Fallout 4


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RPG Superstar 2015 Top 8

Cole Deschain wrote:
DeathQuaker wrote:
Why did I post with my GM alias?
It's Bethesda's fault!

Seems like everything else is these days! Lots of gamers mad at them right now... and for apparently quite good reason. Oof. I'm enjoying my replay of Fallout 4 right now. Good thing. I have a feeling it will be the last "proper" single player Fallout game for a long, long time.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DeathQuaker wrote:
Seems like everything else is these days! Lots of gamers mad at them right now... and for apparently quite good reason. Oof. I'm enjoying my replay of Fallout 4 right now. Good thing. I have a feeling it will be the last "proper" single player Fallout game for a long, long time.

Conversely, 4 lost me for the same reasons 3 did... Bethesda's writing is... Bethesda's writing.

Hence my jumping ship to the game your can't because it's largely first-person...

RPG Superstar 2015 Top 8

Oh believe me, I'd be upgrading my computer and playing the heck out of Outer Worlds if I could. But I know that way lies splitting headaches and nausea, unfortunately. And playing it now doesn't even smack to me of "jumping ship." Fallout 4 is 3 years old or so, I think? Of course people are going to go and play the brand spanking new game that looks really cool.

Part why I am replaying is my computer's old and I've had too many expenses on my car to be able to invest in upgrading the PC.

I agree Bethesda's writing has always been lacking. I have the unpopular opinion however, that the writing in 4 was vastly improved compared to 3 (an opinion that has reinforced itself with a very recent playthrough of 3). I have the even more unpopular opinion that the main quest is far, far better (what really bugs people is simply that they shoehorned your role a bit, and while that's a fair criticism, I've still been able to come up with a wide variety of backstories and skillsets for my characters. Further the writing of your character and your situation and way less contrived than 3). And say, look at how well the companions were written compared to 3, and how the nuances in the ethics of the Brotherhood of Steel were better represented. To me, it looks like with 4, they really were trying to build on and improve; they were never going to produce writing that was Obsidian-quality, but for Bethesda it was a good effort.

Whereas everything I've heard about 76 was that they just stopped trying.

I also just like playing 4 because I like the environment and exploring in it. There's just enough people and personality to break up the monotony. It's fine for what it is, and I have other games for compelling decision making. (Mmm, haven't played Alpha Protocol in awhile...)

The one thing I've been enjoying recently in 4 is paying attention to the conceit that you really are from the Old World and the place you are exploring is your home in ruins. That where Super Mutants are trying to tear your head off in Fallon's Department Store is where you went to buy appliances for your house. That the skeleton of the woman who locked herself in the jewelry vault when the bombs dropped is the woman who sold Nate your engagement ring. That you sat in the stands at Fenway Park where people now claim you don't belong because it's where the rich live. You saw movies at the drive in, bought organic produce from Sunshine Coop. In some of the prior games--as a Vault Dweller, the world may seem horrifying and ruined compared to the clean safe vault, but you have no personal concept for what it's supposed to be. As the Courier, this is just the world you live in, if the bullet in your brain didn't make you forget some of it. As the Chosen One, it's a perspective on the strangeness of the people who live in cities and carry on Old World traditions rather than live close to the land. All interesting perspectives, but the particular stories I tell in my head I think are why I enjoy Fallout 4. The setup and environment is what inspires me to do my own storytelling, I guess.


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I'm still finding stuff I hadn't found before

I was heading back north west, when I ran into a pack of scrapbots, chased me into a marina and I locked myself in the boathouse. Next thing I know I start hearing mines exploding outside.

Bots are still out there but now I can hear zombies, drawn by the explosions

No way out....except to down some Rad-X and swim for it.

Now I am sitting in this ramshackle watchtower in the swamp, with a dead minuteman on the roof and Zombies and Mirelurkers surrounding the place. Watching Zombies fighting a giant shrimp is fun and all but....I do not like my chances of getting out of here.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DeathQuaker wrote:
Whereas everything I've heard about 76 was that they just stopped trying.

They lost me well before launch... no NPCs? Multiplayer only? Have to be online?

Yeah, no.

Say what I will about 4 (and I agree with you that it's better than 3, by a country mile), it did at least contain a few NPCs that I actually liked (Admittedly, the only ones who spring immediately to mind are Piper and Nick, but it's been a while since I've played).

In postapocalyptic games where your choices are generally less about what you get out of them and more about how they impact the people you've met, NPCs are kind of THE POINT.

EDIT: Any "jumping ship" wasn't from 4. It's from New Vegas. <_<


I started with Fallout 3, then Skyrim, then New Vegas, and finally Fallout 4. I have enjoyed all of them. I did not go into Fallout 76 because of all that has been said about it.

RPG Superstar 2015 Top 8

Cole Deschain wrote:
DeathQuaker wrote:
Whereas everything I've heard about 76 was that they just stopped trying.

They lost me well before launch... no NPCs? Multiplayer only? Have to be online?

Yeah, no.

Not only that, but the latest fiasco has been that they WERE going to add a massive DLC that adds NPCs... but that was delayed to launch a new program where you play 100-freakin-dollars-a-year to get access to private servers (still multiplayer and online--which is also why I would unlikely buy it--but at least in theory a more intimate experience with friends you can roleplay with)... and that program doesn't work well. The "private" servers are old survival mode servers they repurposed, and "private" just means only people you've friended--but for some people, they've friended loads of strangers for the purposes of trading; you can't actually vet who joins the server.

But not wanting to play an online game is a preferential thing (albeit one that is in line with my preferences). By "stopped trying" I meant they did little to try to improve the gameplay... graphics looks decent (for Bethesda), world is built well and great for exploration focused players, but it's somehow even buggier than ever, there are major issues they've never fixed (servers will boot you randomly), and every "new" thing they've introduced has problems (in addition to the private service, the subscription features a special storage box that destroys all your items rather than store them like they are supposed to). All of the "effort" seems to be going into building cheesy ways to microtransact and subscription-fee the crap out of the last few fans the company has left. (And the only thing more infuriating about Bethesda becoming yet another game company that engages in microtransactions and fees for things that used to be or should be standard features, is the fact that there are morons out there paying them for these things. It's not game companies who are ruining games, it's the gamers who will pay any amount of money for literally s~&% and then ask for more.)

Quote:
Say what I will about 4 (and I agree with you that it's better than 3, by a country mile), it did at least contain a few NPCs that I actually liked (Admittedly, the only ones who spring immediately to mind are Piper and Nick, but it's been a while since I've played).

Of the companions, I think most of them are solid, and Deacon, Curie, and Hancock earn a particular shout-out. Worst written companion is Danse and the problem with him is they gave him a great questline, and then never got around to properly coding/writing/programming in the results if you finish the questline to his advantage (the writing, ironically, is better if you kill him/let him die or run away). Preston is weirdly bland, which is odd since if you follow the main quest's instructions he's one of the first companions you get. (IMO it's better to ignore the main quest's instructions and head straight for Diamond City to get Piper and/or Nick. It seems like they were written/developed more/first before Preston.)

Of non-companions, Magnolia is fun, and for whatever reason I have a thing for Scribe Haylen. Also like Ronnie Shaw, but they don't give her enough to do after her one quest, but she's the best of the Minutemen by far.

And Madison Li is well handled with a lot of potential good dialogue (was also one of the better written characters in 3)--although you can skip interacting with her almost entirely depending on how you play the game. (You really need to be on the Institute or the Brotherhood's side to get the most out of her, and sadly her happiest ending is if you side with the Institute and don't send her over to the Brotherhood.)

Quote:
In postapocalyptic games where your choices are generally less about what you get out of them and more about how they impact the people you've met, NPCs are kind of THE POINT.

While I agree the NPCs are critical to a Fallout feel, I actually don't blame Bethesda for trying something different, that plays to their strengths, which is environmental storytelling and exploration-based gameplay, and skips over their weaknesses, which is main quest plotting and complex consequences. Especially when a lot of very vocal gamers who praised Fallout 3 in particular like it because there's so many empty parts of the Wasteland where you truly are the "lone wanderer" and b&+~*ed about Fallout 4 being too full of people---I feel like the way 76 was designed was to answer to those fans' desires.

Unfortunately that turned into a lesson of "be careful what you wish for" as well as "the fans aren't always right." I also think it's indicative that the most vocal gamers aren't always representative of the majority opinion.

As an aside, I was playing the original Fallout long ago, and while the people you meet and interact with are critical to the story indeed... they're all a bit one-note and cookie cutter (a few standouts like Tandi, but she doesn't do much either). Fallout 2 was a great improvement in that area, I think. The original Fallout I think gets cushioned from criticism by a lot of hardcore nostalgia. Most of the praise it's given... well, I can see how it was revolutionary in 1998. Playing it in 2019, it's not that great a game, and I am not referring to graphics/engine limitations but to the writing itself.

Writing-wise my favorite fallout games are in this order: Fallout New Vegas, Fallout 2, Fallout 4, Fallout, Fallout 3. No surprise the ones JE Sawyer and Chris Avellone worked on are up front. (Gameplay/combat wise, I am a heathen and prefer playing Bethesda's engined games as a 3rd person action game with Fallout 4 on top and then going backwards; while I enjoy turn based isometric, the original Fallouts' combat engine was slow and clunky as f&@@, and the misfire rates were ridiculous.)


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So that dead minute man on the roof....He Exploded into multiple Zombies.

Now this is most likely due to me setting it so that 50% of all Critters in the game are zombies, but it was still kind of a WTF moment.

Laser Musket is a bad weapon for fighting a zombie horde and I got bit.

Heading north towards Sanctuary where I know there is a Doctor, keeping myself alive using Blood Packs I scavenged from Milton General.

RPG Superstar 2015 Top 8

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I knew there was something off about those Minutemen.


DeathQuaker, there is a settlement that needs your help.

RPG Superstar 2015 Top 8

Yeah, but can you mark it on my map?


Lost Hangman's alley today. By the time I got there I found 20 zombies, no survivors.

Poor bastards

I had just built them a bar too up on the third floor of the "appartment"

RPG Superstar 2015 Top 8

Would the traps from the contraptions workshop help drive away zombies in a tight space like Hangman's?

In my far less stressful playthrough, I've been having fun playing around with Vault 88. Done my best job so far I think of building an actual functional vault space--takes awhile to get the hang of how the pieces all fit together. Hoping to build ample housing (in part to have a place for all those weird extra settlers at Zumonji or whatever it's called to send them). The central area will use the vault dwelling pieces and be the main living space. The one outer area--the northeast and north sectors--I think I'm going to try to build some manufacturing machines, as I've done very little with those. Only issue is I don't think the vault dwellers actually wander into the other areas. Might try installing a mod that helps fix that though who knows how well it will work.

Something I never noticed before is there's new settler dialogue in the Vault, and it's some of the same random conversations dwellers have in Fallout Shelter.


Looks like my Zombie Apocalypse is going to come to an end. The game is freezing on me more and more lately, enough to get me horribly butchered today.

Was going pretty good too, will have to remember some of the things I did this run for my next time.

RPG Superstar 2015 Top 8

Try deleting old saves if you have a bunch. I'm not sure why, but it seems like having a whole bunch of them slows things down, and removing them can minorly help with some performance issues. You may have more than you think depending on how your auto and exitsave settings are configured.

I remember when Fallout 4 first came out it performed beautifully on my (now quite old) machine. Somewhere between updates and DLC performance tanked and it seems to need more RAM (something I keep needing to buy and install and never get around to) than it used to. I remember I started having significantly more problems after a specific update (at this point I can't remember which) but couldn't get any assistance on it because I was told I needed more RAM (I meet the system reqs but my computer reserves a bunch for running processes; nonetheless I made no changes to my computer before and after that update and only had problems after the update).


The Mechanist stood down, Jack Cabot's dad is dead, and I'm still a few levels from triggering Nuka World.

Do I go to Far Harbor?

Clean out Vault 88?

Follow the Freedom Trail?

Wander around for awhile?


Yes.


Deleting old saved games didn't stop my freezing problem so I tried starting a new game. So far working just fine. I guess the Zombie apocalypse had just reached a point where the Mods were just a little too much for it.

First order of business
HOTEL SANCTUARY
a three level building, built around a centrally located elevator. Shops on the ground floor, bar and beds on the 2nd, suite on the 3rd floor.

Now I just gotta go rescue Preston and his people so I can put them to work in it.

RPG Superstar 2015 Top 8

captain yesterday wrote:

The Mechanist stood down, Jack Cabot's dad is dead, and I'm still a few levels from triggering Nuka World.

Do I go to Far Harbor?

Clean out Vault 88?

Follow the Freedom Trail?

Wander around for awhile?

Have you done any of the main quest or are you just ignoring that? I mean I know doing the main quest is a silly idea, but on the other hand you know you want to fire mini nukes into the room where Kellogg is waiting for you.

Far Harbor is a massive investment of time, I'd stick to clearing up some sidequests in the Commonwealth for now. Maybe help MacReady with the Gunners?

I just got into Nuka World in my game. I jumped back into an old playthrough where I'd mostly beelined through the main quest but hadn't done that many other sidequests (a few, but not many) and stopped playing before the DLCs came out. This was my charismatic engineer-with-a-hammer build (was an engineer/sapper in the War until she got injured, and then after dealing with unjust BS with trying to get treatment in the VA, decided to pursue law). Built Vault 88 (my best attempt yet at that vault) and ousted the overseer as vengeance for Vault-Tec ruining her family, helped Cait with her addiction, and also talked the Mechanist into standing down. Now headed off to Nuka World. My very stalwart and ethically upright General of the Minutemen has NO interest in ruling the raiders, but I'm not sure if I should just on principle immediately kill everyone, starting with Gage, or humor Gage long enough to have him take me to the leaders so I can more properly case their joints, and THEN start smashing them to paste with my super-sledge.

(And yes, for a gritty raider, I know Gage is a decent companion, but this particular character wouldn't tolerate him one bit. I've only heard him out so far while I could recover from my fight with Colter and fix my power armor.)


Kellogg is already dead, going to the memory den is next on the list for the main quest.

The nice thing about Far Harbor is you can leave whenever you want.


At any rate I think you're right.

RPG Superstar 2015 Top 8

captain yesterday wrote:


The nice thing about Far Harbor is you can leave whenever you want.

Fair enough. My weird roleplay brain makes me be reminded about the fact that Mt. Desert Island is around a 6 hour *drive* from Boston along the *highway* on a good day, so in a world where I'm either on foot or traveling by boat while evading Mirelurk queens, my character isn't just going to pop back and forth between the two. My Institute character was slightly different in that I felt like she was probably using the Courser Teleporter. And you definitely do not need to hamstring yourself in weird ways the way I do sometimes.

RPG Superstar 2015 Top 8

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From the journals of Rosie Stone, General of the Minutemen:

==============
So Gage asked me to be "Overboss" of the Raider tribes of Nuka-World. He should have known this was crazy: he even acknowledged that I was General of the Minutemen, and insulted us to my face that we were "history" and that "history would repeat itself" by rendering us extinct. I kept quiet for the time being, knowing declaring war on the Raiders with just me and Piper present to fight them--my flares or artillery signals were not going to reach far enough--was a massive risk. I could tell Gage was smart, and trying to create some form of unity. Could the raiders be convinced to a new side of life? He wanted me to speak to the leaders--and I knew if I was to eventually take them out, I'd have to know where they were all hiding anyway.

I had hope, I truly did, of finding some trace of humanity in the leaders, finding a way to convince them to do good and abandon their violent ways.

I went to the Pack first. Hoping to get Mason on my side for now, I did a little posturing like Gage suggested and he gave me a token of appreciation in the form of an automatic rifle. Not my style, but nice. He seemed straightforward enough; they respected strength. Seeing the slaves they kept in cages though... I saw the look on Piper's face and nodded. That could not be allowed to continue. Still, he was willing to talk, which was more than I expected from someone claiming to be feral.

Operators were next. Piper whispered she recognized the kids who led the place as originally from the Stands in Diamond City. A bunch of snobs who decided to obtain wealth through violence. I appreciated they saw a business opportunity in Nuka-World--nothing wrong with a little capitalism--but Mags said something that suggested she was not going to just sit back and reap investments; beneath their demeanor was the all too clear indication they enjoyed literal highway robbery far too much. Between Mason and Mags, it was also becoming clear to me that Gage was planning to use me--or whoever beat Colter--as a human shield while he ruled the raiders from the sidelines without taking any risks.

A bad gut feeling growing, I went back to Fizztop to be sure my armor was in the best shape it could be, installing an explosive vent in one of the leg pieces to get the most out of the "jet pack up and then land on the enemy masses" trick. Gage left me alone, convinced I was going along with his plan. We got a few brief hours of rest, then down to Nisha of the Disciples for the final chat.

Up until that point, I was indeed hoping on a finessed approach. Best case, I could talk them into being better, and/or eliminating only the worst of the bunch. Worst case, I would get a sense of the layout, rig some traps, and then bring in a carefully measured assault.

But by the time Nisha was chuckling about all the "improvements" her people had brought to the Gauntlet and how they made the traders go in and clean up the bodies--without disabling any of the traps first....

Well, somehow my hammer just found its way to her face.

Repeatedly.

Same for her pal Dixie, and then the rest of the Disciples were piling in on me and Piper. I ran up their nice scaffolding and then jumped off, sending a half dozen or so flying upon the land. Piper was holding her own with the explosive rounds in her rifle. She did not seem to object at all to my sudden change in plan.

The upshot for the raiders is it did appear they truly were united, because as soon as word got out I'd taken out the Disciples base, the entirety of Nuka-Town was coming out to attack. Fortunately I'd taken enough of a tour to get a sense of where to get cover, when to shoot, when to charge. The Operators were next; the mooks were easy; Mags was surprisingly tough but I still decapitated her in the end.

The Pack turns out were not all bark and no bite, and the open structure of Bradberton Amphtheatre was to their advantage. By the time I could get to a defensive position, they'd utterly wrecked my armor--definitely the strongest group of the three as they'd claimed--and the only way to drive off their charge was with multiple missile launcher strikes. Mason went down with a well timed hammer strike as he charged me, powered by a little Overdrive I'd injected on the way. I try not to rely on the performance enhancers, but this was the time to use them if any.

Finally to the marketplace. The last few guards were taken out with ease--Piper got most of them before I closed in. One last Pack scavenger tried to hold out, but began to flee as he realized he was all alone. I put the dog down.

We were done. MacKenzie thanked me. I told her the traders were free to do what they wanted. They indeed decided to turn Nuka World into a center of trade--not terror--once again. Piper was elated, and already jotting down notes for the story she'd print up once we headed home.

I still plan to explore the theme park--no doubt it needs a lot of clearing out of raiders and beasts alike. Nate and I had always wanted to bring Shaun here when he was older. I'd like to think, even if in a more ruined environment, I could help make it into a place where people could take their kids again. If there's a place where I can establish a Minuteman outpost, all the better.

I went back to Fizztop Grille, to come down and recuperate, as well as reassemble my armor.

Porter Gage was still there. I expected him to attack me, but no. He just stood in front of the windows, looking down on the bodies of raiders piled up on the street below. Just stared and stared, a slight whimpering occasionally rising from his throat.

I gave the catatonic raider a smile. "You might want to doublecheck your history books, Gage. The Minutemen started the Revolution, and we won."

RPG Superstar 2015 Top 8

I've decided that what happens to this particular Sole Survivor after she has fully dealt with every catastrophe in the Commonwealth is that she goes back to Nuka-World and works to slowly fix up and rebuild it into a theme park families can come and enjoy again (this time without overpriced everything and corporate nonsense). She spends the rest of her days as the park head technician, keeping up the park, leaving Preston to take care of the Minutemen as indeed he's really been doing all along.

I'd forgotten how HUGE the Nuka Red Rocket settlement is. You can tell they took a lot of feedback from players in its design--a lot of the debris disappears when you scrap stuff and it's overall a reasonably, relatively flat area (it goes up and down a bit but it's not too bad) to build on, with sensible borders. The standing structure also holds furniture without having to do a lot of squeezing, isn't decrepit, and lets you build doors in.

The only problem is the farmhouse behind the settlement respawns with enemies WAAAAAY too often. Like, every day. I built a spotlight and missile launcher at the back of the settlement just to take out all the raiders and super mutants that keep appearing there. (And yet of course, being bit by the Terrible Random Radiant Quest bug, they asked me to take out a bunch of raiders attacking them.... waaaay over elsewhere in the Commonwealth).

I of course compulsively put perimeter walls around most of it, but it actually does help with the defense--attackers usually spawn on the road along the west border (facing Kiddie Kingdom), so set up walls and turrets as well as reasonable points of egress and the settlers and the turrets take out the attackers right quick.

I've built a display with Colter's Power Armor up front that says "Raiders Beware" and the Minutemen flag. Trying to find ways to make it look more suitably intimidating without actually making it look gory.


so there is some stuff coming via that creation club that is looking pretty interesting.

We have a VR workshop for those of us wanting to get out of the Commonwealth for a bit and a Minutemen vs. Gunners story to retake Quincy.

I think i need to restock my club points

RPG Superstar 2015 Top 8

Oooh, the retaking of Quincy sounds nice. I'm not really into paid mods but that would be cool. Especially if it would just make it easier walking around the area south of Boston!


Nothing like a charging bear to remind you that instant death is a thing.

Don't think it even slowed down after it ripped my head off.

RPG Superstar 2015 Top 8

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I remember in Fallout 3 just walking along the wasteland, minding my own business and no enemy flags in sight, and then all of a sudden watching my character slow-no rag doll across the screen before the camera turned to face a grinning deathclaw. Still have no idea how that happened.

I can only assume it was dark and it was actually a grue.

RPG Superstar 2015 Top 8

Wow Kiddie Kingdom is buggy as heck.

Word of advice... This play through I did World of Refreshment before Kiddie Kingdom. I found two places where you can get into the employee tunnels that lead to Kiddie Kingdom. This makes things trigger in a weird way, amd for example I accidentally killed the ghoul who Oswald is supposed to speak to in the control room, and Oswald now appears there, uninteractable with. I am going try a few things that hopefully will fix it, but if you're doing Nuka World... Stick to the script and don't try to find clever ways in. Just go to the front gates and trigger the quests and do what's prompted. Annoying as part of the fun of Fallout is finding weird routes through places, but the quest scripting here is really buggy.

Eta: and yes I have unofficial patch installed.


Hi all. I'll be getting a new computer very soon, which means I should be able to run Fallout 4 (GOTY edition), which I've not been able to before.
Two questions:
1) Re Steam, will I have any problem reloading games onto my new machine?
2) On Nexus Mods, what are some useful and or fun mods for Fallout 4?


ericthecleric wrote:

Hi all. I'll be getting a new computer very soon, which means I should be able to run Fallout 4 (GOTY edition), which I've not been able to before.

Two questions:
1) Re Steam, will I have any problem reloading games onto my new machine?
2) On Nexus Mods, what are some useful and or fun mods for Fallout 4?

1. No problem at all. I bought a fancy new computer last year and played Fallout 4 for the first time this year via Steam. Runs great.

2. I haven't used any mods so I'm no help there, but if you scroll up through this thread people have talked in detail about a bunch of them.


Check out The Mad Comrade's posts. He had a nice mod list. otherwise, just look at Nexus mods and pick a few. A word of advice, I suggest using Mod Organinzer 2 for any modding.


Thanks for the replies, Phaedre and Sharoth!

Looking around, I found the main post you are referring to Sharoth:

here

RPG Superstar 2015 Top 8

ericthecleric wrote:

Hi all. I'll be getting a new computer very soon, which means I should be able to run Fallout 4 (GOTY edition), which I've not been able to before.

Two questions:
1) Re Steam, will I have any problem reloading games onto my new machine?

Nope. If an issue does occur, I'd try the "verify game files" trick and that should help.

Quote:
2) On Nexus Mods, what are some useful and or fun mods for Fallout 4?

One thing to be aware of is that mods will disable achievements. And yes, of course there is a mod that fixes that, but just FYI.

I am a lazy loser who uses the Mod manager that is internal to the game (instead of Nexus) because I can install them while the game is running and don't need to fiddle with downloading and extracting any external files. (Mind, the "Mods" section, not the "Creation Kit" which is paid mods.) Either way you get it, the crucial mod is of course the unofficial patch.

I strongly recommend playing the game vanilla and seeing how YOU want to adjust the game before installing anything else. A lot of the settlement mods, for example, may be more or less useful depending on how you decide you want to use settlements (which can be anywhere from "barely" to "lots and lots"). You should see how they work first before diving into modding them. Same goes for weapon stuff and the like.

Some of the weather and whatnot mods can be very nice and I presume you shouldn't have an issue with a new machine, but they can affect performance, so caveat emptor.


DQ, thanks also for your reply!


Ug and then a new patch comes out and kills the game.

Apparently to make the game work again you need to delete a specific Creation Club file, black paint job for power armor


Well if you like building, the new VR workshop is great.

Unlimited resources
Huge area

been building a VR beach house for the people at sanctuary to enjoy. Got the Pod set up on the top floor of the hotel.


I'm enjoying Fallout 4. The graphics are amazing, and the setting is so big!
Not really bothered with the building stuff, as that seems a chore.


I used to think the Fatman was the weapon of weapons in Fallout 4, then I found an explosive minigun.

Now, I've found my true muse.


I prefer the explosive shotgun myself.


So, I get out of my power armor to hack a computer and Cait f$%#ing takes it.

Lucky for me, it unlocked the door to a new suit of power armor so I let her keep it, and of course she went without a helmet (despite being in the glowing sea).

Next up, Vault 88, just so I can watch Cait fight a Mirelurk Queen with a shotgun.

RPG Superstar 2015 Top 8

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Always, always, always, always, always, always take your core out of your power armor when you leave it. Always.

Companions will never wear the helmets. I guess so you don't confuse them for an enemy in power armor.

Piper, who is not currently in power armor, and who I may have entirely for wrong and terrible reasons been recently making her run around in the Nuka-Girl outfit, has an explosive sniper rifle currently. While she is no MacReady, she had made excellent use of it, and has helped pick off weaker enemies while the stronger ones melee charge me... which my character Rosie then demonstrates to them why they call her "the Riveter."


DeathQuaker wrote:


Piper, who is not currently in power armor, and who I may have entirely for wrong and terrible reasons been recently making her run around in the Nuka-Girl outfit, has an explosive sniper rifle currently.

If any of the companions would secretly turn out to be a cosplayer it would be Piper.


Zombie Apocalypse is running a little smoother now. Hordes however do infiltrate the VR workshop. Caught me by surprise there

Spent a fair bit of time defending O-Station. Got hit with multiple hordes there, just me Piper and the two ladies living there. Haven't even managed to set up turrets.


DeathQuaker wrote:

Always, always, always, always, always, always take your core out of your power armor when you leave it. Always.

Companions will never wear the helmets. I guess so you don't confuse them for an enemy in power armor.

Piper, who is not currently in power armor, and who I may have entirely for wrong and terrible reasons been recently making her run around in the Nuka-Girl outfit, has an explosive sniper rifle currently. While she is no MacReady, she had made excellent use of it, and has helped pick off weaker enemies while the stronger ones melee charge me... which my character Rosie then demonstrates to them why they call her "the Riveter."

Piper always wears the helmet in power armor in my game. Made the romance dialog pretty funny because it was two power armor helmets flirting with each other.

RPG Superstar 2015 Top 8

Odd. All the companions in my game take it off. You have any mods installed?


Nope, vanilla Fallout 4 plus the DLCs.

I vaguely remember that when I first told her to put on power armor I had to manage her inventory and explicitly equip the helmet, but that was like literally dozens of levels ago and she's gotten in and out of it since repeatedly so I could repair it.

RPG Superstar 2015 Top 8

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Ahhhh. Funnily enough I've never thought to go into their inventory and manually equip it. Then again, I like seeing their faces, in part for the reason you describe. But that is still good to know, so thanks!


That's a surprise...

:
That Shaun is 60 years old and in charge of The Institute!

I decided to support the Railroad this first run-through, so we'll have to see how that plays out!

RPG Superstar 2015 Top 8

Spoiler:

What was your reaction at the "little boy"? Did you think he was Shaun at first?

Railroad plot makes you follow the Institute plot for quite awhile, so you have time to decide whose side you're on.

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