
DeathQuaker RPG Superstar 2015 Top 8 |

Sunshine Co-op is one of my favorite settlements. I wish you could scrap a few more of the houses/structures that are totally wrecked, but I love building a perimeter wall and fixing up the existing cabins for people to live in. Since it already has one cabin with medical equipment, I always turn that one into a clinic.
What build are you going for this time?

DeathQuaker RPG Superstar 2015 Top 8 |
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I am *obsessive* about building perimeter walls. I can't stop. I look at my brand new settlement and no matter how I resist, I think, "You know what this needs? A great big wall around it." I will blow my "budget" (the max objects you can have in a settlement) building walls. Especially once Wasteland Workshop came out with the concrete walls, which both make sense as a building material and work well because they can clip into the ground. I'll set up little towers with the round pieces to mount turrets on.
It isn't always necessary or useful--though it can be, depending on the settlement. Sunshine Co-Op (mentioned above) it is very handy to do, because Super Mutants often come up the side of the hill, and raiders spawn from the front road approach, and the walls WILL actually keep them from getting into the settlement, and well-placed turrets can kill them before they can breach. You can also just build a perimeter by just building connections between the cabins, so you don't have to try to extend a single wall all the way around.
Settlers *will* run outside the walls still to fight off invaders, but by making only one or two ways they can get out, it keeps them from suicide diving in front of missile turrets as often.
The only problem is a lot of time the brahmin caravans can't figure out how to path around the walls (and seem to find weird paths in and out of settlements anyway) so I often get cows stuck in walls, on roofs, etc.
Note I think there are some settlements if you wall off completely, raiders will actually spawn *inside* the settlement... Sanctuary comes to mind. But I never extensively used Sanctuary after my first playthrough. It's too big with too many buildings you can't scrap, and too far away to be useful to drop stuff off at. Plus, too full of sad memories....
I also like filling in the gaps in the Castle with concrete pieces. (I ever did get the Castle in my Dr. Vault-Tec playthrough.... hmmm.....)
The one thing I always wanted to do but couldn't was build a bridge from the Castle to the island.

DeathQuaker RPG Superstar 2015 Top 8 |

No, I want to do all the building myself. I like the tedious legwork. :) (To be clear, I am not being sarcastic. I have looked at that mod before and I'm not interested. I enjoy taking time out of my shooting things in the face to play lego with walls.)
I have thought about getting some of the improved settler mods for the settlements I do put people in (some I just build in with no people, or use to put my companions in, or populate with robots) with some of those features, but I don't want the stuff that changes how you build it.

Fallout Rampage Cap'n Yesterday |

So, I walk to Oberland Station, on account of Preston saying they're having a ghoul problem.
The lady there is all like "yeah, those f%!~ers keep wandering in but I know where they live" "where's that?" "Hubris Comics".
So I look on the map and lo and behold, Hubris Comics is like 6 miles away through at least 3 combat zones. And you're telling me they're just wandering over here, to harass you.

DeathQuaker RPG Superstar 2015 Top 8 |
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Obviously, they were the remains of comic book shop employees mindlessly recreating their commute to and from work via the train station. ;)
(Seriously though, the Radiant Quest location issues are problematic. And somehow EVERY settlement on the planet gets plagued by the super mutants at that one hospital.) I've been having the issue in Skyrim too. "These bandits have been bothering us! They are located in Falkreath." "But... but... why would they be coming all the way up to Dawnstar to terrorize you?")

Turin the Mad |
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You can bring other minions there ... but I don't recommend it until you make the decision as to how you wish to deal with the occupants of Nuka-World.
Fair warning, if you haven't already found out the hard way: the opening scenario is brutal for most characters. Come well stocked with aid items.
On a side note for DQ and players of similar inclinations: there is a shiny new "Clean and Smooth: the Complete Commonwealth Collection" (6 Dec) that compiles all 30 main settlements - i.e., effectively "pre-scraps" the settlements in advance for you. Mod notes indicate containers are on-site with the materials that you would normally have to spend [however much time] dealing with. Added bonuses are smoothing out the terrain a bit for better building and other nudges.
Alternatively there is NEBAS (New and Expandable Build Areas) that lets you manually strip out most of the crap from build areas and makes them quite a bit larger. The Red Rocket Truck Stop, for example, expands across the road to Sanctuary, a good ways out along the back and north side and, joy of joys, lets you scrap out the trash piles and vines festooning the place. (The plant matter scraps into fertilizer.)
Your thoughts?

captain yesterday |

I cleaned out the bowling alley in Far Harbor, so Rhys decides I need to clean out another place in Far Harbor.
Seriously, how the f+## is cleaning up a bunch of ghouls in that fog infested s!#%hole make the Commonwealth safer!
Magical f!#*ing pixie s&~$?
One of these days I'm just going to shoot him in the teeth.

DeathQuaker RPG Superstar 2015 Top 8 |
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Turin, those sound intriguing. I like scrapping some of the stuff myself (sometimes there's something technically scrappable that I want to leave in place) but expanding and smoothing out the terrain... I also like that one of them makes Lynn Woods a settlement. It always seemed like it was supposed to be with all the stuff that was there.
I need to find one of the ones that fixes up Coastal Cottage. I like the location, but it's like the opposite of Lynn Woods... rather than obviously a nice flat, half-developed place with loads of building supplies that is missing a workbench, Coastal Cottage seems like whoever designed it had NO intention of it being a settlement and then someone else plonked a workshop into it right before release. I don't even mind the cottage you can't scrap most of, it's the useless bumpy yard with unscrappable furniture in the middle that's the problem. You have to cover the whole place in concrete to make it usable.
===
The only time I've been through the Gauntlet, I was playing my stupid-high level thief/sneaky-focused pistoleer. Which turns out by blind luck is the exact build you need to get through the Gauntlet and fighting the guy in the bumpercar area with some degree of ease (although I still remember dying a couple times getting caught off guard by something). I haven't attempted it with my science lady although she's high enough level she might be alright.
Well the Minutemen named themselves for Minuteman Park, obviously, where they wanted to settle. ;p
As for Far Harbor and heights... I have hiked in real life along some of those ridges. Not the dangerous ones (though people do). It is all too amusing to imagine poor ADA failing to navigate them.
I tend to give my robot followers Handy thrusters for legs and they still fall off things. Like I loaded up the game to build the Castle into a monster arena (still no Minutemen in my game, so the mirelurk sludge never goes away, so I decided to just make it 'theming'), and Codsworth actually fell off the walls of the Castle. That takes talent.
In other news...

Turin the Mad |
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Having poked around in the Clean and Smooth: Complete Commonwealth, I can't recommend it. For my system at least it lags things (as that mod's developer didn't really help out on the percentage of room gobbled up by their revisions).
Might want to consider getting some of the piecemeal overhauls of particular settlements. Some of them have video 'tours' on YouTube so you can see their handiwork and judge for yourself.
I do like Sim Settlements' city plans ... but the other thread will, sometime in the next day or two, reveal why I won't be using them.

captain yesterday |

I have considered the thrusters for ADA but she's such a handy suitcase (seriously, every suitcase now needs a laser installed and encourages theft ("That'll look really nice on mantle, sir").
Fun Fact about Far Harbor, if you exit out of the conversation without mentioning why you're there then you can wander Far Harbor all you want without f@~~ing with the all the giant mutant toads or whatever they are.

DeathQuaker RPG Superstar 2015 Top 8 |
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Ada is still a perfectly adequate suitcase with thrusters (one of the armors helps restore carrying capacity).
It's useful in Fallout that most traps are bombs or tripwires (laser or mundane) or bear traps---they don't reset. It's not like in Skyrim where Lydia just keeps walking over the spiked wall trap trigger over and over.
Although I never will forget when Dogmeat just wandered into the laser field at Jamaica Plain and got us both killed. That was the last time I ever used that f@%&ing useless stupid dog. I ignored him on all subsequent playthroughs and the world is a better place.

Turin the Mad |
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Turin the Mad wrote:Sneak perk at 4 also helps deal with the annoyances of tripwires and landmines. ;)Not when your f@~~ing useless dog walks into them.
But yes, that's how my thiefy Sole Survivor got through.
Ah yes, Galactic World, the one place I didn't try to rebuild in Planet Coaster.
A very early lesson for me was to either skip the truck stop or quickly stash Dog somewhere. Mods will let me armor him to the gills now, but I still hate the sounds that come from him getting munched on or shot.
BTW everyone, Creative Clutter features functioning refrigerators!

DeathQuaker RPG Superstar 2015 Top 8 |

This playthrough I used Red Rocket, but still ignored the dog (he just stays there if you don't take him with you). You're still forced to use Dogmeat when tracking Kellogg (how Nick knows of his existence and Dogmeat obeys his commands, but they live miles apart, I will never know), but fortunately most of his actions are scripted there and he goes away when you are done.
I was just wanting a functioning refrigerator...
Also I lied. I did start to build Nuka Galaxy (the roller coaster) in Planet Coaster, but gave up halfway through trying to set up the scenery, realizing I had no patience for setting the triggers necessary to make it look right.
(Someone else did the World of Refreshment and did an amazing job, complete with timing the monorail to go through--something I never would have had the patience to complete either. I did try making that ride, but by then I had so much stuff in the park it was lagging seriously and I gave up on the project.

Turin the Mad |

I haven't gotten to the point of rebuilding, I'm still in wandering around mode, found a bunch of Star Cores, I thought it would be fun.
Then they decided they should be in really annoying places to get them.
My enthusiasm has waned considerably, I might just give up on Nuka World entirely.
Funny thing is that I enjoyed exterminating everything not wearing a bomb collar in Nuka-World. The star cores are all readily accessible as I recall, unlike, say, the Freefall leg armor. A few of them were in annoying spots, but 30 of the 35 were easy-peasy to get.
The only Nuka-World achievements I didn't get were (a) mix 20 flavors of Nuka-Cola; and (b) something lame I don't recall.
By the time I collected all 35 star cores, Nuka-World was basically done. I didn't bother rebuilding the Red Rocket there (one settlement ... eh, no, no thanks, no need for it with the player home of sorts already in the park). I saved the soda man's private vault for the very last and farmed the Hell out of the place of Nuka-Cola stash building before I left.
My next playthrough that goes in there is going to be ... interesting.

DeathQuaker RPG Superstar 2015 Top 8 |

To be clear, when I am talking about "building rides," I am talking about doing it in a different video game called "Planet Coaster" which is the spiritual successor to Roller Coaster Tycoon 3. At one point I built in THAT game several sections of Nuka World (mainly Kiddie Kingdom and Dry Rock Gulch) as a functioning park.
I am not talking about "rebuilding Nuka World" in Fallout 4. All you can do is get the power turned back on and ride some of the rides (which is still fun and worth doing, mind).
I DID really like the settlement site there, though (which I believe also requires getting the power turned back on). It's larger than the other Red Rocket station and felt like it had a lot more scope for building in. I had fun building a giant souvenir market there.
If you're tired of the park/raider quests but don't want to leave the area yet, wander outside the bounds of the park. The Hubologists and the haunted house quests are fun.
Not sure if I try Nuka World again (still haven't sent Dr. Vault-Tec there) if I will try to find all the star cores. On one hand, Dr. Vault-Tec might do it for SCIENCE! on the other hand she tends to not take huge risks just to find stuff. (Except when she does for SCIENCE!) I don't need the power armor, and IIRC you only need ALL of them in order to get it. I think it's a smaller number you need to get Galactic Kingdom sorted out.
Would Dr. Vault-Tec kill the raiders, or keep them around to study raider psychology?

Turin the Mad |

Depends. Does she want more radiant quests? Also, does she want Preston mad at her?
Edit: I did notice that the Nuka-World Red Rocket is a beefy-sized settlement. My thinking is that it is of strategic importance for a Raider-emphasized playthrough but otherwise of no value since the poor schmucks left inside the park never venture forth ... ever.
I feel that they rather dropped the ball a bit on this facet - that and they didn't have them take off the bloody death collars once you deactivate them. For me that makes Nuka-World a fun, singular 'run' for massive stockpiles of Nuka-Colas, XP, mounds of scrap and some neat keepsakes to return to the Commonwealth with, never to return again unless one needs more Nuka-Colas.
On a side note, I would LOVE scoring a "outer costume" mod like the slot that they have in FO 76 (pick an outfit that shows your 'appearance' type of thing). Haven't found one yet...

DeathQuaker RPG Superstar 2015 Top 8 |

Dr. Vault-Tec left Preston to rot in Concord. There are no Minutemen (or, because I took the Institite path on the main quest,no Brotherhood or Railroad) in her world. So that's neither here nor there.
I have no idea if the Institute has issues. I assume no if only because they did so little with the Institute Endgame.
On the other hand, she still needs to build vault 88 up more and I don't think she'd want to turn it over to raiders... But then, even that could make an interesting experiment...

Turin the Mad |

Dr. Vault-Tec left Preston to rot in Concord. There are no Minutemen (or, because I took the Institute path on the main quest, no Brotherhood or Railroad) in her world. So that's neither here nor there.
I have no idea if the Institute has issues. I assume no if only because they did so little with the Institute Endgame.
On the other hand, she still needs to build vault 88 up more and I don't think she'd want to turn it over to raiders... But then, even that could make an interesting experiment...
Oh, now that is an interesting spin.
A group of subjects that are socially structured on some version of "might makes right" (Raiders), of which she will have access to 2 or 3 different test groups of significant size.
You could build up the main section, presumably migrate some of the Nuka-World Raiders in there, then remove a section to expose the horrors lurking beyond and see how they deal with the unexpected monstrosities.
Afterwards you could build each Raider faction their own "ward" within Vault 88, perhaps setting up some of the less pleasant devices to continue the original series of experiments...
For Science!

Fallout Rampage Cap'n Yesterday |

Took care of Red River Gulch, or whatever it's called, with all the bloodworms (they should call them yawnworms because with a VATS enhanced super mega shotgun that's what they were, boring).
Rather then fetch a bunch of s~!* for a bunch of redneck robots I just destroyed them all (except the sheriff, though I did try a few times) and took their combination.
Now I'm helping Toto and his parents reclaim Safari Adventures, but not before stocking up on some more missiles, I have a feeling 23 just won't be enough.

Fallout Rampage Cap'n Yesterday |

So, l met this doctor in the Nuka World market (which I just found) and she was all "If you take down the leaders of the various gangs the rest will run away.
So I took out Mags and her dick brother but then ALL the raiders tried killing me.
That b@*&@ set me up!
This is something that I'm going to need a lot of ammo for.
Goes looking for a previous save.

captain yesterday |

I found Bramberton, I suspect it was the employee housing, lousy with ghouls, or it was, not anymore!
Tried to get to the top of the dam but it wouldn't let me. I noticed a Mirelurk skulking in the swamp, and where there's one Mirelurk skulking you know mama and his twisted kin are near. So I nuked it (and another three or four that were close by), then another bigger one, and then mother when she popped up, so no more Mirelurks skulking in the swamp.

Fallout Rampage Cap'n Yesterday |

I'm currently level 37-39 and have focused on modifying weapons and armor, with my weapon focus being heavy weapons, and guns, all the guns, except lasers.
I usually hang with ADA, mostly because she can carry so much junk.
I also finally took the time to meet the other gang leaders, I wasn't impressed, I think eventually murdering them all is the way to go. I'm definitely not letting them move in with Timmy and his gorilla family.

Dr. Vault-Tec |
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Upon my return to the Commonwealth, I picked up Codsworth again--of the two AIs, I am actually finding his to be more advanced and adaptive than X6-88's. All X6 talks about is wanting to see the surface burn, and I have been unsuccessful in explaining to him that I am not going to wipe out all of surface life because where else would I get my test subjects? Comparing the evolutionary differences between the isolated Institute residents and the Commonwealthers is going to take ages of research.
What's wonderful is since the Gen IIIs' biorganic components are built with my son's untarnished DNA, they make an excellent control arm. And now with the capture of the synths in Arcadia, I can also compare the never-left Gen IIIs with the escapees and see how the Wasteland has affected their development and physiology. Fascinating!
Anyway, I think I'll let the new head of SRB know he needs a factory reset.
I did some exploring in areas I had earlier been too afraid to go into, but really want to get some mutant flesh to take samples of. I ended up seeing Fort Independence still mostly standing in the distance and got curious.
It was utterly overtaken with Mirelurks, including a Queen, but I was able to use the walls of the fort as good cover from her spray, and we took her town efficiently. The sight of the nests and the stadium-esque shape of the fort gave me an idea... I have wanted to capture specimens of wasteland creatures for awhile and experiment on them, as well as observe their means of defensive capabilities up close, but safe from harm myself as I can. I have decided to build some cages and wall off part of the area, to attract and capture creatures and then pit them against one another. I suppose if I need extra funding and personnel, I could draw some wastelanders there and charge for viewing as "entertainment." Of course then that also lets me observe the Wastelanders' reactions to violence as entertainment... oh the possibilities are endless! Now that I have adjusted to the harsh environs, I am quite grateful for my fate... there is more I can accomplish for scientific discovery here than I ever could remaining in the Vault...

DeathQuaker RPG Superstar 2015 Top 8 |

Yeah, Bradberton's supposed to be like the town of Hershey. I wish they had made the street lights shaped like Nuka bottles. :)
The voice acting game in Fallout 4 is really good. I did some replaying of Oblivion not long ago, and it's helped me realize how much Bethesda has improved that leg of things. Mind, I'd rather fewer bugs and better writing... but bad voice acting is worse than none.
I remember when Jinx (my thiefy sole survivor, who is a variant on my standard Fallout heroine since playing Fallout 2, who did silly broken things with various luck perks) decided to kill all the Raiders. Yes, the game implies you can quietly take out the leaders and everyone will run. And that does NOT happen. My character was optimized toward sniper stuff, she should NOT have been caught killing the leaders, but no, just attacking one just makes everyone in the area aggro. I didn't even have a companion with me at the time, it was just Jinx versus like 100 raiders at once. There was a literal pile of bodies around her at the end of the fight. I think she called in a few artillery shells to help though...

Turin the Mad |

There is one lovely mod I came across that adds an M79 grenade launcher to Wayne Gorzki's cabin and the bad guys' gear/loot lists. The bigger thing that it adds to the game are remote-detonation explosives. Lots of them.
One really fun way to take out bad guys for sneaky types is to scatter said explosives about in such a way as to permit using one remote detonator to set them all off at once. ;)