on sight but can't talk to them about it or change things, even while Three Dog sanctimoniously decries anti-ghoul bigotry in one sentence and then praises the Brotherhood for help in the next. While 3's Brotherhood has gray areas, they are still simultaneously presented as the game's only good guys which feels problematic. The Brotherhood is more potentially tyrannical in Fallout 4, but I find them more interesting to interact with, and maybe part of that is because I only mostly do that if I choose to.

The biggest difference though is how the game treats your quest-based family member. I always kind of hated James in Fallout 3; the replay has made me hate him even worse. He abandons Project Purity after Catherine's death to leave it to be destroyed by the Super Mutants. Madison Li by herself has to rebuild her own scientific efforts from scratch. James strongarms Vault 101 into letting him in because they need a doctor. Then he just totally randomly up and leaves without adequate explanation to anyone, including you--he just randomly decides, now's the time to go back and fix up the purifier, without explanation to you or anyone (not even "I abandoned my colleagues 18 years ago on a project that would have saved the Wasteland, and I need to make that right"). He leaves without caring that violence is in his wake, and leaves you to suffer the consequences of being attacked by a suspicious overseer. The radio announces your presence all over the Wasteland, but he actively avoids you, and gets mad at you for coming to look for him even though you just saved his f~$&ing life from Vault 116. And worst of all, the dialogue gives you NO option to tell him about the consequences of his actions -- you can't yell at him for getting Jonas killed, you can't even tell him you were forced out of the vault due to his actions (he just yells at you for leaving the vault but there's no way you can tell him you had no choice). He then strongarms Li into leaving her work (work which on its own could feed the Wasteland and do great work to restore things) to restart Project Purity and then lets Janice get shot by the Enclave before finally, god have mercy, he takes the one heroic action he ever did in his life, which was kill himself and the Enclave soldiers in the room.

And throughout, you have to hear nearly everyone talk about how awesome he is. If you respond with "actually he's a jerk," they will become hostile to you (never mind that he's the reason your mentors were killed, you lost your best friend, and you were kicked out of your home). You will actually fail to recruit Star Paladin Cross, one of the only two companions you can get with good karma (and it is almost impossible not to have good karma in this game, you basically earn it by breathing and not actively shooting everyone you come across, so the other four companions are unavailable), if you insult him. You cannot escape your dad's specter no matter where you go, or unless you actively avoid civilized areas. Everyone talks about him. Even as the hero of the wasteland, you're still just the son/daughter of a great hero rather than a hero in your own right.

It feels like Fallout 3 was written by a loser deadbeat dad who wants to defend his actions and make himself the star of the show.

In Fallout 4, that you are pushed in some dialogue to say you're looking for Shaun is, yes, annoying (but again, similar dialogue is in 3). But what's great is that for the majority of the game, he is of course unknown by most of the world, and nobody talks about him. Obviously in the Institute he is talked about with admiration, but you can't actually shut options down by asking questions. And if you decide to side with the Institute and become director, most people talk to you about you rather than your son. He is a major character in the game but he doesn't supercede over what people feel about YOU.

And what is best of course is that you can tell him OFF. You can tell him off GLORIOUSLY. You can tell him to shove his misguided sanctimonious ideas about saving humanity up his ass, and then blow up his home while he expires on his deathbed, and it is WONDERFUL. Of course, Shaun is also portrayed as very, very morally grey at best. He is more the type of villain who believes he is doing the right thing. But in that, you can see him for what it is. And HE doesn't ruin your life--the prior director of the Institute and Kellogg does. He actually lets you out of the Vault. So you do at least owe him your life, even if he's kind of terrible. James is a narcissistic douche who has convinced everyone he is a hero, when everything he touches dies or is ruined. Yes, at least Project Purity finally is finished. And his sacrifice helps that. So basically, the one good thing your dad does for you is die.

Between Fallout 3 and 4, I feel REALLY, REALLY sorry for Madison Li. Pay attention to her dialogue in 3. Her life is turned utterly upside down when your mom dies and James abandons Project Purity right as the Super Mutants attack. But she pulls herself up by her bootstraps and starts a new, potentially Wasteland saving project in Rivet City. Which she is then talked into abandoning by James again, and then half her team gets killed by the Enclave. Project Purity is rebooted, yay, so that's a victory for her, but she is more or less conscripted by the Brotherhood at his point to help them with their robotics projects. There is dialogue/infoscreens in Fallout 4 that indicates the Brotherhood overtakes Rivet City and harvests its reactor to power the Prydwen, which indicates that Rivet City was destroyed and all of her work in its science lab went to naught. No wonder she defected to the Institute! But then she is at odds with the increasingly draconic security unit (SRB I think?) and objects to some of their more inhuman experiments. You can talk her into leaving, but only so she is conscripted once again by the Brotherhood and enthralled to their now much more harsh way of doing things, and only to once again help with Liberty Prime rather than work on worldsaving agricultural research. No wonder she's prickly. She herself could have saved the Wasteland with her research were it not for James and the Brotherhood of Steel. Also, there's a strong chance she finishes Fallout 4 dead. If you talk her into leaving, she might live but forever in the Brotherhood's grasp--or she probably dies when you destroy the Prydwen. Otherwise if you don't talk her into leaving, there's a good chance she blows up in the Institute explosion if you do that. Ironically, her best chance for survival is if you keep her in the Institute and then side with that faction.

The last thing I want to say that helps me appreciate Fallout 4 is the premise is you are from the old world, seeing the post apocalypse. The Sole Survivor is in a world he/she knows--just all blown to hell. It is interesting to walk around the Commonwealth thinking, "my character used to go see movies here, they used to go out to eat here. Now they are seeing it all in ruins." That's a very different feeling of, "my character is a vault dweller is still trying to process the sky above them" -- also cool to process, but they have no attachment to their surroundings that the Sole Survivor would. Still the Lone Wanderer it is fun to play the explorer, seeing these things and wondering what they are for. And that's where Fallout 3 is best, is in exploration. Fallout 4 has a lot of great exploration opportunities too, but it is a very different world. That isn't itself better or worse than 3, just different.


I think one of the things making the Zombie mod difficult is that the Zombies have no loot, not even the Stared ones. The only time you will find something on a zombie is when it's a freshie, like a Raider you killed five minutes ago whill still have his gear on him despite getting up and trying to kill you a second time.

Managed to get my hands on a High power Pipe rifle and a lot of .38 ammo, so that is my zom killing gun for the time being.

Hangman's ally is looking pretty nice but it still has that Wall zombie that keeps me from getting a good night of sleep. the Elevator has proven to be a really nice option in that place. have pretty much nothing on the ground floor except crops, but 2 floors of appartments above it all.

Gonna have to try something with a 4 story elevator sometime


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All I know about Fallout 3 is Moira is my spirit guide.

And there's nothing as fun as opening the door to the alien bridge and launching a mininuke at the captain as I close the door.


I actually restarted Fallout 4 this summer and quickly got bored but with it raining today I fired it up.

Apparently my name is Rocko and I have long hair and a mangy beard.


DQ, your comparison has made me realize it has been long enough since I played Fallout 3 that I have forgotten enough to make it worth playing again.


In the past I have complained about ADA trying to kill everything in site.

Turns out Zombies are her blind spot. Half the time she doesn't even notice them until they actually attack her

Current Backup Weapon - Baseball Bat with a Chain wrapped around it.

...
..
.

I am so glad I managed to reach Diamond city where I can buy some Ammo


Greylurker wrote:

In the past I have complained about ADA trying to kill everything in site.

Turns out Zombies are her blind spot. Half the time she doesn't even notice them until they actually attack her

Current Backup Weapon - Baseball Bat with a Chain wrapped around it.

...
..
.

I am so glad I managed to reach Diamond city where I can buy some Ammo

Negan, is that you?

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Matt Filla wrote:
DQ, your comparison has made me realize it has been long enough since I played Fallout 3 that I have forgotten enough to make it worth playing again.

Cool! Despite any complaints I actually have been enjoying the replay. Also I never played the DLC before so I'm experiencing that for the first time.

captain yesterday wrote:
All I know about Fallout 3 is Moira is my spirit guide.

Trufax.

Also, I developed this really weird theory that Moira is secretly your mom, who has gone insane. Her sending you to nearly die for the purposes of research is her way of bringing you back into her family.

DQ's Insane Moira Theory:
The Lone Wanderer's Mom, Catherine, was really obsessed with finding ways to help people survive the Wasteland. Project Purity became the manifestation of her dream, but it kept hitting setbacks. She started cracking under the pressure. Plus, James was driving her crazy, because James is an ass who never sticks around to deal with the consequences of any of his own actions (but she banged him because of that soothing Liam Neeson voice and she was into that).

Knowing Project Purity was on the verge of failure and everybody was about to give up on it anyway (and knowing James would be insufferable about it), she made a plan with Dr. Li to fake her own death to get away from James. Dr. Li was to then kidnap you, tell James you died post birth due to poor environmental conditions, and take you to her. Right after the birth, Dr. Li injects her with a serum that slows her heart rate, making her appear to die. She then helps Catherine escape (I don't think there is ANYWHERE noted what was done with Catherine's remains).

Unfortunately before Li can kidnap you, the super mutants attack Project Purity destroying it, and James flees to Megaton with you before finding a way into the Vault.

By the time Catherine is recovered enough to pursue James and you to Megaton, James and you are sealed in the Vault, and there's nothing she can do--the Vault certainly isn't going to reopen for her, plus she'd have to reveal to James her whole plan.

Already mentally unstable from the impending failure of Project Purity, additional circumstances and post-partum depression cause Catherine to completely lose it. The ambient radiation in Megaton probably doesn't help. She remains in Megaton, under an assumed name since officially she is dead, and seeks solace in doing engineering work that helps the town. Ever wonder why Megaton has safe drinking water despite being planted on top of a nuclear warhead? Must've taken an expert in water purification systems, eh? Yes, I know it's the other dude who maintains the system, but her shop is right next door to the water processing plant.

Over time, she sinks further and further into her new persona as Moira, the kooky tinker who runs the shop. No matter how utterly goofball Moira seems to be, she does seem to keep things in good order in her store and successfully runs her business. However mad a mad scientist she is, she seems competent in key ways that indicate experience in project management and so on.

And most importantly, she remains obsessed with finding ways to help the people of the Wasteland survive. She realizes the best way is to help people help themselves, rather than try to save them with a singular miracle project that could be destroyed by super mutants or an overzealous former government operaton at any time, hence her book project. It's particularly interesting that beyond basic survival skills (finding food and water, avoiding traps, treating injuries, dealing with common monsters near food/water sources), she wants you to get to Rivet City (where Dr. Li has gone, and you likely pass Project Purity on your way there) and the Arlington Library (which is guarded by the Brotherhood and one of the earlier places you will encounter them). It's almost like she wants you to check up on her old friends.

Either in her mentally unstable state, she now fully believes she is Moira Brown and has mostly forgotten her past and doesn't recognize James when he comes through Megaton upon his flight from Vault 111, or she avoids him. He doesn't encounter her either way. (Or he does, but heartbroken, says nothing to you or anyone else about it.)

Mind you, the main reason I latched on to this is because they (Catherine and Moira) have the same voice actress (mind you, she also voices several other characters and random NPCs, because as usual Bethesda only used a voice actor pool of about five people). And because while I was designing my PC to be a redhead for an entirely different reason, suddenly I realized I'd made my character to look kind of like her. While if you made a very different looking character it may be less obvious, you're still supposed to "look like your dad," and not your mother, so.... even if the Lone Wanderer didn't look at all like her it could still be possible.

But the more I thought about it, it bizarrely made sense.

Is she aware you're her child? Who knows? All I know is I adore Moira in all of her innocently life threatening capacity and she can be my video game mom any time.

Now, the Fallout Wiki says Moira is 24 (which would make all of this impossible--and let's face it, it probably is--), but she looks and seems older than that.

Quote:
And there's nothing as fun as opening the door to the alien bridge and launching a mininuke at the captain as I close the door.

As I have not yet played through that DLC, am taking careful notes.

Greylurker wrote:

In the past I have complained about ADA trying to kill everything in site.

Turns out Zombies are her blind spot. Half the time she doesn't even notice them until they actually attack her

Current Backup Weapon - Baseball Bat with a Chain wrapped around it.

...
..
.

I am so glad I managed to reach Diamond city where I can buy some Ammo

Seems like a ripper would be great against zombies.

Are shotguns especially effective in this mod?

Seems like a mod to construct your own ammo would be a really good companion to this one.

=====

RE: Fallout 4: I have noticed I have a very stubborn tendency to try to force-construct semi-decent structures in the WORST settlement places. Like, rather than hang out and build to my heart's content at a nice flat, unobstructed property like the Drive In, I've spent hours at Murkwater Construction Site--easily the WORST settlement spot in the whole game, I think even moreso than the Coastal Cottage--trying to turn it into an acceptable spot for people to live. Despite the fact that there's about three square feet of bare, buildable ground there, surrounded by useless swampland and massive, unscrappable junk, including the unscrappable excavator and the house and shed that are impossible to "patch up" or rebuild because their scale doesn't match the walls/items you can build.

By sheer stubbornness I have somehow managed to get some of the warehouse pieces to fit over and around the shell of a shed that the workbench is in, so that there is a working roof over the workbench. I built a concrete structure up on an upper story over the house, and tried to cover over entryways into the house ruins, because otherwise you can't build in it and it's easy to fall into the ruins and then get stuck. I turned the foyer into a public kitchen.

This is in my Dr. Vault-Tec game, and the idea is the site will be a small observational facility, to learn more about swamp life in the Wasteland. Only three or four people will live there. There's a small shack where the farmer and guard will live, and the nicer concrete structure will be home to the researcher (someone who is assigned to be a scavenger--someone who wanders around the swamp collecting samples, but I'll dress them in an institute environment suit). One spare bed either for a supplier or maybe clinic operator or surgeon down the line. Or just for me.


I grabbed a Mod that will apparently let me Build settlements anywhere I want (to a Max of 10). I just need to have the supplies to build the initial work bench first. (15 steel, 4 gears, 4 screws)

I've been thinking long and hard about where I should put the first one.

Still have that Wall Zombie in Hangmans alley...I am half tempted to get a mini-nuke just to try and kill the bugger.

Heading to the hardware store for paint for the wall....They have TONS of weights, made of lead, which is just what my Ammo factory needs

RPG Superstar 2015 Top 8

Greylurker, let me know how that works. I've heard some are good and some get very buggy (although I might also be thinking of the scrap anything app).

I've always wanted to put a workbench in the middle of the water between the Castle and Spectacle Island, so I can build a bridge between the two. (Or between Spectacle Island and Warwick).


Those weights turned into 200 rounds of 10mm ammo

Starlight is up to about 17 people now. has a Doc, General and Weapon stores. Caravans going all over the place and a decent amount of well armed guards and farmers.

Kind of fun watching the Zombies try and attack the place these days, they don't have a chance.

I tried Exploding Hangman's Wall Zombie. Couldn't get him

Zumonji Outpost sent word of trouble but a Zombie ripped my arm off along the way there.


Well I tried setting up my own settlements. Thought Watts Electronics might be a good spot
The Area you can use is pretty big but the main problem is I can't scrap everything. Most notably I couldn't scrap any of the trees for Wood. Very hard to builld anything with no wood. In the end I just scrapped what I could and dismantled the settlement. This did net me a large amount of steel, so at the very least it was worth the time.

RPG Superstar 2015 Top 8

I can't remember what it is called off the top of my head, but there's a little housing development that uses the same houses as Sanctuary. You find a radio broadcast from an old bunker where a dad and his sons are separated from their mom (who was trapped at the hospital up north). From the workbenches and junk there, I always thought they intended to make that a settlement but then didn't for some reason. That might be a good place. IIRC there is plenty of cement there so you can walk things in.

(If anyone saw the truncated version of this message, my phone had its own idea of when to submit)

RPG Superstar 2015 Top 8

My brief dive back into Fallout 4 leaves me once again astonished by the sheer detail in the area design and things there are to reward exploration. Despite having played a ridiculous number of hours, I've discovered not one but two places I am certain I have never seen before.

One, south-east-ish of Murkwater is a little home built into a disused drainage tunnel. The Wastelander residents were recently killed by feral ghouls who are still there feeding when you arrive, including a legendary glowing one. There's a decent amount of junk and ordinary loot, good for stocking Murkwater or Vault 81 or Warwick.

The second was really cool. I was fixing up Finch Farm when I noticed a door in a concrete fixture a little ways across the water. The only way to get to it easily was swim. It turned out to be an old pumphouse. Inside there was a sealed door and a machine with four buttons that produced numbers 1-10. Ooh, a puzzle! I found the code on the wall, punched it in, and inside was an odd red skeleton (probably a reference to something I don't get), and a bunch of very nice loot including a unique upgraded 10 mm pistol that sets enemies on fire when you shoot them.


Pathfinder Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Greylurker wrote:

Well I tried setting up my own settlements. Thought Watts Electronics might be a good spot

The Area you can use is pretty big but the main problem is I can't scrap everything. Most notably I couldn't scrap any of the trees for Wood. Very hard to builld anything with no wood. In the end I just scrapped what I could and dismantled the settlement. This did net me a large amount of steel, so at the very least it was worth the time.

Does the mod allow supply routes with the custom settlements like the base game does with normal settlements? If so, just go to one of your other settlements and send one of the settlers to the custom one. Then you'll have all the wood you'll ever need.


DeathQuaker wrote:

I can't remember what it is called off the top of my head, but there's a little housing development that uses the same houses as Sanctuary. You find a radio broadcast from an old bunker where a dad and his sons are separated from their mom (who was trapped at the hospital up north). From the workbenches and junk there, I always thought they intended to make that a settlement but then didn't for some reason. That might be a good place. IIRC there is plenty of cement there so you can walk things in.

(If anyone saw the truncated version of this message, my phone had its own idea of when to submit)

Is that the place full of super mutants across the lake from the Taffinton boathouse

RPG Superstar 2015 Top 8

It definitely had super mutants IIRC. Right general area as Taffington.

RPG Superstar 2015 Top 8

Finally remembered to look it up. West Everett Estates, and yes, it's across the lake from the Boathouse.


I'm thinking I should develop Greygarden more. Watching a swarm of Mr. Handy's just ... slice and dice a zombie horde was a heck of thing to see.

I was crossing over the rail bridge, from Greygarden to Beantown brewery. It's foggy so I didn't see them at first but passing right under the bridge is a HUGE zombie horde.

So I threw a few mines and grenades over the edge. Then went down to finish them off with the Bat

This alerted the Greygarden robots that there was trouble and next thing I know there is this swarm of Mr. Handys hacking up all the legless zombies crawling around on the ground.

Hardly even got to take a swing

RPG Superstar 2015 Top 8

Hmm, buzzsaws and flamers... Good zombie fighting weapons. Do you have Automatron? Seems like building a bucket of Handys would be a good goal.


DeathQuaker wrote:
Hmm, buzzsaws and flamers... Good zombie fighting weapons. Do you have Automatron? Seems like building a bucket of Handys would be a good goal.

I do indeed. If I can get the scrap together I might build Cogsworth an army to lead

Just reached that settlement next to the rails. two people, white railstation building and a decent garden. Can't remember the name of the place.

Decided to build a 4 story elevator there and make an appartment complex.


Greylurker wrote:

Just reached that settlement next to the rails. two people, white rail station building and a decent garden. Can't remember the name of the place.

Decided to build a 4 story elevator there and make an apartment complex

Good thinking - people will pay a premium for easy access to a train line.


Matt Filla wrote:
Greylurker wrote:

Just reached that settlement next to the rails. two people, white rail station building and a decent garden. Can't remember the name of the place.

Decided to build a 4 story elevator there and make an apartment complex

Good thinking - people will pay a premium for easy access to a train line.

Also, while Zombies can climb stairs, they don't seem to know how to push buttons of an elevator

RPG Superstar 2015 Top 8

Matt Filla wrote:
Greylurker wrote:

Just reached that settlement next to the rails. two people, white rail station building and a decent garden. Can't remember the name of the place.

Decided to build a 4 story elevator there and make an apartment complex

Good thinking - people will pay a premium for easy access to a train line.

Especially just outside Boston!

(Oberland Station?)

==

I've been waaaay too sucked into an old playthrough... it was my first playthrough, where I did a number of sidequests but mainly beelined through the main quest to see what it was like, and then later started a new game with a different build to play in a more completionist fashion. I hadn't played the game since any DLC had come out, so reloading it I have a bunch of minor sidequests plus all the DLC showing up. I had intended to embark on various DLC quests to unlock the building tools (there's some items from Nuka World, Far Harbor, and the Vault Workshop that you can't use until you play through those DLCs a bit), but got caught up on just checking on my existing settlements as they were and fixing them up, especially as they were are pre-Wasteland Workshop and I could replace some makeshift defensive areas with nice new concrete walls as well as get more creative with the decor in some places.

In other words, I jumped in the playthrough to do some quests and have instead almost entirely been spending hours and hours building stuff. There has been some adventuring (just cleared out Gunners Plaza and got the Small Guns Bobblehead), but mainly that has been to collect more and more junk for building more and more things. Go figure.

Rambling about settlements:

One thing I rediscovered was that in this playthrough, Jamaica Plain had been designated Mercer Safehouse. And it strikes me that as frustrating as Jamaica Plain can be to build in (I want to know what area designer was smoking what to set the borders the way they did), it's a great location for Mercer because I don't tend to populate that settlement very much (with the idea in my head being that there needs to be space to hide and rehabilitate synths, even though it never actually gets used that way in the game). I had fun not just walling up the main one usable house in the game for my handful of residents (one farmer and one defender; unfortunately all the caretaker does is wander around off the property), and then stuck a shack on the roof that is meant to serve as the hiding place for synths, well protected by turrets. I walled in the area with concrete so it's nice and secure and actually looks pretty good. I'm pretty proud of taking a hard to work with settlement and making it look nice and be useful.

I'm also proud of my Finch Farm which I never worked on much. I walled part of that in too also with concrete, just because it's another area where when you are not in workshop mode, it's hard to actually see where the borders of your settlement begin and end, and it's easiest to just "trace" the border with walls (plus, being in an area that is literally surrounded by super mutants, gunners, and the Forged, who all respawn with fair frequency, I feel like they need a clear defensive perimeter). But toward the beach end, I decided to focus on the idea that Mr. Finch likes to collect junk and his home is partly a junkyard. So I threw in a boxcar and a truck-trailer alongside a few junk walls to line the back. And then I built him a nice shop over his original s!@+ pile where he can sell his finds, furnished nicely with lots of random doodads, and named it "Finch's Finds." I am glad to build on its theme a little rather than make everything look the same, which I used to do. Likewise I had fun at the Slog deciding to add to its poolside decorations with a poolside bar.

Unfortunately, I discovered I have hit some kind of weird, rare bug. Outpost Zumonja is overloaded with waaaaay too many settlers. Like, I traveled there to go defend it, and it had 41 people and about three or four brahmin living there, in a place that maybe had about 10 beds maximum. Even with high Charisma, that's about twice as many settlers as any place should be capable of containing, so I'm not sure what happened there. I've got a handful of mods (a survival mode alteration mod, the unofficial patch which should actually make things better, and I think maybe only one other mod that specifically lets you power a light at the lighthouse); none of them should be leading to this. Weirdest part was I deleted the radio beacon, but new people were still showing up. I was in the middle of something else at the time and trying to focus on some other locations, so I sent a few settlers to other locations and then putdown a ton of sleeping bags just to stabilize their happiness. Weirdly, I sent a few to other settlements and they never showed up (so I'm assuming it's some kind of weird duplication glitch and inappropriately spawned settlers disappear when reassigned elsewhere). I'm not sure what I should do if it persists, except maybe use console commands to disable most or all of the settlers. I remember seeing something about this problem very early on but Google searches are not not revealing anything helpful that I can find.

Hoping to head to Nuka World soon, but this settlement needs my (design) help....


Wall Zombie is dead. I can finally sleep in the appartment I made at Hangman's ally

Oberland Station is looking pretty nice. Only 1 appartment so far (with electronic locking steel door) but with enough supplies I should be able to build it it

Starlight just entered the yellow zone. Looks like I won't be able to expand it much more. It's a nice place though. The buildings are effectively a wall around an open courtyard with BBQ, Bar and other things. Plus it serves as my central hub for caravan routes. Place has people coming and going all the time. Has all the good stuff now. Shops, workbenches, lots of food. Only thing missing now is a Power armor bench.

Also the Cryogun is now in my hands. Zombie Popcicles for all

Silver Crusade

I always thought the trailer park over on the western part of the map would make a good settlement.


After a couple of False starts my first off the grid settlement is up. I used that neighborhood with all the houses put up around a nice park with a Bear living in it. Already has a Power armor frame and a chem lab located there and plenty of room for food. Will be a good staging ground for exploring the southern half of the map.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Are there any other animal companions other than Dog Meat.

RPG Superstar 2015 Top 8

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captain yesterday wrote:
Are there any other animal companions other than Dog Meat.

Not in vanilla. There's a couple pet mods ("Beast Master" I believe is one).

Or I guess you can build a robot with the teddy bear face and call him Fluffy or something. Obviously that should probably be a sentrybot with nuclear capability if possible.


So...with the Mod made communities, you have to assign settlers to each individual crop you want them to farm as well as their bed.

If you just tell them to farm they will pick a single plant and farm it and then complain they have no Bed.

Piper has disappeared. One minute she was wandering around the new settlement and then she was gone.

There are a lot of Frozen Crows in the new settlement. Just sitting there wings out, ready to fly away...but they don't. Their numbers increase by the day.

Shot one with the Alien Blaster and it exploded

This particular Mod is not working out as well as the others


I'm going with a high strength and charisma, low intelligence character named Rocko, it's actually going a lot better than I thought it would, as I can talk my way out of pretty much every situation.

I'm super disappointed at how little the lady killer perk comes up in dialogue.

Here i was, planning to double entendre my way across the Commonwealth, and so far, zilch!


Greylurker wrote:


Piper has disappeared. One minute she was wandering around the new settlement and then she was gone.

Presuming you have Vault-Tec Workshop, cam you find her with the Population Manager VIP tracker?

Quote:
There are a lot of Frozen Crows in the new settlement. Just sitting there wings out, ready to fly away...but they don't. Their numbers increase by the day.

Did you install a Hitchcock Mod by accident?

RPG Superstar 2015 Top 8

Why did I post with my GM alias?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DeathQuaker wrote:
Why did I post with my GM alias?

It's Bethesda's fault!

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