Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

Fallout 4 discussion  @ 2016/01/18 16:23:08


Post by: Lotet


 Verviedi wrote:
You can still get the Minutemen ending without making the Brotherhood mad, but I really wanted Maxson's coat.
Sure, but I feel they're going to fight each other eventually. Maybe some settlers are harboring some tech or their spouse turns out to be a synth and they don't want to give them up to the Brotherhood. Maybe the Brotherhood starts destroying houses because they found out there's an advanced bunker buried beneath a town.

The Brotherhood of Steel, like the Institute, just don't see regular folks as people. Treating settlers better than they treat raiders only by giving them 60 seconds to comply or be slain.


Fallout 4 discussion  @ 2016/01/18 16:25:46


Post by: BrookM


I prefer the bomber jacket outfit myself.



Fallout 4 discussion  @ 2016/01/18 16:37:35


Post by: Verviedi


Where'd you get that jacket?
Also, can you put Ballistic Weave on Maxson's Battlecoat? My next initiative will be fully stocking some pool tables for the Castle.


Fallout 4 discussion  @ 2016/01/18 17:04:39


Post by: BrookM


I think I got it from a dead Brotherhood Knight.

And with the right mod you can do just about anything. This one though, doesn't mesh with armoured pieces, probably because of the awesome jacket, unlike the regular BoS uniform, which does allow for the wearing of armoured components over it.

edit.

Now I remember, Verti-bird crews wear these.


Fallout 4 discussion  @ 2016/01/18 17:10:42


Post by: Verviedi


I'll have to check the piles of dead Vertibirds in the Castle for a jacket then. Thanks!


Fallout 4 discussion  @ 2016/01/18 19:31:05


Post by: BrookM


Bodies are usually gibbed and scattered upon impact, but seeing as the average Verti-bird is made of tinfoil it shouldn't be too hard to down one and loot the pilot's corpse.


Fallout 4 discussion  @ 2016/01/18 19:38:10


Post by: 2BlackJack1


Or just wait for it to inevitably crash. Their pilots need better training.

Also, I met Father at the Institute. I somewhat expected what happened. I had a gut feeling after what Kellogg said. Still its nice to have it over.


Fallout 4 discussion  @ 2016/01/18 19:50:54


Post by: BaronIveagh


 BrookM wrote:
This one though, doesn't mesh with armoured pieces, probably because of the awesome jacket, unlike the regular BoS uniform, which does allow for the wearing of armoured components over it..


That's what Bodyslide is for.


Fallout 4 discussion  @ 2016/01/18 20:38:10


Post by: BrookM


It's not a Tunnel Snake, but it'll have to do I suppose.



Fallout 4 discussion  @ 2016/01/20 19:43:18


Post by: Dark Apostle 666


I really don't know how I feel about having Strong as my companion - if for no other reason than target recognition being a problem, I keep shooting him by accident whenever I go against Muties. I might just send him to live at one of my unused settlement sites, and let him stay there. I think he's my least favorite companion in terms of character so far.


Fallout 4 discussion  @ 2016/01/20 20:06:42


Post by: Co'tor Shas


I gotta say, the .50 rounds in this are pretty disappointing. Nowhere as powerful as they were in FNV. Now, I can reasonably see that they may be a different .50 round, not .50 BMG, but it's disappointing all the same.


Fallout 4 discussion  @ 2016/01/20 20:19:53


Post by: Shadow Captain Edithae


 Dark Apostle 666 wrote:
I really don't know how I feel about having Strong as my companion - if for no other reason than target recognition being a problem, I keep shooting him by accident whenever I go against Muties. I might just send him to live at one of my unused settlement sites, and let him stay there. I think he's my least favorite companion in terms of character so far.


You kidding? He's my favourite.

I gave him a super sledge with 400dmg, a two shot quad missile launcher and a two shot mini-gun (I play with Mods) and just let him go ape-gak.

Its like having a 400 pound gorilla for a bodyguard.


Fallout 4 discussion  @ 2016/01/21 18:40:49


Post by: Dark Apostle 666


Yeah, but a gorilla who talks like a moron!
I prefer an Irish accent, personally


Fallout 4 discussion  @ 2016/01/21 22:01:10


Post by: BrookM


I still very much prefer to go solo myself.

Also, I keep finding more and more power armour frames, I must be close to twenty now, with almost all of them holding a complete set of power armour, including three complete sets of X-01's, including one in sexy Institute white.


Fallout 4 discussion  @ 2016/01/21 22:07:30


Post by: Co'tor Shas


Same, although that is heavily influenced by my solo sniper build. It's just a pity there is no E-DE sort of character, small, quiet, adorable, and incredibly useful. And I'll probably have to wait until the creation kit it out to make companions. I miss that little robot by my side.


Fallout 4 discussion  @ 2016/01/21 23:36:16


Post by: Dr H


Dogmeat stopped, sideways, in-front of me once too often and now resides at Sanctuary hills.

I have not met/unlocked/activated any other followers, and have only just "joined" the BoS at level 36.

I've not ventured into central Boston yet. I'm going to check out the south-west before that.

I've not even done whatever it was that minuteman (I've clearly taken the time to learn his name...) sent me to do after I saved them from the Deathclaw reasonably early on.

Open world adventure/kleptomaniac game, I'm clearly not going to be following the main quest for a very long time.

I am a sneaky sort though, I sneak everywhere and only stand up to talk to someone... if I have to.
I'd rather take 5 trips back and fourth to cart the hundreds and hundreds of pounds of junk/weapons/armour/anything not nailed down back to Sanctuary hills, than have a "follower" get in the way and/or give away my position.

On that thought; How much stuff do you carry with you at all times (weapons, armour, chems, useful stuff)?
I currently have a minimum of ~253 pounds out of a maximum of 400 (without additional bonuses. It does include the "lone wanderer" perk).


Fallout 4 discussion  @ 2016/01/22 00:24:05


Post by: Shadow Captain Edithae


I try to keep my must have gear down to a minimum of 100, going up to 150 when I'm a high level and have a larger inventory.

Yes, I really do carry as much as 300 pounds of junk home with me every time I visit Sanctuary.


Fallout 4 discussion  @ 2016/01/22 08:03:42


Post by: BrookM


I decided to explore some more and stumbled upon Vault 75, yaaaay.

I also found the alien.


Fallout 4 discussion  @ 2016/01/22 11:20:31


Post by: Pete Melvin


Last couple of days I have:

hit level 50
killed the 5 behemoths
Got 10 bobbleheads.

Working my way through the other 10, got 3 to go I think. Normally I feel bad about looking on the internet for the locations of things but in this case they are so ridiculously small and in such stupid places I dont.
One of them is on the ground by a bin, on the ground! Feth you Bethesda.


Fallout 4 discussion  @ 2016/01/22 12:40:25


Post by: BrookM


I've gathered them all not that long ago. I also thought about collecting the model kits, until I found out that NPC's steal them. That does explain where that one kit I was so stupid proud of went then.

Not sure what else there is to do at this point, I've hit 62 and aside from maybe discovering the odd location here and there, there's not much else out there at the moment.

Well, there's Preston and his constant barrage of "these people need our your help" but ugh.


Fallout 4 discussion  @ 2016/01/22 13:04:39


Post by: Dark Apostle 666


I have about 180 units of equipment, mostly my weapons and armour, and I can carry about 390-420, IIRC - yet I still end up encumbered every 10 minutes or so, because I can't just leave valuable junk behind!

I did the Salem museum of witchcraft yesterday - that was pretty scary, until I realized that I had my explosive combat shotgun with me... even so, that's a pretty nightmarish place, I'm glad I stayed away until I was high level.

I've been spending a lot of time making the lighthouse settlement lovely, so I'm now the proud owner of a seaside apartment! I do wonder what kind of enemies will attack it - I'm guessing mirelurks and ferals, judging by the local ecology.


Fallout 4 discussion  @ 2016/01/22 13:16:02


Post by: Conrad Turner


Crikey! I'm almost up to 40 and that's all I've been doing.

Means I have almost filled out the Sanctuary house foundations with 5 story 'skyscapers', pulled all the workbenches inside except the main one, got power and lights in my minutemen HQ building and some in one of the others. My ground floor is where I have the workshops and my meagre collection of power armour frames, first floor is the recreation area, third will be the canteen and dining area, fourth will be accommodation for Preston Garvey and myself, with the fifth floor [or 'penthouse'] being for two of the residents. The other 4 towers will purely be residences for the settlers, 2 per floor. Each tower supports it's own power network to get lights on each floor, and has 2 missile turrets on a balcony on the top floor.

Once I have maxed my luck and got the requisite lockpick and science perk, that's when I intend to go get those power armours. I currently only have 2 complete suits of T-45, a single incomplete T-60, and 2 complete Raider 2 suits, with 2 empty frames left over. My plan is to get a vanilla basic suit of each class and a maxed version of the same. These will then take their correct places in my garage [ground floor of the minutemen building in Sanctuary].

The only other main thing I want to do is put the town's name in lights, literally. I am going to write "Sanctuary" in those light boxes on the balcony so all the wasteland can see the safest haven in the commonwealth.


Fallout 4 discussion  @ 2016/01/22 13:20:25


Post by: Dark Apostle 666


Sounds impressive! I'll have to have a play around with light boxes, and see what I can come up with, I've not made much use of any advanced electrical stuff - just lights and turrets, for the most part!


Fallout 4 discussion  @ 2016/01/22 13:26:21


Post by: BrookM


I've yet to really delve into the building aspect of the game. The most I did was build a wall around the Red Rocket pump, put a shack on the roof, put an extra floor on that to act as my NPC-free workshop and left it at that.

I still need to find a good, quiet place to really settle down and set up a good workshop for my power armour collection.


Fallout 4 discussion  @ 2016/01/22 15:13:36


Post by: Gitkikka


Got Lorenzo's Artifact Gun. Was unimpressed.
Also managed to get 3 full T-60 suits without really trying, overnight. They now reside with the PA hoard, lit up by disco balls.


Fallout 4 discussion  @ 2016/01/22 15:28:49


Post by: nels1031


 Gitkikka wrote:
Got Lorenzo's Artifact Gun. Was unimpressed.
Also managed to get 3 full T-60 suits without really trying, overnight. They now reside with the PA hoard, lit up by disco balls.


Ya, I didn't care for the Artifact Gun either.


Fallout 4 discussion  @ 2016/01/22 16:18:34


Post by: Lotet


Too bad that unless you wait out the seven days before instead of making a lot of progress, you can't go back and choose Immortality and Super Strength instead of a gun I'll never use.


Fallout 4 discussion  @ 2016/01/22 16:30:13


Post by: Avatar 720


Fun thing is that if you choose the serum, the gun is just laying in the house anyway.


Fallout 4 discussion  @ 2016/01/22 16:41:26


Post by: Lotet


Pretty sure the gun in the house is the Zeta Gun and the one you get from Jack is the Artifact Gun. Though I don't know what the difference is.


Fallout 4 discussion  @ 2016/01/22 16:58:45


Post by: Ensis Ferrae


 Lotet wrote:
Pretty sure the gun in the house is the Zeta Gun and the one you get from Jack is the Artifact Gun. Though I don't know what the difference is.


No, the Zeta Gun is what you get from killing the alien in his little cave once the UFO crashes.


Fallout 4 discussion  @ 2016/01/22 17:08:39


Post by: Avatar 720


Nah, he's right, the source I used for my playthrough of the quest lied to me. Zeta is in the house.


Fallout 4 discussion  @ 2016/01/22 17:30:00


Post by: Shadow Captain Edithae


 Ensis Ferrae wrote:
 Lotet wrote:
Pretty sure the gun in the house is the Zeta Gun and the one you get from Jack is the Artifact Gun. Though I don't know what the difference is.


No, the Zeta Gun is what you get from killing the alien in his little cave once the UFO crashes.


No, thats the Alien Blaster Pistol.

http://fallout.wikia.com/wiki/Alien_blaster_pistol

The Zeta Gun and Lorenzo's Artifact are both variants of the Gamma Gun. The Zeta Gun is a little weaker.


Automatically Appended Next Post:
I'm getting a weird graphical glitch when I zoom in with a scoped weapon. The entire screen is supposed to black out bar the scope itself, but theres a square margin around the edge of the screen where the world is visible. Anyone know whats causing this and how to fix it? My game is heavily modded. I've tried fiddling around with the fov with no success.

Spoiler:



Fallout 4 discussion  @ 2016/01/22 22:16:59


Post by: Verviedi


I just hit level 59, and I'm still discovering random crap and exploring. I got Idiot Savant to pop when I finished the main quest, so I got a sweet 10000 XP from one quest.


Fallout 4 discussion  @ 2016/01/24 17:12:32


Post by: BrookM


Gah, trying to figure out where Nick Valentine went, I want to try and do his quest, but can't find the chrome fether.


Fallout 4 discussion  @ 2016/01/24 18:16:54


Post by: Dr H


 Shadow Captain Edithae wrote:

I'm getting a weird graphical glitch when I zoom in with a scoped weapon. The entire screen is supposed to black out bar the scope itself, but theres a square margin around the edge of the screen where the world is visible. Anyone know whats causing this and how to fix it? My game is heavily modded. I've tried fiddling around with the fov with no success.

Spoiler:

Oh, that is queer. My immediate thought was something to do with the fov settings. Maybe there is a separate setting for "scope fov" that you need to increase to match the usual fov setting. Other than that, it may be a mod causing a conflict; try turning them off one at a time and seeing if one of them makes a difference.


Fallout 4 discussion  @ 2016/01/24 19:12:03


Post by: usernamesareannoying


 BrookM wrote:
Gah, trying to figure out where Nick Valentine went, I want to try and do his quest, but can't find the chrome fether.
depending on what quest youre working on etc he will go to pipers office or back to his office. Have you checked either of those?


Fallout 4 discussion  @ 2016/01/24 20:10:25


Post by: Shadow Captain Edithae


 Dr H wrote:
Oh, that is queer. My immediate thought was something to do with the fov settings. Maybe there is a separate setting for "scope fov" that you need to increase to match the usual fov setting. Other than that, it may be a mod causing a conflict; try turning them off one at a time and seeing if one of them makes a difference.


Rebooting the game seemed to fix it.


Fallout 4 discussion  @ 2016/01/25 14:26:05


Post by: Tannhauser42


 Shadow Captain Edithae wrote:
 Dr H wrote:
Oh, that is queer. My immediate thought was something to do with the fov settings. Maybe there is a separate setting for "scope fov" that you need to increase to match the usual fov setting. Other than that, it may be a mod causing a conflict; try turning them off one at a time and seeing if one of them makes a difference.


Rebooting the game seemed to fix it.


I've had that problem happen when I alt tab out of the game and back in sometimes.


Fallout 4 discussion  @ 2016/01/25 15:29:28


Post by: Conrad Turner


Not had that problem, but I do get quite a bit of my weapon/pipboy turning invisible. It makes it impossible to fast travel anywhere as you can't see the map, and it makes targeting a pain at times too.

Not that much of a problem, all I need to do is save the game and immediately load that very save, and everything is visible again.

On a different note, I was sent to start a new settlement again last night - the first time in quite a while. I knew I was in for trouble when the name of the place started with the word "Mirelurk". True enough there was a Mirelurk problem when I got there - a queen. The thought of going up against a queen was what had kept me from taking Liberty. But in this setting, she was easy.

Using my .50 cal sniper rifle [Kindness] I was able to consistently hit her from outside of her perception range. Every shot I got off at her, she couldn't tell where the damage was coming from so I was constantly getting the X2 damage multiplier. It did use a fair bit of ammo, but there was no danger to me at all. I loved every second of it!


Fallout 4 discussion  @ 2016/01/25 15:57:17


Post by: Dr H


I found that switching to 3rd person view and back to 1st person fixes the disappearing gun problem. Slightly quicker than save/load.

Also, I have been building:
Spoiler:

That's not even half of it.


Fallout 4 discussion  @ 2016/01/25 16:22:24


Post by: Shadow Captain Edithae


OMG Thats amazing. How do you integrate the shantys into the existing buildings?


Fallout 4 discussion  @ 2016/01/25 16:25:11


Post by: Conrad Turner


Oh, how quaint! Very.....rustic.

Spoiler:


I have 5 tower blocks set up. Admittedly with not much decoration inside, but I've made a start.
Spoiler:


Spoiler:

Spoiler:

Spoiler:


Oh, and some of my older weapons.

Spoiler:


My Sniper rifle, Kindness.

Spoiler:


The explosive Tommy Gun I'm going to call "Compassion".

and my decked-out combat shotty.

Spoiler:


My Boomstick!

Edit: Shadow Captain, the supports will clip so you can set them as much or as little into a surface as you want, the floors will then 'snap' to them so you can build.

I do like what Dr H. has done with the place, I just found that my character would have gone for a more 'advanced look and would want to have the sort of comforts he would have been used to.


Fallout 4 discussion  @ 2016/01/25 16:28:26


Post by: Shadow Captain Edithae


How well do NPCs navigate those mega structures? Can they find their way around and up the stairs from floor to floor OK?


Fallout 4 discussion  @ 2016/01/25 16:34:56


Post by: Conrad Turner


Normally, yes. I work my stairs sort of the same as you would find in a modern building where I can and they have no trouble getting to the 2 beds I have set up on each floor. Unfortunately, since I currently only have that one floor decorated, they do prefer that and seem to cluster there which does clog the 'doorway' at times.

So I don't see them having much of a problem, if any, with how Dr H has done his.

Edit:
I have also fixed the lights since that was taken. I only have bare bulbs downstairs in the workshop/Power armour storage area. In the living areas I will only have lights with shades on them thanks to issue 2 of "Picket Fences"


Fallout 4 discussion  @ 2016/01/25 16:40:55


Post by: SilverMK2


Love the rooftop shanty town

Clipping parts and settlement size are two things that I wish the console version would allow you to set manually.


Fallout 4 discussion  @ 2016/01/25 17:36:25


Post by: nels1031


So after 50ish levels of exploring, building and random quests, I finally got to the Institute for the main quest...

Spoiler:
Nice twist, but I didn't really care, if anything I wanted to kill Father and the abomination in the glass room, as he seems to me to be the villian(so far) . This game does very little to remind you what the objective is or keep you emotionally invested, aside from some dialogue.

Some dreams while you sleep, via Fallout 2's Shaman, or even flashbacks when you enter certain buildings, like a bar where you met your spouse, the church where you were married, the hospital where Shaun was born, a park where you'd walk with your family, extended familys homes etc. etc., all would have went a long way to keep your eye on the prize so to speak.


Fallout 4 discussion  @ 2016/01/25 17:48:35


Post by: Dark Apostle 666


Personally, I couldn't care less about the main quest, and the "twist" nels1031 mentions gave me a similar "meh" reaction, followed by immediate mass homicide.

I don't really like having an enforced motive for my character - I mean, FO3 you looked for dad, and in NV you hunted Benny, but it felt more open to interpretation, you could forgive Benny, or waste him, even work with him, whereas there doesn't seem to be an option to just give up on finding Shaun outside of avoiding the main quest.

My head-canon of my character is that the marriage was a sham, and Shaun wasn't his kid, so he doesn't really give a damn about finding him, instead cheerfully embracing the opportunities the wasteland offers!

Speaking of opportunities, I did the Cabot House quests yesterday:
Spoiler:
I freed Lorenzo, because I read up on the rewards, and unlimited super-buffout-radaway seemed a better option than a gimmicky pistol I'd never use. I do feel a bit concerned about letting a lovecraftian-artefact-possessed maniac loose, but Cait is carrying the weird sacrificial knife from Dunwich bores, which is probably also a very evil artefact, so I figured it'd be hypocritical to object to potentially letting an eldritch abomination loose...


Also, I had an epiphany on why I don't use energy weapons! Simply put: Silencers and Supressors! Or rather, the lack of them for energy weapons. I make more noise with a plinky little laser pistol than I do with my explosive combat shotgun - and for a stealthy person, that makes it a no-brainer to go for ballistics.


Fallout 4 discussion  @ 2016/01/25 18:42:18


Post by: Dr H


Shadow Captain: Ta. As Conrad said, the shanty foundations will clip into the roof as they do the ground. However, you will need to move the first one about a bit as it's not always happy in all orientations. Once you have one in the rest will, usually (you can see the gaps on a couple of them, that's where they were not happy to clip), snap on to the first and give you a good base to build on.

Also, I've been using the "rug glitch" to patch the walls and ceilings inside the original houses.
See below for further information on the "rug glitch"...

Conrad Turner: Ha. How very "modern" of you.
Ta. I've decorated the houses underneath (and patched the holes as I mentioned), starting with my original house and then felt that I'd go with the "built from scrap" look to the additions.

I do have a metal hanger next to the workshop (the house across the road), so it's not all wood. But I have tried to avoid repetition of the sections as much as possible, so there are some mixed areas, and some interesting transitions.

I'll have to take some more up-to-date screenshots once I'm back "home" from looting a vault I've just found, after visiting the glowing sea (not as glowing or sea-like as I expected).

Shadow Captain Edithae wrote:How well do NPCs navigate those mega structures? Can they find their way around and up the stairs from floor to floor OK?
They seem to have no problem wandering about the stairs. Although, all my beds are in the original houses, on the ground floor. The upper areas are more for storage/display/recreation, so the npcs don't tend to wander up there that often.
And the settlers all have jobs to do and should be doing them, not wandering about my house and leaving the doors open, in spite of my "restricted area" signs.

SilverMK2 wrote:Love the rooftop shanty town

Clipping parts and settlement size are two things that I wish the console version would allow you to set manually.
Thanks Silver. You can do everything I've done here on the consoles, I've followed the tips from this chap on YouTube (norespawns) and he uses a console:


Really worth looking though all his videos whatever platform you are using.

Putting things on or near a rug both work on a pc and are subtly different.
Near a rug (as in the video above):
Build the structure you want to clip into something and put a rug near the base.
Then hold select on the rug to select the whole structure (beware that other nearby things can be selected by this, so build in an open space),
Move the rug into/near the structure you want to clip into (original house) and you only have to find room to place the rug (so using a small doormat is best), usually the rest of the structure is ignored and will clip into almost anything.

On a rug (as he covers in later videos):
Place 2 doormats down, overlapping the top one half-ish over the bottom one.
For some things (junk fences), it makes it much easier to place a large rug over the second doormat to give a larger area for it to sit on.
Place the structure you want to clip on the second (or larger) rug/mat, but not overlapping the first/lower mat.
You may need to play about moving the structure so it sits on the rug and not clips though it.
If you have it right, you can select the lower mat (not the whole structure as above), and moving it will move the rest.
As above only the selected mat need to be placed in a clear area, the rest will clip into any other structure.

Remove the mats after you have the structure where you want it.


Fallout 4 discussion  @ 2016/01/25 19:40:38


Post by: Dark Apostle 666


Those videos were a godsend to me, I watched them a few weeks back - The settlement-building is probably my favorite thing in the game, so being able to ignore the annoying clipping issues and so forth was really helpful - Mind you, Dr H's Sanctuary looks a lot better than mine does!


Fallout 4 discussion  @ 2016/01/25 23:46:34


Post by: Dr H


Thanks Dark Apostle. Yeah, he has many useful tips for the budding settlement builder.

Well, the weather was nice when I got back from Vault 95 (with over 1000lb of stuff) so I took many pictures.
I won't post them all in here as it will likely make this page load slower than an old dial-up modem, so here's a link to the gallery and a selection from that:
http://steamcommunity.com/profiles/76561197985208002/screenshots/

One of the first things I did around sanctuary hills was to rearrange the picket fences, rather than just scrap the lot, I filled in all the gaps between the hedges and the outer buildings, built a line right out to the water's edge on the red rocket side of the island.
I left would-be attackers with 3 choices to enter:
1. Across the main bridge from red rocket. I added fencing on either side so you can only advance up the road... between two turrets on towers, of course.
Spoiler:


2. Across the small bridge from the Vault. The fencing extends to leave only a small gate to enter through and then you are funnelled up towards another turret on a tower:
Spoiler:


3. Around the end of the fence by the water's edge. Into a wide open killing field, overlooked by a few turrets.

As for accomodation, The first two houses to get beds were the pair of blue houses on either side of the "Vault" entrance. One of them now has an upstairs that is empty save for the generator that powers both houses (was built just to get the generator out of the way). This is the house on the left of the previous picture.
Both of these do have their holes plugged (but in all cases, and contrary to the YouTube videos above, I have left the windows open), and the farthest house has the weird old lady with the drug problem (Keeps her out of the way, anyway).
I have also outfitted a couple more houses with beds and simple furniture just to cram in a few more beds for settler expansion (I have 19 beds for 12 people so far). Also with the holes plugged.

My house...
Spoiler:

...has kept as much as was there when I returned from my snooze in the vault; the car, both the bathroom, kitchen and the utility room (with Codsworth's box and fuel), and the cot in Shaun's room. The rest has been "refurbished", with some additions (such as a chemistry lab):
Spoiler:

The upstairs, while impressive from the outside, is quite empty on the inside with only the bobblehead stand and 4 magazine racks (shelf ones not spinny ones). Plenty of space to expand my collections into. Above that floor is a roof section with the wind-turbine, seating area and barbeque.

From up there you have a good view of the workshop and hangar:
Spoiler:

The picture says it all really.

Behind that is where the food growing happens (Corn, Mutfruit, and Tatos, what else? Adhesive production.) and the hangar looks like this:
Spoiler:


Inside, downstairs, the workshop (in the original house) opens into the Power armour storage area:
Spoiler:

14 chassis so far, kept as they were found. At some point I'll fill them all in and have full suits on display (the flame paint job is the only one I've found so far).
Upstairs is empty for now.
Spoiler:

You can see the floor step up as it stands on top of the workshop and the stairs that take you up to the area opposite my house's upstairs and the bridge; the only thing up there is the settler beacon.

The only other building with an upstairs is the one with the cellar opening at the back.
Spoiler:

As I couldn't build a fence around that area, I have added that section with an open back and two turrets.
Spoiler:


Looking back from the doorway of that you can see the outside decking of the hangar (and another turret that covers the gate under the house, the "secret" 4th entrance).
Spoiler:


And then I built a strange structure that overlooks the "killing field" towards red rocket.
Spoiler:

You can also see that all my Sanctuary settlers get a set of Road leathers, some armour pieces, Welding goggles, and a mining helmet. Easy to spot any newcomers, and looks cool at night when they switch on the lights.

Speaking of lights:
Spoiler:

Those lights flash from top to bottom (when the switches are pressed in the right order and the game doesn't mess with the timing).

And finally, a view from the bridge in the middle of the settlement, to show that there is still room to build...
Spoiler:


Hope that makes you all happy to have a little tour of my settlement.


Fallout 4 discussion  @ 2016/01/26 00:53:07


Post by: Shadow Captain Edithae


 Dark Apostle 666 wrote:


My head-canon of my character is that the marriage was a sham, and Shaun wasn't his kid, so he doesn't really give a damn about finding him, instead cheerfully embracing the opportunities the wasteland offers!


So he found out his wife was banging the proverbial Jody whilst he was on Tour?


Fallout 4 discussion  @ 2016/01/26 01:21:03


Post by: Dark Apostle 666


Pretty much, yeah! And hey, a guy comes back from being a commie-smashing hero to find his wife is sleeping with an economics professor and he can't get a job, well, that guy might welcome the end of the world, and a chance to be a hero again.

Part of my headcanon says that he's rebuilding his old unit - so most of my settlements are military-styled, and I give all my settlers as close to full suits of combat armour as I can - which has led to a serious spike in mortality rates for the Gunners, as they tend to wear so much of the stuff!


Fallout 4 discussion  @ 2016/01/26 01:25:33


Post by: Shadow Captain Edithae


Is he joining the Brotherhood of Steel? And what about the Railroad? Are they too close to pinko Commies for his liking?


Fallout 4 discussion  @ 2016/01/26 08:39:11


Post by: Conrad Turner


Dr H.

Thank you so much for that series of pictures. Seeing them, combined with a Youtube video I saw last night where someone had built tower blocks out of concrete [sorry, I can't remember who did it and as it was on my phone I can't currently post a link] I am now going to tear down two of those towers and re-build them with concrete bases and a bridge over the house unbetween.

Everything in them will have to be moved whilst the work is in progress and all the materials will be stored until needed.

I only have one problem. Anyone know where I can get my hands on a shed load of Concrete?


Fallout 4 discussion  @ 2016/01/26 11:20:28


Post by: Dark Apostle 666


 Shadow Captain Edithae wrote:
Is he joining the Brotherhood of Steel? And what about the Railroad? Are they too close to pinko Commies for his liking?


Well, I did join the BoS, but I'm getting a bit disaffected with them - I think my character might begin to realize that these guys may be the last remenants of the US army, but they've preserved a very different set of ideals to the ones he's about. If I had to pick a faction I'd say he's signed up to, it's the Minutemen. As far as the RR are concerned, I kinda like that plucky little band of misfits, so he'll help 'em out, as long as their missions remain agreeable - seeking out pre-war military stashes is very in-character!

And Conrad, regarding your supply dilemma, if you can find a shipment of concrete, there is a glitch you can use to duplicate it repeatedly, I never got it to work personally, but you might consider looking into it? IIRC, there were videos on Youtube on how to do it, it's fiddly, and you need the knack for it, but if you can get it working you should be up to your ears in concrete (In a good way )


Fallout 4 discussion  @ 2016/01/26 12:07:46


Post by: Conrad Turner


Thanks. I am more on the lookout for places I can raid for bags of cement or cinder blocks. Other than that I need to get shipments from Graygarden, Abernathy Farm, and Finch Farm.

Not only now looking for a substantial amount for Sanctuary, But have in the back of my mind that I'll need tons of the stuff for fixing up the Castle when I get there.

Speaking of which, last night when I handed in a couple of quests to Preston Garvey, his dialogue said that he had other things for me to sort out, but no quests appeared in my log. I think he's finally got the hump that I just keep doing these radiant quests for him and haven't re-taken the castle yet. either that or I've finally run him out of radiant quests. [I'm level 41 or so]


Fallout 4 discussion  @ 2016/01/26 12:21:02


Post by: Dark Apostle 666


I hear that the Irish pride shipyard is quite a good spot for picking up bags of the stuff - though I don't know how hard it'd be for you to get there.



Fallout 4 discussion  @ 2016/01/26 12:55:37


Post by: Conrad Turner


I should be able to get there quite easily. Thanks for the heads-up.


Fallout 4 discussion  @ 2016/01/26 17:54:03


Post by: Asherian Command


I played Fallout 4, love it so far. Hate the railroad so far. I find the brotherhood the only people who are actually thinking about the future and being realistic.

I will post the mods I am using and what I am exactly doing in the game.

I like many have taken the settlements quite seriously and I am building settlements to last the only settlement I have not done much with are the outskirts ones and the ones that are super small. Each place has a defense

Got the CBBE body mod.

Ponytail mod and a gak ton of other mods


I will post my character (and yes she is fully clothed and all the things I have done to kick alot of but, I am stealth built, as that is my default playstyle in any game. Sadly I felt like the weather in fallout 4 was kind of deterimental to my experience so I installed a mod about making storms.)

I haven't advanced the story at all. I am roleplaying as a female sniper who cares little about her child and only wants to murder any wrong doer with her super powerful sniper rifle.


Fallout 4 discussion  @ 2016/01/27 00:47:13


Post by: Lotet


I find it hard to fight against the Railroad, aside from the typical reasons for not wanting to fight them I also see their Heavies as being like me and a lot of other players, helpful, strong and want to blow up the institute.

I don't want to fight those guys. When everything is done, they could do a lot of good and I'm under the impression that they're willing and able to do so on an individual basis and would blend well with the Minutemen.

I wonder what their max stats are compared to other factions non-boss units.


Fallout 4 discussion  @ 2016/01/27 01:23:35


Post by: Shadow Captain Edithae


You know, there is an ending that lets all three factions survive and coexist relatively peacefully. Its really convoluted though.


Fallout 4 discussion  @ 2016/01/27 01:35:33


Post by: 2BlackJack1


And I wonder how you pull that off?


Fallout 4 discussion  @ 2016/01/27 01:42:24


Post by: Shadow Captain Edithae





Fallout 4 discussion  @ 2016/01/27 13:16:33


Post by: Conrad Turner


Well, I got through the bare bones of my Sanctuary facelift last night. It's a real interesting technique which will allow you to snap everything in a single construction at any height due to the fact that the concrete foundation pieces don't worry about sliding through the landscape.

The first 'step' is to place a standard floor piece where you want your door to be. Be as accurate as possible when planting this piece, you want equal space either side of the steps, and as near inline with the building front as possible. Like so.
Spoiler:


Once you have that piece in place, you can take other standard floor sections and 'snap' them into place connecting the one you placed and moving off the base to an area off to the side. It is most economical to remove the ones behind the leader and store them in the workshop. You should end up with a single floor section floating in space like this.
Spoiler:

On the edge of this platform closest to your doorway, you can start laying the quarter square floor sections. Once you have laid enough without moving so that they can't snap anymore, you will lay one on top. Pick this one up, move it so it is as closely aligned to one of the ones underneath and place it down. Keeping your mouse still, continue to lay more of these floor pieces down. As one gets laid underneath your feet, you will rise up to the new level.

With practice, you can do this so that you have 3 columns of small floors that look like they are snapped vertically to each other. You can then make sure that the columns start with the lowest on the left as you look back toward the doorway, and each column starts one level higher than the one to it's left. continue to do this, starting at the left-most after the rightmost and you should end up with 3 columns making up a snapping tool and allowing you to snap other bits to any level you choose.

Once I had got this tool worked out, I actually spread the columns to make it easier to snap the piece I wanted at the correct level. I could then add foundation pieces at a constant level of my choosing, and I went around the base of my building two floor levels above where I stated.
Spoiler:


This gave me the basis of my foundation. A ring of concrete as big as I could get. I was even able to get it to clip through the bush at the back of this property. I temporarily removed one of the blocks so I could snap a lower level set through the middle and end up with a lower level for my doorway.
Spoiler:


I filled in the rest of the floor with standard wooden flooring so there is a slight gap underneath, but it evens out the floor inside. Then I went to a higher level and added a quarter floor to offset the base of the walls. This makes the rooms inside a bit smaller than otherwise, so plan big when starting. The height I chose was low enough to just get the concrete of the second layer to dip under the floor level, but you can also create a nice entranceway.
Spoiler:


Building up and across from this, I ended up with this structure.
Spoiler:

Spoiler:


I still need to re-instate all of my defences, re-work my power supplies, and build a sign that I have been working on.



Fallout 4 discussion  @ 2016/01/28 01:30:10


Post by: Dr H


Very interesting to see how you do your's, Conrad.

I now have all my current power sources up off the ground and/or secured in "huts" neatly.

I found somewhere to practice your lockpicking today. A bank/safe deposit building with a sealed vault (that's a bank vault, not a vault vault), inside was about 15 safes with locks from novice to master.
I broke 4 picks (of my well north of 100 picks), and 3 of them were on the novice locks. I seem to break picks on more novice locks than any others.

Does anyone else think that the lockpicking is easier in FO4 than in 3 or NV? Or is that just me?

Also, has anyone else stopped to listen to what some of the "cannon fodder" has to say to each other when they think they are not about to be killed?
I've had a couple of funny ones, both raiders;
One conversation was about a group of raiders and a kid afraid of fire. Long story short, they put him on a raft of mattresses and set it on fire, as it floated on a river...

Another was about a man that ran past the gang of raiders, Carrying a desk fan: "Who carries a desk fan about?" (My thought at this point was "I'm sure I'm carrying about 3 at the moment"), pretending to be riding a motorcycle, making the noises, and pretending to throw a grenade at the raiders.

Also, while waiting to get a good shot at a supermutant, I heard one searching for me say something along the lines of "lets see what you think about this" and he started firing wildly.



Fallout 4 discussion  @ 2016/01/28 03:01:49


Post by: Overlord Thraka


Because none of my settlements have EVER been attacked in the entire 80+ hours on my character. I said screw it! Installed a unlimited build mod and cheated myself a crap ton of resources in the Castle and Sanctuary


Fallout 4 discussion  @ 2016/01/28 09:28:25


Post by: Conrad Turner


Dr H, it would be interesting to see how you do yours. I have left most of the satellite settlements how they are for now, but would like to re-work them to the style you have used. It would make more sense for my character to try and concentrate the technology and the better buildings at Sanctuary for the general township type of dwelling, and the Castle for the centre of Minuteman military capability.

Everything else should be the post-apocalypse 'shanty town' and there is at least one settlement I need to raise to the ground and start from scratch.

So far as Sanctuary goes, I have to do a lot more scrounging if I am ever to finish it. I still have to add in a doorway on the end block, the only way there at the moment is through the bridge from the Minutemen HQ building.

The sign I have started on for the side of that bridge is eventually going to cost me 358 copper, 356 Steel, 178 Glass, 216 Aluminium, 108 Gears, 90 Screws, 72 Rubber, and 54 nuclear Material. all to make 178 lightboxes and the 18 large generators to power them. All to make a flashing sign that should be visible all night across a large portion of the commonwealth saying "Sanctuary".


Fallout 4 discussion  @ 2016/01/28 22:40:59


Post by: feeder


 Dr H wrote:

Also, has anyone else stopped to listen to what some of the "cannon fodder" has to say to each other when they think they are not about to be killed?
I've had a couple of funny ones, both raiders;

Another was about a man that ran past the gang of raiders, Carrying a desk fan: "Who carries a desk fan about?" (My thought at this point was "I'm sure I'm carrying about 3 at the moment"), pretending to be riding a motorcycle, making the noises, and pretending to throw a grenade at the raiders.





I was stealthing outside a building where some Raiders try to lure you in with a "come help me!" type trap. It was early in the game. A pair of raiders on guard were talking, one of them told the other about how one victim got away by doing just that! I got a little chuckle before I set them on fire.


Fallout 4 discussion  @ 2016/01/28 22:49:09


Post by: 2BlackJack1


Shadow Captain, that's actually pretty cool. If I wasn't so dug into the Minutemen quest line already, I'd probably do that ending for this playthrough.

Spoiler:
Also, I just defended Castle from the Institute. It was the second time in the game that I've used power armor, and it still was hard. (Had like one stimpack for it) I really loved it though, and I must thank the synths for testing my defenses for me.


Fallout 4 discussion  @ 2016/01/29 00:36:42


Post by: Dr H


Conrad Turner wrote:Dr H, it would be interesting to see how you do yours.
I pretty much follow what that chap does in the YouTube videos does.
Basic run through for a sanctuary house:
Clear out the interior, start with a clean slate; the furniture often gets in the way for the patching work.
Add the ceiling (as seen in the video). I only use one layer of the thin "Wooden" roof sections (the rusty corrugated metal one that seems to have many pinholes in).
Fill the holes in the walls (as seen in the video). I don't fill the windows though; let a bit of natural light in and I'm hoping for a mod in the future to add glass windows.
Add furniture to taste.

The upper areas are similar to that seen in the videos, although I have deviated in places.
Start with one wooden shack foundation and position it on the highest point of the original roof; if should clip into in, but will mostly be red and you will have to move it about to find what may be the one "perfect" position where it will go. Make sure that it is higher than the top of the roof, AND square (or near enough) with the rest of the house.
Once that is on you should be able to snap on more foundation pieces to cover the whole house.

There are, however, a few areas that will cause problems;
The chimneys - If you're lucky you will just miss a square in the middle that you can box in with walls and a roof/floor on top, and all will be well.
However, I did find a nice alternative in one of my houses...
...I was able to add some quarter floor pieces and was left with a hole of only half a square (with a chimney in). I tried boxing that in with a full wall on each side and the "end pieces" at each end; however, I couldn't snap one of the walls on (but could place it very close to the edge), and the end walls stopped me putting a roof/floor over it. So in a moment of inspiration I tried to clip some things "through" the chimney (rug glitch) to fill the hole: I ended up with a pair of rugs (large blue one) that spanned the hole and when I removed the doormat they dropped through the floor but filled the hole. I can walk over it and don't fall into the hole. I just need to put a table or something over the chimney... or make it a feature.

If you are not square enough, some of the foundations will stick out from the house and not appear to be supported. Either don't use those corners and have an interesting shape, or pull them all off and reposition the first foundation again.

Also, some houses just won't let you clip a foundation though the roof. I had this problem with the "workshop" house; half the roof just won't let a foundation clip through it, so that one is an odd shape.

And lastly, the original flat roof over the driveway can be too low for the extended foundations to sit on, and you will end up with a gap and they won't look supported again. I just don't build above them.

Anyway, once you have the foundation pieces up and "solved" the chimney issue, you can add the walls.
Start with a doorway. Affix a stairway to the doorway:
I've got stairs that lead straight up to the door, but when you have a door in the doorway it seems a bit odd having to stand way down the stairs to open it (how do you reach the handle and/or not knock yourself off the stairs in the process), so building a platform of small floors (one can be enough) and then stairs up to the platform can look better.

One of the later houses I've done has the ladder up to the roof over the driveway. This ended up quite tricky as none of the ladders were the right length to go from a platform on top of the drive to the foundations above the house. I ended up with some of the shack steps being used to get the platform at the right height and look like the original roof was supporting my walkway, I added a bridge as a support for the walkway out from there... and then...
...From the foundation, I added one "shack steps" so that a "short stairs" would reach and allow you to step up. But none of that looked supported... So a clipped in a junk fence into the house, under the foundation, using the rug glitch from the walkway (the first doormat needs something to sit on), and then again using the rug glitch to get the short ladder to fit over the junk fence. It all only just worked out and you can walk up, the fence only just pops though the floor at the edge of the foundation (so I can't build a wall around that side).

Using a "scaffold" (or platform of floors) for the rug glitch could allow you to add junk fences around the base of the foundations and hide the original roof entirely.
I may experiment with this next time a build a house, and I'll try and find a better way to do the above walkway onto the "garage" roof, and then I'll remember to take screenshots to show you all the process.

A note on using the bridges for walkway support: I find it better to build the walkway first and then slot the bridge under it and then raise it up until it meets the walkway. Add the fences around the walkway first though as the bridge can interfere with their snapping on the sides.
The high bridge I have between my house and the workshop roof is just 2 of the bridges high. However it does need some trial an error, as the upper bridge won't clip into the lower bridge and won't move up and down with the lower one. So you have to set the height of the lower bridge and then slot in the upper bridge between that and your walkway above.
Then hide the lower bridge with clipped in (rug glitch) junk fences.

The walls around the upper floor are really a matter of taste. They just snap on.
The extension ones do give a lot more room inside and don't hang out too much to look unsupported.

Then you want to power it. There's probably a whole series of videos on the internet about the "best" way to wire up a settlement; it's such a seemingly dark art.
I've taken to running the wires for the upstairs around the floor (as the wires at head height annoy me a little) and found that the wires can sag "into" the floor for quite a distance, completely hiding them.
Beyond that, it's just placement of the connections and finding a hole in a wall.

Although, on my house, I used a couple of the roof sections that have a corner missing. Placed them together to give a large hole, and then placed a tall elec' tower up through the hole, ran the power from the rooftop windmill to it and then down, through the hole, to connections inside.

The sign I have started on for the side of that bridge is eventually going to cost me 358 copper, 356 Steel, 178 Glass, 216 Aluminium, 108 Gears, 90 Screws, 72 Rubber, and 54 nuclear Material. all to make 178 lightboxes and the 18 large generators to power them. All to make a flashing sign that should be visible all night across a large portion of the commonwealth saying "Sanctuary".
It has been a long time since I've even considered if I had the resources to build something, I just build things, or I'm out looting things. It's been a very long time since I wanted to build something and been told that I don't have the things to build it.
However, after you posted this, I checked my workshop and found that I was down to my last 30 wood. So a ran about Sanctuary and scrapped a few of the more "unsightly" trees still standing (there are still more left) and went back up to over 300 wood.

Couldn't tell you what it cost in resources to make my "flashy tower", but it was a lot of work to get all the wiring just right, as each floor has a separate set of wires so that they are powered, and can be switched, individually.

At least you only need to attach a computer to each item once to set the colour/on-off timing/etc. and can then remove it. You can even use the same wire that is powering the item.

Well, that all ended up longer than I expected... Picture says a thousand words etc...
More pictures next time.


Fallout 4 discussion  @ 2016/01/29 01:16:30


Post by: Dark Apostle 666


I'm trying to turn County Crossing into a proper settlement, and because it's quite resource poor, I ended up looting everything from Coastal Cottage, Greygarden, and one of the other little settlements - which I'll regret when I get around to making them into mighty bastions of awesomesauce, but saves me going scavenging for hours. You know you're resource poor when you're more excited to find a Super Mutant carrying a board of wood than a modded-out laser...


Fallout 4 discussion  @ 2016/01/29 02:19:03


Post by: Dr H


*quickly looks at how many "boards" he has in Sanctuary hills workshop*

63

That should be good for a bit of wood.


Fallout 4 discussion  @ 2016/01/29 04:16:36


Post by: 2BlackJack1


I just completed the Minutemen questline, since it felt like the most morally right choice before I learned about the peaceful ending. It was hard to get through it, but I'm glad that I did it. Not sure if I'll keep playing on this character, or just hop to the next one.

Spoiler:
I did shoot Father on the way out of the Institute though. I felt like he deserved a quicker end than waiting for a bomb to go off underneath him and pan fry him. As quick as that is, I felt it a bit more fitting to send a plasma round his way.


Fallout 4 discussion  @ 2016/01/31 11:10:59


Post by: BrookM


Decided to go and try some mods from Nexus Mods. Since when is that a pay site?


Fallout 4 discussion  @ 2016/01/31 13:07:33


Post by: Asherian Command


 BrookM wrote:
Decided to go and try some mods from Nexus Mods. Since when is that a pay site?


Certain things you have to pay for. Such as faster download speed etc.

I have used it quite a bit, and I have enough mods to entertain me for a long time.


Fallout 4 discussion  @ 2016/01/31 13:58:43


Post by: Co'tor Shas


 BrookM wrote:
Decided to go and try some mods from Nexus Mods. Since when is that a pay site?

It's not. If you do pay, you get better download speeds, and access to more servers (and it's how they support them), but it's completely optional. I assume you are registering, scroll down to the bottom and pick "free", and you won't be bothered again (other than author requests for donations).


Fallout 4 discussion  @ 2016/01/31 20:52:34


Post by: Dr H


I said there would be pictures, and here are pictures.

Building this construction has now pushed Sanctuary hills past 3 times the "vanilla" settlement limit (you will see the size in the corner of the screenshots suddenly drop as I up the limit in console to 6 times).

This is the house I started with. You will notice that I've already "fixed" the original house, with ceilings, patched holes, a doorway and wired for lighting (the power is coming from the house next door, but my modifications allow it to power itself).
Spoiler:


Start with one shack foundation. Stand on the ground (I've noticed that clipping into buildings doesn't work if you are above the surface you want to clip through, it's more likely if you are below the surface) and move the foundation about until it can be placed.
Spoiler:


Then snap more foundations to that original and check that the structure is square enough to not overhang part of the house that is supposed to be supporting it.
I had to go back and move the original foundation 3 or 4 times for this one.
Spoiler:


Then came the stairway.
The build for this was more experimental and so the step-by-step pictures are in bigger steps as I tried one way and then changed it later.
The floor pieces onto the roof are placed "first", and then I snapped the shack steps to the side of one (these were required as the long stairs couldn't reach from the ground to the platform in one go and would either need something on the ground to step on first or these added steps).
Then, one small floor piece was snapped to the top of the stairs and the whole (hold select) was moved into position under the shack steps. This was difficult to get it all lined up properly and took many attempts.
Spoiler:

Then add the railings around all that, before adding the support structure.

As the platform onto the roof was quite high and the driveway sloped away from it, I had to add a concrete shack foundation to give a flat surface for the shack bridge to stand on. However, at it's lowest, the foundation was too high for the bridge to fit between it and the platform, and the bridge won't clip into the foundation normally.
Like many of the items that will snap to other items, the rug glitch doesn't work on them and I had to resort to using the console "tcl" command to get it to work:
To do this, have both items (the one to clip into and the one you want to clip into it) on hand,
Enter console and type "tcl",
Then select the stationary item (the foundation in this case) and then cancel that ("tab") so it goes back to where it was,
Then pick up the item you want to clip into it (the bridge in this case) and move it into position, it will completely ignore the other item.
"tcl" again in console once you've finished. Don't touch them again.

Move the bridge up as high as it will go under the platform, it will naturally clip into walkways/stairs/railings on occasion, allowing you to get it high enough to look like it is supporting the weight.
Spoiler:


On this house I found that I have the wood foundations at the right height that I could extend them onto the drive's roof, and I ended up using a long stairway to get from there to the foundations. It should snap on to the foundation (or doorway if you use one) and clip into the roof (which should be thick enough that it doesn't stick out the bottom).
Spoiler:

Spoiler:


Here is my rug method of filling the chimney hole problem:
If the chimney is far enough off centre, add a couple of small floors to lessen the gap (a large hole can also be filled with rugs in the same way though, just requires more),
Spoiler:

Then use the rug glitch to get the large rug in position over the hole,
Spoiler:

Remove both small mats (store in workshop) and the large rug will drop though the flooring,
Do this twice and you have filled the gap and can walk on it with no problems.
Spoiler:


Add walls to you own design/taste.
Spoiler:

Spoiler:


And this is something I do with those extension wall sections if I want to leave it as a "window" instead of filling it with a "wall end"
Spoiler:

It doesn't snap on and you have to position it manually, but you can get it pretty close.

The get a roof on before the weather turns for the worst...
Spoiler:


Remove one of the central foundations and add a stairway.
Spoiler:

Fill the remaining space between the roof pieces with shack upper floors
Spoiler:


I added a windmill up here and tried to get it to face about the same direction and the other two previous houses (that's why it's at a funny angle here).
Spoiler:


I ran the cables around to a hole I left in the roof (one of the pieces with a missing corner), and placed a small pylon above the hole and a connection under the hole so that I could run the power into the interior.
Spoiler:

Spoiler:

I ran the cables about that floor and then out a convenient hole and joined it to downstairs to make the house self contained.

Then I set about experimenting with filling the gap about the roof/foundations.
It is possible.
It is a lot of work/stress.
Junk fences don't look good up there: They may look fine sitting on a surface, like the ground, but not halfway up a structure. Also being only 3 basic designs they will repeat often. And lastly, they can be just slightly too tall to fully fit under the flooring of the upper floor.

All is not lost though.
I tried with the usual wooden walls and found that the "flat" pieces (the one without any "roof" on them) will slot in under the foundations without any tricks...
So long as you keep them away from the uprights on the foundations.

First I build a scaffold for me to stand on (as I was originally going to be doing this with the rug glitch).
Spoiler:

Then move the wall section (you do have to do them one at a time and I didn't get any to snap together inside) into place.
Spoiler:

Like adding the first foundation to the roof there is usually a very fine line between being able to place it and not.

When it came to the corner under the stairs I opted to use the junk fence corner piece as I could not get a wall to slot into the raising roof. This did use the rug glitch.
Spoiler:

The other side of the stairs I added an end wall piece and more junk fence pieces as they look fine above the driveway.

These are the finished pictures:
Spoiler:

Spoiler:

Spoiler:

It was such a faff that I didn't bother to do around the back, and I don't think I'll do this regularly around other houses.

But there you go, it is possible.

And one last tip.
If you have a piece of the sloping roof to spare, you can build a stair up to it and then a stair from the foundation to the roof and do away with the need for any complex platforms.
Spoiler:

Spoiler:



Fallout 4 discussion  @ 2016/01/31 21:11:04


Post by: Shadow Captain Edithae


You should submit this to one of those youtube channels like LoneVaultWanderer who do best "Fallout 4 Settlement builds" videos.

This is probably my 2nd favourite settlement build, my favourite being something very similar to this but complete. Yours is a WIP but I think when you're done, your version will give that one a run for its money.

I love these lore friendly shanty towns as opposed to the gigantic concrete monolith structures because these are so lore friendly. Your settlement looks like a real shanty town.


Fallout 4 discussion  @ 2016/01/31 21:27:49


Post by: Dr H


Thanks SCE. Maybe I will when I've finished it.

The interiors are quite barren for the most part, so those will need kitting out before I can give a proper tour.

The one above has got some added tables and chairs, with a radio, tv, cigarette machine and ashtray. As it has 3 guard posts I thought I'd give the guards something to do. There's even some outdoor chairs and table upstairs, and no smoking signs next to the guard posts.

Even the one above my own house only has the bobblehead stand and the magazine racks.

Much more decorating required.


Fallout 4 discussion  @ 2016/02/01 11:16:16


Post by: Conrad Turner


Thanks for that Dr H. That has given me a much improved understanding of how to create that sort of look. I suppose that up to now I have been scared to do that sort of thing as I didn't know how it would work out.

I have almost completed my Minuteman HQ building - which is a concrete/steel tower block - and as soon as I have, I plan on making the rest of the settlement a 'shanty town' look to it thanks to your inspiration. I think that'll be most fitting for the settlement. The official 'home' of the minutemen using the best of the resources, and the rest being the town that sprang up to service that building. I will look forward to taking the Castle as soon as I have finished and working on the same plan there.

The majority of the 'radiant' settlements I have left completely as they were except for the addition of a power supply and a couple of missile turrets for defence. They will also get the shanty town treatment now.


Fallout 4 discussion  @ 2016/02/01 21:07:57


Post by: Mr Nobody


I don't understand the complaints for Lorenzo's Artifact. I put the energy weapon mod on the gun and it works great. I killed five ghouls with a single shot once.


Fallout 4 discussion  @ 2016/02/01 22:22:48


Post by: Dark Apostle 666


Well, my opinions on energy weapons are well known - though my shiny new Gauss rifle almost made me reconsider - but I personally went for the serum, just because I already had an arsenal of good weapons, but I was always popping Radaway and Buffout like smarties, so it seemed like a no-brainer to take the serum.

It's basically a gamma gun with knockback, right? I mean, that's fine, and I may get it in another playthrough, but for me, it just seemed more like a trophy weapon, than something I'd use.


Fallout 4 discussion  @ 2016/02/02 08:43:30


Post by: Conrad Turner


And has anyone found that some of the Legendary weapons are useless?

I found one last night that had me in stitches - a Gamma gun that does 50% extra damage to ghouls. But aren't ghouls immune to the gamma gun? So 150% of 0 is still 0 and therefore it's just a fancy named normal gamma gun. The only thing I think I could do is mod it to do additional electric damage and then it would do 150% of that electrical damage to ghouls.

Still going to prefer my explosive tommy gun.

And should have the two towers finished tonight, the steps on the secondary building have been a nightmare to get right, but I'm over half way through them. Will have to pop back to Diamond city market for some more copper to run some more wiring before I seal the basement, and then I hope to be able to finish the stairs to the doorway and start thinking of the copper I need for the two statues. Then it's on to the interior furnishings, and then the shanty town for the rest of Sanctuary. Then I may finally get around to taking Independence for the first time ever.


Fallout 4 discussion  @ 2016/02/02 13:38:16


Post by: Gitkikka


 Mr Nobody wrote:
I don't understand the complaints for Lorenzo's Artifact. I put the energy weapon mod on the gun and it works great. I killed five ghouls with a single shot once.

"Kills a lot of ghouls" isn't exactly a high benchmark.


Fallout 4 discussion  @ 2016/02/02 15:51:45


Post by: Avatar 720


 Conrad Turner wrote:
And has anyone found that some of the Legendary weapons are useless?


Ridiculously often, if only for the fact that the weapon itself is usually so woefully underpowered for my point in the game that the mod on it can't even begin to make up for it. Other mods can just be so situational that they're functionally useless, such as enemy-specific weapons; especially if you've already got the same/similar gun with a mod like Instigator.

On the reverse, some mods are just so globally powerful that you might as well sell 90% of the other legendaries you get. Instigator is one of them, and Two-Shot quickly gets ridiculous on higher-end weapons, with explosive bullets also being rather strong.

I'd personally prefer Legendary weapons to work off a sort of 'levelling' system, where the mod gets better the more you actually kill with it as opposed to being super-strong off the bat. Some guns might starts off with a small bonus to damage against everything, and grow towards certain enemies if you kill more of them; working with a cap you could hit, for example, weapon level 20 with 5% against everything, and also because you killed a lot of Raiders and Abominations, a higher percentage against those. This'd stop it becoming a weapon that became powerful against everything, but also felt more personalised to you, and told a story. Perhaps you can get guns that deal extra headshot damage if you kill so many enemies with headshots, or a greater chance of crippling/removing limbs the more you do it with the weapon.

Perhaps dump Legendary weapons altogether, turning it into a pure personalisation system based off how you use the weapon.


Fallout 4 discussion  @ 2016/02/02 16:42:15


Post by: Dark Apostle 666


The stuff that gets me with Legendary gear isn't so much the weapons (Though when exactly I want to do poison damage to a synth I have no idea) as the armour - I mean, I have my set of combat armour: one bit that gives me reduced falling dmg, one that makes me invisible when crouched, and the rest are stat-boosters, but stuff that reduces your damage from super mutants seems so situational as to be useless.

I think that's my main feeling with a lot of legendary stuff - the good stuff gives you bonuses in any situation, the stuff that only works versus a single type of enemy is just vendor trash, I think.

Also, is it just me, or is Synth armour ridiculously ugly? I had a chestpiece with +1 S and E, but I hated wearing it because it looked like I had a toilet seat around my neck!
I do wish you could paint your armour different colours without giving it special effects - I use "Shadowed", partly for it's utility in a sneaky playstyle, but mostly down to the colour, I feel limited in the mods I'm willing to use on armour because I don't like walking around in bright white combat armour, even if it gives me a bonus I wanted.


Fallout 4 discussion  @ 2016/02/02 16:57:09


Post by: Shadow Captain Edithae


I've installed a Nexus Mod that lets me deconstruct legendary weapons and mix & match the mods to create whatever I like. Melee weapons can carry TWO mods.

Melee gets stupidly OP that way - Kremvh's Tooth + Grognak's Axe mods + supersledge + 5 points in the melee weapon perk + armour mods or legendary modded power armour = 400+ dmg.


Fallout 4 discussion  @ 2016/02/02 16:59:32


Post by: Conrad Turner


I agree on those points. I use my standard .50 sniper rifle and my explosive tommy gun WAY more than anything else.

And as to armour, well, since having got Ballistic Weave from the Railroad, I'm tromping about in a Tux with armour of double what my old combat armour had and I have a lower minimum weight so I can carry more. Piper has on a very nice sequined dress and a new 'do.

I did like the ratings when I got the synth armour, but didn't have it on for long as I really didn't like the look of it.

And on the subject of armour ............ why can't you add the supermutant armour you can pick up to a power armour frame. That would be wonderfull!


Fallout 4 discussion  @ 2016/02/02 17:07:03


Post by: Shadow Captain Edithae


I think I'd prefer the option to become an actual super mutant to be honest.


Fallout 4 discussion  @ 2016/02/02 17:15:30


Post by: Dark Apostle 666


That reminds me - is there a way to become a ghoul? Cos I was playing with cosmetic surgery, and if you play with the scars and stuff you can get pretty close to ghoulish, but is there an actual option to become a ghoul? I'd like to go around calling people "smoothskin".

If not, I may do a playthrough where I do the "cosmetic" method, and take rad resist and cannibalism-based perks... that could be fun...


Fallout 4 discussion  @ 2016/02/02 17:18:06


Post by: BrookM


 Dark Apostle 666 wrote:
I do wish you could paint your armour different colours without giving it special effects - I use "Shadowed", partly for it's utility in a sneaky playstyle, but mostly down to the colour, I feel limited in the mods I'm willing to use on armour because I don't like walking around in bright white combat armour, even if it gives me a bonus I wanted.
Same here, I sometimes use maxed out combat armour, but I'm quite annoyed that it's white instead of green like the rest of the stuff.


Fallout 4 discussion  @ 2016/02/02 17:33:20


Post by: Shadow Captain Edithae


No but I bet there are mods for it.



Fallout 4 discussion  @ 2016/02/02 20:57:02


Post by: Gitkikka


And here I thought Piper was a damned chatterbox...
Then I finally picked up Curie.
omgplzshutuplilfrenchsynthgirl


Fallout 4 discussion  @ 2016/02/02 21:37:34


Post by: Dark Apostle 666


Curie is unbearable when you do the USS Constitution quest. She keeps saying the same bit of dialog, which was cute the first time, less so after the 20th. I honestly would rather have had Strong with me, it was that bad.


Fallout 4 discussion  @ 2016/02/02 22:59:55


Post by: A Town Called Malus


 Avatar 720 wrote:
 Conrad Turner wrote:
And has anyone found that some of the Legendary weapons are useless?


Ridiculously often, if only for the fact that the weapon itself is usually so woefully underpowered for my point in the game that the mod on it can't even begin to make up for it. Other mods can just be so situational that they're functionally useless, such as enemy-specific weapons; especially if you've already got the same/similar gun with a mod like Instigator.

On the reverse, some mods are just so globally powerful that you might as well sell 90% of the other legendaries you get. Instigator is one of them, and Two-Shot quickly gets ridiculous on higher-end weapons, with explosive bullets also being rather strong.


Two words: Explosive Minigun. You shred power armour off the frame in seconds and can take down alpha deathclaws without them even having a chance to get up to you


Fallout 4 discussion  @ 2016/02/02 23:14:06


Post by: Dark Apostle 666


I imagine Explosive Minigun is scary - but there's no more reassuring thing than an Explosive Combat Shotgun when you're in close quarters with an albino deathclaw - times like that, you don't wanna be waiting for your cannon to rev up!



Fallout 4 discussion  @ 2016/02/02 23:26:16


Post by: Tyr13


I second the explosive combat shotty. With a drum mag. And a silencer. Because why not?


Fallout 4 discussion  @ 2016/02/02 23:37:52


Post by: A Town Called Malus


 Dark Apostle 666 wrote:
I imagine Explosive Minigun is scary - but there's no more reassuring thing than an Explosive Combat Shotgun when you're in close quarters with an albino deathclaw - times like that, you don't wanna be waiting for your cannon to rev up!



But you also blow yourself up


Fallout 4 discussion  @ 2016/02/02 23:55:54


Post by: Dark Apostle 666


Psssshhh, it's only a minor drawback - Tis' only a flesh wound!
(And the blowback tends to just cripple limbs, which is better than becoming lunch!)

You can get some beastly multi-kills with a Explosive Shotty too - against packs of ferals it's like switching on a blender, bits of zombie flying everywhere!


Fallout 4 discussion  @ 2016/02/03 00:45:21


Post by: Dr H


I think it's just down to how they have implemented the legendary items; you get a random weapon/armour piece and that gets one enhancement, at random, from a list. Sometimes you will get a nice combination, sometimes you can modify the weapon/armour to make better use of the enhancement, and the rest are just a bad combination.

The ones I have AND use are:
An explosive sniper rifle that is usually my first attack (it also has a recon scope so I tag everyone I can see and then pick them off one at a time). Silenced.

A kneecapper laser pistol (20% chance to cripple legs), that I modified to automatic, lots of recoil control and as much damage as possible. This is my close quarters, big/fast beasty gun. Anything that can and will close the distance with me before/after sniping them with the above rifle. A few bursts with this and anything is left laying on the floor for me to finish off at my leisure.

The laser musket I have does 20% more damage (currently does 40 dam per crank and can be cranked 6 times). I use this for isolated (as it's not silent) enemies that have lower energy resistance than ballistic resistance.

And there's the combat rifle that does an extra 10 dam of plasma per shot. I've now modified this up to automatic and armour piercing. Good for close combat armoured enemies. Silenced.

Every other gun I carry is just a normal weapon, although modified (and silenced).

10mm pistol: Semi-auto, high damage, large magazine, silenced. This is what I carry out and ready at all times (saves wasting ammo' for the more specialized weapons); a single head-shot will kill most human-sized enemies...

...while I don't have any perks for weapon damage (commando etc.), I do have the top level for sneak, Mr sandman, and ninja, so I do 5.3x sneak damage for all my guns.

My assault shotgun is generally in reserve for emergencies, as is usual for me and shotguns. Also semi-auto, high dam, and silenced.

I even still carry a pipe-gun. Automatic (sub-machine gun pretty much), lots of recoil control, silenced. I use this for low health, high numbers enemies (also anything that will duck and dodge). Close-quarters, spray and area with lead "dodge this!"

The assault rifle is the latest addition to my standard carry. Automatic, lots of recoil control, silenced. Works well on supermutants as I found out today. Silenced.

I do also have a .44 pistol. But it really doesn't get much use, so I may leave it. Only non-silenced weapon.

Something for every occasion, and no really big guns. It's working well so far.


Fallout 4 discussion  @ 2016/02/03 00:50:51


Post by: DarkTraveler777


Best Legendary weapon I have found is an exploding .308 combat rifle that I turned into a mean silenced sniper. Honorable mention goes to a flamer that does 25% more damage... that thing is brutal. Takes out MIrelurk Queens like they were regular raiders.


Fallout 4 discussion  @ 2016/02/03 01:10:50


Post by: Dr H


OOo, who was looking for concrete?! There's quite a few bags of cement at park street station/ vault 114. Just found it, not entered the vault yet.


Fallout 4 discussion  @ 2016/02/03 09:45:13


Post by: Conrad Turner


Thanks Dr H. That was me, but given your tour of your build, I find I have a lot less interest in that for the moment. Your information has been logged, however, as I am sure I will need it for repairing the Castle walls when I get around to doing that quest.

Finished the stairs into the second side of Minutemen Towers in sanctuary last night. All I have to do now is finish up a bit of cosmetic work and some re-wiring and I can start on the wooden buildings in earnest. I have already run up a snap tool for the first one, but have not started on it yet.

I should be able to transfer the last of the contents from the last tower to be demolished tonight and get a good start on the first wooden structures I have ever built. Maybe even get around to the foundations of the great Sanctuary wall that I plan.


Automatically Appended Next Post:
And I have finished the Headquarters building. Still have the insides to furnish, but here are a couple of pictures of the outside.

Spoiler:


Spoiler:


And me setting up for the first wooden structure I have ever made., the first two steps in making a snapping tool. I have already run the large floors along the front of the house as tightly as possible, ensuring everything will be square to the existing building, then I build a row of the small floors 3 wide at the end of that. then just build up on top of that until you get this structure.

Spoiler:


Then take away the un-necessary pieces so that each level up is one to the right of the one below, wrapping around from right to left. Like so.

Spoiler:


This means you now have a method of setting anything at a desired height which is also square on to the building.


Fallout 4 discussion  @ 2016/02/03 18:34:35


Post by: Wyrmalla


Huh, there's probably a mod which allows you to place things without collision, making that snapping tool redundant.


Fallout 4 discussion  @ 2016/02/04 09:24:58


Post by: Conrad Turner


So you recon that just opening the console and typing "tcl" is a mod?

The snapping tool is so that you can generate something which gives you known heights that are also at known angles and square to your starting point.

Ok, you don't see any use for it, that's fine. Don't use it. Doesn't mean that others don't find it useful. I got it off Youtube after all.

And I would never have been able to build my Minutemen Administration Building in Sanctuary without it, and I presume it will also be priceless in repairing the walls in the Castle too.

I have also used it in placing my first ever wooden shack in Sanctuary on one of the first remaining houses as you enter the area, So I now have a diner and recreation building.

I will probably go back to the concrete foundation type of building on the empty plot closer to the bridge, as I want to use that for my armoury and that therefore needs to be a sturdy building. But the rest will be the shacks as inspired by Dr H. All of them will use that tool so that they look like there was at least some skill in them and I don't waste a lot of time placing stuff only to find I have the angle wrong and the last supports are hanging off the edge of the roof, or if I'd only gone that little bit higher I could have gone over the top of the chimney.

After all, how easy do you think it would have been to do this without it?
Spoiler:


Or this?
Spoiler:


Fallout 4 discussion  @ 2016/02/04 16:28:42


Post by: gunslingerpro


 DarkTraveler777 wrote:
Best Legendary weapon I have found is an exploding .308 combat rifle that I turned into a mean silenced sniper. Honorable mention goes to a flamer that does 25% more damage... that thing is brutal. Takes out MIrelurk Queens like they were regular raiders.


I found a combat shotgun with infinite clip size. Silenced it, and now I walk around with a silent death ray that has 600+ ammo and no reloads


Fallout 4 discussion  @ 2016/02/04 18:05:24


Post by: Lord Scythican


 Conrad Turner wrote:


Or this?
Spoiler:


How did you build the lions?


Fallout 4 discussion  @ 2016/02/04 19:23:00


Post by: DarkTraveler777


 gunslingerpro wrote:
 DarkTraveler777 wrote:
Best Legendary weapon I have found is an exploding .308 combat rifle that I turned into a mean silenced sniper. Honorable mention goes to a flamer that does 25% more damage... that thing is brutal. Takes out MIrelurk Queens like they were regular raiders.


I found a combat shotgun with infinite clip size. Silenced it, and now I walk around with a silent death ray that has 600+ ammo and no reloads


Now that sounds like fun.

I just got the Broadsider, and I am a little disappointed at how few modifications are available for that particular weapon and its relative lack of punch.



Fallout 4 discussion  @ 2016/02/04 20:29:39


Post by: Dark Apostle 666


I thought the broadsider was a weird gimmick - and I think it looks ridiculous unless the person carrying it is A: in Power Armour, or B: Strong the super mutant.
Never used it, personally - another "trophy" weapon, for me.

I will say that the idea of using cannons is fun, but I feel they'd be better as a special type of turret for settlements, rather than a man-portable weapon.


Fallout 4 discussion  @ 2016/02/05 08:44:13


Post by: Conrad Turner


 Lord Scythican wrote:
 Conrad Turner wrote:


Or this?
Spoiler:


How did you build the lions?


Lions are a statue you can get from an issue of "Picket Fences" magazine picked up in the boss room at Saugus Ironworks. They just cost 20 Copper each. It was the stairs that were a royal pain in the backside.


Fallout 4 discussion  @ 2016/02/06 18:38:08


Post by: 2BlackJack1


Well, I started my second playthrough now, this one as an energy weapon based Institute gal. Just got to Nick Valentine so far, but knowing what my allegiance will be, I may not be his friend for long.

Also, I love how much the setting changes with the radio. Wandering through the wasteland without it is bleak, and saddening. However, you throw radio freedom on, and everything seems a little less bad, and a little more positive. It definitely changed a lot in New Vegas, for me anyway.


Fallout 4 discussion  @ 2016/02/07 00:29:31


Post by: Dr H


Just a quick couple of points:

I decided to experiment with plasma weapons as an alternate "emergency" weapon (something to pull out when all has gone crazy and there is an abundance of targets trying to kill you right now).
At first I tried an automatic, but the recoil was so mad that I couldn't hit something stood in front of me.
So, I tried the flamethrower version, and that is quite nice to pull out and bathe the vicinity in plasma. Also there's no reloading for at least 300 "rounds". Worth a look if you haven't yet.

AND, just now, on top of the Gwinnett Brewery, I came to a small "hut" which had a barred door and no other way in. On the off chance I took a shot at the bar... and the door opened. Keep that in mind for future uses.


Fallout 4 discussion  @ 2016/02/07 14:43:10


Post by: Verviedi


Currently building an Institute base in Sanctuary using homemaker. I have just spent an hour setting my table. Send help.


Fallout 4 discussion  @ 2016/02/07 18:35:03


Post by: Shadow Captain Edithae


 Verviedi wrote:
Currently building an Institute base in Sanctuary using homemaker. I have just spent an hour setting my table. Send help.


I'll send a frag grenade. Shall I leave it on the table or just post it through the mailbox?


Fallout 4 discussion  @ 2016/02/07 19:24:47


Post by: Conrad Turner


Dude, that's not helping!

The explosion will shift the table and he'll have to start all over again!

But I need serious help. My colour vision has faded and I get a tunnel vision like effect, especially notable when I turn my head.

The colour of my pip-boy is still excellent, and I've just had a refreshing beverage, so it's not radiation or an addiction, but I can't build anything when I can't see the screen properly as the white is too bright and the black is too dark.


Fallout 4 discussion  @ 2016/02/07 19:40:49


Post by: Shadow Captain Edithae


 Conrad Turner wrote:
Dude, that's not helping!

The explosion will shift the table and he'll have to start all over again!

But I need serious help. My colour vision has faded and I get a tunnel vision like effect, especially notable when I turn my head.

The colour of my pip-boy is still excellent, and I've just had a refreshing beverage, so it's not radiation or an addiction, but I can't build anything when I can't see the screen properly as the white is too bright and the black is too dark.


Check the small print on the Nuka Cola bottles.


Fallout 4 discussion  @ 2016/02/07 20:27:45


Post by: Minx


 Conrad Turner wrote:
But I need serious help. My colour vision has faded and I get a tunnel vision like effect, especially notable when I turn my head.

The colour of my pip-boy is still excellent, and I've just had a refreshing beverage, so it's not radiation or an addiction, but I can't build anything when I can't see the screen properly as the white is too bright and the black is too dark.


It could be one of the bugs (with solutions, if you are on pc) mentioned here.


Fallout 4 discussion  @ 2016/02/07 23:36:45


Post by: Dark Apostle 666


Sounds like a bug, but maybe load another game (i.e, not Fallout 4) just to make sure it's not a hardware problem?
I'm no tech wizard though, hopefully Minx's link will help.


Fallout 4 discussion  @ 2016/02/08 01:48:34


Post by: A Town Called Malus


 Minx wrote:
 Conrad Turner wrote:
But I need serious help. My colour vision has faded and I get a tunnel vision like effect, especially notable when I turn my head.

The colour of my pip-boy is still excellent, and I've just had a refreshing beverage, so it's not radiation or an addiction, but I can't build anything when I can't see the screen properly as the white is too bright and the black is too dark.


It could be one of the bugs (with solutions, if you are on pc) mentioned here.


If it is the bug where everything looks like it is in night vision (invertedish colours, blurryness when looking around) then I found turning off the "Wetness" setting fixed it. I got that bug before ever getting a night vision scope.


Fallout 4 discussion  @ 2016/02/08 09:12:02


Post by: Conrad Turner


Thanks everyone.

It is most definitely a bug in the game. Everything my character sees is in B&W, but my HUD is still green [standard colour for me] and I don't have issues with any other game or program draining colour.

I should be able to get it sorted tonight thanks to Minx's links.

I have finally taken back the castle, so am now spurred on to finish my build for Sanctuary. I am missing my trader's hall, fencing to cordon off the area and funnel any attackers over the bridge, and the other wood shacks that I plan to build.

Then comes the restoration of the Castle. At least I have already been able to build all the artillery pieces there and put an extra one on the roof of the armoury in Sanctuary.


Automatically Appended Next Post:
Oh, and on the subject of weird legendries, I have a 6-crank laser musket that adds 10 points of FREEZING damage.

Still don't know how that works out?


Fallout 4 discussion  @ 2016/02/08 14:50:20


Post by: Lotet


So what do folks here feel the future of the minutemen will be? There are no quests to take them down, right? So I feel it's safe to say they'll canonically exist in future lore if the Commonwealth is mentioned.

Some folks on another site say they'll end up like the NCR, big and corrupt. But the NCR only got real corrupt after Tandi died. She might not have been above underhanded actions but she was the the most popular president for good reason. The Sole Survivor could potentially lead the Minutemen for hundreds of years with the Mysterious Serum plus their massive personal power. Plenty of time to set up some proper government as Preston and his successors keep sending you to stomp out fires.

Though that doesn't mean the Sole Survivor's eventual death won't cause a lot of problems for the Commonwealth but 500 years might be enough time for society to rebuild itself to how it was before the war, hopefully with less scientists of zero morals.


Fallout 4 discussion  @ 2016/02/08 14:54:38


Post by: Shadow Captain Edithae


2387: 100 hundred years after the fall of The Institute....

"Another settlement needs your help. I'll mark it on your map".


Fallout 4 discussion  @ 2016/02/08 16:00:24


Post by: Conrad Turner


Lotet, you do seem to be forgetting your basic geography there.

Commonwealth: Main exports - Tato, Mutfruit, & Corn.
Secondary exports - Adhesive
Commonwealth: Main imports - Raiders, Feral Ghouls, and Supermutants.

The solo survivor's eventual death is going to cripple the commonwealth as it succumbs to a tidal wave of Gunners, ferals, and supermutants who are all after the produce of the commonwealth.

A very sticky situation.

Edit: P.S. Maybe 100 years after, they'll have gotten around to actually naming the settlement, as there'll be a very high chance you ALREADY have it marked on your map!

"Another settlement needs your help, I'll mark it on your map."
"Get the hell away from my map! You've already obliterated Greygarden, Tenpines Bluff, and Greentop Nursery. You're a menace with that permanent marker!"


Fallout 4 discussion  @ 2016/02/08 16:24:08


Post by: Avatar 720


And so it was that with the eventual death of the Sole Survivor from Vault 111, the Commonwealth was plunged into a new era of darkness and decline. The Institute, forced further underground by the rising tide of the new Minutemen, with the Sole Survivor at their helm, shed their loose morals out of fear and desperation. No longer did individuals go missing, soon to reappear as maligned Synths, but entire settlements at a time. Their contact with the world above ground was limited to abductions, and massacres.

The technocrats of the Brotherhood of Steel, with the loss of their mighty airship and their order gutted, vowed revenge against the Commonwealth. In time, they would wage a full-scale war against the Commonwealth and its inhabitants, for there was truly nobody worth saving in such a wretched hive.

With nobody to lead them, and caught between two great behemoths in the Institute and the Brotherhood of Steel, as well as the growing number of raider and mercenary groups, the Minutement fractured, and broke apart. The Castle, gloriously retaken by the Sole Survivor, their general, once more fell into disrepair, and after weathering many assaults from all enemies, was overrun, and levelled. The Sole Survivor's home of Sanctuary, the last bastion of their legacy, the Minutemen, and hope for the Commonwealth, outlasted many, but eventually it, too, fell.

Traders, wary of the vicious new Commonwealth, occasionally pass through the remnants of Sanctuary. The grave of the Last Minuteman, Preston Garvey, dug by the Sole Survivor's own hand to bury their close friend upon his passing, lies open, desecrated; the words "Another settlement needs our help" etched into his skull.

Only one place in the Commonwealth is undisturbed. The final resting place of the Sole Survivor. Universal reverence, whether through fear, admiration, or something more, stays the hand of all who come across it. It has become a minor refuge for those seeking relief from the relentlessness of the Commonwealth, but for how long this will remain, no one can be sure.

All anyone knows is that the Sole Survivor returned once, who's to say that they might not again.


Fallout 4 discussion  @ 2016/02/08 16:37:28


Post by: Inquisitor Lord Bane


So I just defended Oberland station, and now I'm building it up, and its coming out to be quite a challenge to be functional as well as aesthetic. Anyone pimp out their station yet? If not give it a try and put pictures up, I'll do so tonight or tomorrow.


Fallout 4 discussion  @ 2016/02/08 19:21:02


Post by: Dark Apostle 666


I just gave it basic walls, water, and a few turrets:though it is on my to-do list it's way, way down there. I will say though: the "Tower" at Oberland might be a nice lynchpin to start a small fort-style settlement around - easy to defend from the tower if you put a fast travel target up there, and fast travel in with a decent ranged weapon.

Has anyone watched Team 4-star's let's plays of FO4? They're sometimes quite amusing, though they get frustrating when they spend a 20-minute episode trying to work out something that was never meant to be a puzzle in the first place. Less patient folk may find themselves shouting at the screen, put it that way.



Fallout 4 discussion  @ 2016/02/09 02:04:59


Post by: Lotet


 Conrad Turner wrote:
Commonwealth: Main imports - Raiders, Feral Ghouls, and Supermutants.
Now see, while you present that as a bad thing, I see that as a constant influx of guns and combat armour, enough to make the Gun Runners feel inadequate. The Commonwealth also has a good supply of power armour with suits just laying around in the wilderness and Diamond City, Goodneighbour and the Atom Cats able to supply many more suits, caps not being an issue, what with the gun based economy generated by bulk "imports".

Though I wish Minutemen could spawn as permanent members of settlements, I've got one that spawned at the Castle at level 30 and I saw another in some ruins fighting the Gunners (and won) who was level 46. If only I could equip that guy with better stuff. Still, it's a sign that the Minutemen actually go out to deal with threats and there are strong individuals among them. Could even form an NCR Veteran Ranger equivalent with 6 crank laser muskets, .50 cal rifles, heavily modded combat rifles, rocket launchers, black/white combat armour, ballistic weave uniforms, power armour or whatever you like, since there's no shortage of any.

And Rocket Turrets, have you seen how fast they fire? Things are crazy. Also artillery.

 Avatar 720 wrote:
Spoiler:
And so it was that with the eventual death of the Sole Survivor from Vault 111, the Commonwealth was plunged into a new era of darkness and decline. The Institute, forced further underground by the rising tide of the new Minutemen, with the Sole Survivor at their helm, shed their loose morals out of fear and desperation. No longer did individuals go missing, soon to reappear as maligned Synths, but entire settlements at a time. Their contact with the world above ground was limited to abductions, and massacres.

The technocrats of the Brotherhood of Steel, with the loss of their mighty airship and their order gutted, vowed revenge against the Commonwealth. In time, they would wage a full-scale war against the Commonwealth and its inhabitants, for there was truly nobody worth saving in such a wretched hive.

With nobody to lead them, and caught between two great behemoths in the Institute and the Brotherhood of Steel, as well as the growing number of raider and mercenary groups, the Minutement fractured, and broke apart. The Castle, gloriously retaken by the Sole Survivor, their general, once more fell into disrepair, and after weathering many assaults from all enemies, was overrun, and levelled. The Sole Survivor's home of Sanctuary, the last bastion of their legacy, the Minutemen, and hope for the Commonwealth, outlasted many, but eventually it, too, fell.

Traders, wary of the vicious new Commonwealth, occasionally pass through the remnants of Sanctuary. The grave of the Last Minuteman, Preston Garvey, dug by the Sole Survivor's own hand to bury their close friend upon his passing, lies open, desecrated; the words "Another settlement needs our help" etched into his skull.

Only one place in the Commonwealth is undisturbed. The final resting place of the Sole Survivor. Universal reverence, whether through fear, admiration, or something more, stays the hand of all who come across it. It has become a minor refuge for those seeking relief from the relentlessness of the Commonwealth, but for how long this will remain, no one can be sure.

All anyone knows is that the Sole Survivor returned once, who's to say that they might not again.
A result most applicable if the Sole Survivor does not leave behind capable people to lead them. The Brotherhood can be fought as the NCR had fought them but with better equipment than the republic could ever hope to have had for their basic infantry. I can't see how the Institute could recover, not for a long, long time. But if that time were to ever come, the Commonwealth and the Minutemen will be a much more powerful and organized threat than what the Institute have dealt with before. Just because some people haven't figured out how to detect a synth without killing them, doesn't mean it's impossible, you just need the right equipment and/or knowledge, the synth components are still there. The institute can be destroyed again and it will be if they ever make themselves a major threat instead of an insidious one.

You're standing with... the people. Working together. United. I see a land filled with hope again. Fear falls away as the brave step forward to join the ranks. You're a hero. A symbol for a better world. Our world.


Fallout 4 discussion  @ 2016/02/09 08:35:54


Post by: Conrad Turner


I wasn't entirely saying it was a bad thing. The rate at which you dispatch those groups, the Commonwealth MUST be importing them from elsewhere. This means that eventually even places like the Capital Wasteland must be free of them. As that happens, I see the other groups, both the institute and the BoS coming under your control as they get re-absorbed into the recognised government.

This is why I have been working on setting Sanctuary up as the seat of that government. The linked towers I have shown before are the Minutemen HQ with recruiting office on the ground floor
Spoiler:

Really must get around to installing some lights in that office.

Our Bunker/Armoury
Spoiler:


Where our weapon and armour factories are, plus power armour storage
Spoiler:

Spoiler:


Trade Centre
Spoiler:


And our canteen and recreation centre
Spoiler:


Lower floor is the canteen with space for all residents of Sanctuary and multiple cooking facilities
Spoiler:


with a pool table and comfy seating for relaxing upstairs. [so that the wonderful smells of the cooking waft upstairs and make the people hungry. This drives up sales in the canteen!]
Spoiler:


Fallout 4 discussion  @ 2016/02/10 06:50:41


Post by: Grimskul


 Lotet wrote:
So what do folks here feel the future of the minutemen will be? There are no quests to take them down, right? So I feel it's safe to say they'll canonically exist in future lore if the Commonwealth is mentioned.

Some folks on another site say they'll end up like the NCR, big and corrupt. But the NCR only got real corrupt after Tandi died. She might not have been above underhanded actions but she was the the most popular president for good reason. The Sole Survivor could potentially lead the Minutemen for hundreds of years with the Mysterious Serum plus their massive personal power. Plenty of time to set up some proper government as Preston and his successors keep sending you to stomp out fires.

Though that doesn't mean the Sole Survivor's eventual death won't cause a lot of problems for the Commonwealth but 500 years might be enough time for society to rebuild itself to how it was before the war, hopefully with less scientists of zero morals.


I don't see the minutemen reaching the levels of the NCR, even with the leadership of the Sole Survivor, given what we've seen of their past they're too disparate and reactive/defensive as a collective to expand the same way the NCR did, not to mention their infrastructure didn't have the same level of support or development like gold mines (until they got blown up by the Brotherhood in the NCR/Brotherhood War) and Brahmin barons.

It depends whether or not the Sole Survivor sets up enough of a foundation and proper line of succession to prevent a repeat of their dissolution from the Quincy Massacre, because its possible they remain a constant background force in the commonwealth even after the SS's death if this is the case. Otherwise I'm inclined to agree with Avatar 720's write up of their decline and fall, though I don't agree that the Institute would have much impact on their fall given that they get nuked in the Minutemen ending. The majority of their facilities are destroyed and ruined, even with survivors that are released into the wasteland (often with little personal experience on surviving given the fact that they were hidden away underground) would suffer even more casualties. By the time they consolidated they'd effectively be the remnants like the enclave and without easy access to the materials or stockpile of technology they used to have I don't think they'll be able to generate a synth army anytime soon, maybe Gen 1-2's, but Gen 3's are effectively gonezo so no mass replacements.


Fallout 4 discussion  @ 2016/02/10 08:50:11


Post by: Conrad Turner


 Grimskul wrote:
It depends whether or not the Sole Survivor sets up enough of a foundation and proper line of succession to prevent a repeat of their dissolution from the Quincy Massacre, because its possible they remain a constant background force in the commonwealth even after the SS's death if this is the case. Otherwise I'm inclined to agree with Avatar 720's write up of their decline and fall, though I don't agree that the Institute would have much impact on their fall given that they get nuked in the Minutemen ending. The majority of their facilities are destroyed and ruined, even with survivors that are released into the wasteland (often with little personal experience on surviving given the fact that they were hidden away underground) would suffer even more casualties. By the time they consolidated they'd effectively be the remnants like the enclave and without easy access to the materials or stockpile of technology they used to have I don't think they'll be able to generate a synth army anytime soon, maybe Gen 1-2's, but Gen 3's are effectively gonezo so no mass replacements.


So the Institute are unlikely to be able to produce a survivor that can make their way in the wasteland as they have been sealed away underground for god knows how long. Just like every player character in the fallout series except Fallout 4. Given that the sole survivor was literally 'frozen in time', he can take his pre-war experience with him. But every other player character has come from a vault - which could be said to be a lower tech version of the institute. If any person does survive the attack on the institute [for 3/4 endings of the main questline] then there is an equal chance that some of the high tech items have also survived to give that survivor a better chance.


Fallout 4 discussion  @ 2016/02/10 13:05:49


Post by: 2BlackJack1


In my latest playthrough, I found out Shaun's hair color changes according to what you picked for yourself. It makes sense, but now I'm disappointed because he looks a little like the younger brother of that thug from Stephen King's It. It'll take some getting used to, since the redheaded version was better IMO. Now I'm wondering why I'm so caught up in the hair color of someone in a video game...


Fallout 4 discussion  @ 2016/02/10 13:34:46


Post by: Gitkikka


Junk Jet + Ignition Module + skulls = my 40K Khorne fantasy come to life!


Fallout 4 discussion  @ 2016/02/10 15:39:15


Post by: Conrad Turner


Man, I gotta get me one of those. Where can I find a junk jet? Thanks to Gitkikka, I've just got to try that out, plus, of course, the other formula.

Junk Jet + Ignition Module + Teddy bear = Raider scarred for life [if he lives]

And skulls are after all, multi purpose. Ghost Rider would be appropriate with flaming skulls, so anyone wandering about in Asbestos armour is immune. If a raider sets you on fire with a Molotov, you don't take any damage but are still on fire, so just chuck a flaming skull or teddy back at him.


Fallout 4 discussion  @ 2016/02/10 15:51:34


Post by: Dark Apostle 666


So, I encountered my first Bug/glitch yesterday, and it was a real humdinger. After 6 hours of gaming, I'd "upgraded" curie, and made Red Rocket into a real nice settlement. Then the game crashed, and deleted my autosave. That's several hours of messing with clipping walls, scavenging for resources, and taking the pacifist/paladin conversation options (not my natural inclination) gone, all because I tried to equip Curie with an outfit she was already wearing.

Ah well, I can do it all again I guess, but still, pretty frustrating.


Fallout 4 discussion  @ 2016/02/11 14:17:14


Post by: Gitkikka


I think I found the Junk Jet in ArcJet Systems, just sitting on a table. Doesn't load complete skulls (with lower jaws intact), curse it! At least there are plenty of jaw-less ones lying around.


Fallout 4 discussion  @ 2016/02/11 15:04:12


Post by: Dark Apostle 666


Yeah, the junk jet is in ArcJet, where you go with paladin Danse on your first brotherhood quest. Is it any good? I think I left mine at sanctuary...

Speaking of weapons, I picked up a 2-shot plasma gun, and turned it into a plasma-flamethrower - it's beastly against unarmoured enemies, took a 7-second burst to put down a behemoth - I'm looking forward to the next time I meet a swarm of feral ghouls...


Fallout 4 discussion  @ 2016/02/11 17:51:13


Post by: 2BlackJack1


Well, killing a super mutant with silverware is pretty fun. I upgraded mine to do 40-60 damage (can't remember exactly) on my first playthrough. I recommend using VATS with it, since it seems to have a lot more of a drop in range outside of it.


Fallout 4 discussion  @ 2016/02/11 18:34:07


Post by: Tyr13


The Junkjet sucks. I mean, it uses junk as ammo! Precious junk! Why would you do that?! D:



Fallout 4 discussion  @ 2016/02/11 19:13:14


Post by: Gitkikka


The Junk Jet is more novelty for me. Besides fiery skulls, I shoot things out of it to amuse my wife - "Ok, now shoot newspapers at them! Ooo! Is that a Jangles? SHOOT IT AT THEM!"


Fallout 4 discussion  @ 2016/02/11 20:39:32


Post by: Dark Apostle 666


I'm with Tyr13 on this one - I didn't take all those scrapper and strong back perks to go throwing away my precious junk when I have perfectly good bullets to use first!


Fallout 4 discussion  @ 2016/02/11 21:01:55


Post by: BrookM


From Facebook:

We know you’re ready to learn what’s coming for Fallout 4 DLC. We’re not far off, and we think you’ll be excited.


Fallout 4 discussion  @ 2016/02/11 21:26:46


Post by: 2BlackJack1


You can pick up the junk again. Granted, it's a hastle, but technically it has infinite ammo, if you can find the junk again.

And I gather a bunch of teddy bears and other junk that provides something absurdly common like glass to shoot at my enemies.

Come to think of it, does junk loaded into the JunkJet still have weight to it, or could you just use it as a storage device?


Fallout 4 discussion  @ 2016/02/11 23:06:45


Post by: Dr H


After the mention of Nexus I ended up adding a few mods:
"Craftable glass stuff" - so I can now have windows in my houses.

"Rags of the old world" (although I'm sure it was called something else when I added it), and "Armoursmith Extended" - To help with clothing and armour organisation.

"Improved map with visible roads" - does what it says on the tin.

"Settlement supplies expanded" - more things to make for settlements

"Snap 'n Build" - more things to make for settlements.

"Vivid fallout landscapes" - better terrain textures while using less VRAM (how this was achieved and why Bethesda didn't manage it...?)

Not got around to using the settlement ones much yet, I got distracted with liberating the castle and "patching" it up (which took it beyond the original build limit and yet there isn't really much to show for it). I'm now slowly working my way back and forth across central Boston.

Just found a railway rifle which has made me very happy after missing it in FO-NV. Need to get my hands on many more "nails" for it (I only have about 80 for this while all my other guns have 100's or even 1000's of rounds).

Good job on your wooden construction, Conrad.


Fallout 4 discussion  @ 2016/02/12 08:40:04


Post by: Conrad Turner


Thanks Dr. H. It's the first of many, but I don't have time as I'm going home this weekend, and I have also liberated the castle and started patching it. I have only spent enough time to patch the lower interior sections of the walls, but will put more time in after the weekend to work on the outer faces of the walls and add in some more amenities.


Fallout 4 discussion  @ 2016/02/12 14:02:23


Post by: Gitkikka


 2BlackJack1 wrote:
You can pick up the junk again. Granted, it's a hastle, but technically it has infinite ammo, if you can find the junk again.

And I gather a bunch of teddy bears and other junk that provides something absurdly common like glass to shoot at my enemies.

Come to think of it, does junk loaded into the JunkJet still have weight to it, or could you just use it as a storage device?

The weight of the junk loaded still counts against you.


Fallout 4 discussion  @ 2016/02/15 20:41:26


Post by: 2BlackJack1


Rushing through the Institute questline. I managed to find a double shot laser musket, so I put a four crank on it and can breeze through anything I find at this point. I'm currently working on the Airship Down quest, and I gave Desmendona something to think about, to say the least.


Fallout 4 discussion  @ 2016/02/15 20:56:19


Post by: Shadow Captain Edithae


Stick the automatic crank on it instead, because who doesn't want a motherfething gatling laser musket?


Fallout 4 discussion  @ 2016/02/16 00:08:32


Post by: Dr H


I had a quick play with the settlement mods and...

...My character has become a classic car restorer:
Spoiler:

The walls around the lower floor are mostly stock parts, but the upper floor has some wooden windows at the front and "greenhouse" walls around the rest, angled roof sections (with windows in). I was aiming for as much natural light as possible, and with that in mind I used mesh floors (greenhouse) and walkways (industrial) and used the girder support struts for the industrial walkways to mostly hide the "you've not used a roof and floor between your buildings floors" gap, and to make the whole structure look "solid".

This is upstairs, which is mostly empty at the moment:
Spoiler:



I've also (finally) found Spectacle Island and now have a great deal more wood for my continuing building efforts.
I think I may make that my main settlement next time around though, as it'll be nice to build from one side to another on an island (unlike Sanctuary hills - so many trees just out of reach...).

Now I just need to work my way across the southern 5th of the map from Spectacle island to the glowing sea, and I've "been" everywhere (some areas will need closer inspection before I can say I've found everything).


Fallout 4 discussion  @ 2016/02/16 00:23:10


Post by: Desubot


Is there a mod to get rid of that dilapidated carport roof off the red rocket settlement?

i really hate how things hang off of it.

also would need the pc version :/


Fallout 4 discussion  @ 2016/02/16 01:17:55


Post by: Dr H


Not that I can see from a quick look at Nexus.

I've not touched red rocket myself.
Any settlement that I can move all settlers from, I have sent them elsewhere and stripped the area and carted everything back to Sanctuary hills.

Any settlement that has settlers that can't be moved, I've given them the bare essentials (they can have as much food as they can manage themselves, just enough water, usually a fence to surround the area, and a few turrets that get an additional turret after each attack)... and I strip the rest of the area.


Fallout 4 discussion  @ 2016/02/16 09:09:07


Post by: Conrad Turner


Most of my places don't get attacked.

No beacon, just enough food and water for whomever is already there, and two missile turrets usually keeps them safe.

Sanctuary has never been attacked and I don't believe it ever will. 90 food, 40 water and over 300 defence and rising.


Fallout 4 discussion  @ 2016/02/16 12:43:45


Post by: Dark Apostle 666


My main settlements (the castle, county crossing, sanctuary, a few others) don't get attacked often, if at all, but the drive-in cinema is often attacked, despite being reasonably well defended.

On a related note, I wonder if building settlements, especially with regard to defenses, is something that appeals particularly to wargamer types? Because of the people I know who play FO4, it seems that a fair few (possibly all) have gone: "Building? I don't have time for that", and just charged at the main quest. Maybe that's just because they're not used to playing open world games?

Yet the dakka Fallout 4 crowd seems to have embraced settlements, for the most part. I wonder if there's a particular psychology to wargamers that makes them more likely to build settlements?

Anyway, I'm thinking about re-doing my castle, it's a bit basic, and I've seen some really cool lets-plays/settlement tours that have given me some ideas, but I might turn the drive-in cinema into a proper little city, seeing as it's a big area to build in. Decisions decisions...


Fallout 4 discussion  @ 2016/02/16 13:45:34


Post by: Conrad Turner


Oh yes, the cinema is third on my list, with Spectacle Island a close fourth. That lovely big screen to build against, the opportunity to have the water supply in the centre of the build, and a large, flat area for a post-apocalyptic shanty town with power supplies and defence emplacements, and a fenced in farm area.

I am not actually a wargamer as such, though. I bought loads of WH40K stuff as models to paint - I'm definitely a modeller not a gamer. I love making things, and FO4 is the first time I have really been allowed to do so in a fallout game. I am trying to do everything within the basic game engine though, no console commands, no mods. Everything I have posted pictures of has been in the vanilla game and I presume that means that anyone can re-create anything I have done whether they are on Console or PC.


Fallout 4 discussion  @ 2016/02/16 17:20:23


Post by: BrookM


From Facebook, DLC teasers:







Fallout 4 discussion  @ 2016/02/16 17:43:27


Post by: Lotet


Building robots and having caged deathclaws sounds fun but I'm hoping they have a LOT more building options on the aesthetics side. Too many pieces of the world would make great additions to settlements, which the modders already did something about.


Fallout 4 discussion  @ 2016/02/16 18:35:54


Post by: Sigvatr


25€, so about 30$, for a single DLC?

...they gotta be kidding. The main game itself costs about 35ish€ right now and a lot extremely good indie titles are available for less.


Fallout 4 discussion  @ 2016/02/16 19:18:08


Post by: Co'tor Shas


It is a tad expensive, especially after only a few months.


Fallout 4 discussion  @ 2016/02/16 20:06:32


Post by: Sigvatr


It's worse as the first two smaller DLCs (that are still about 50% too expensive) are basically mod quality that get sold as DLC. I laughed when I read "taxidermy" as, I bet, this will simply mean still monsters, frozen in any sort of animation.


Fallout 4 discussion  @ 2016/02/16 22:06:40


Post by: BaronIveagh


I bought the season pass so, lucky me.


Fallout 4 discussion  @ 2016/02/16 22:42:18


Post by: Kanluwen


 BaronIveagh wrote:
I bought the season pass so, lucky me.

From what I read, they're keeping the price in place until March 1st then it goes up.


Fallout 4 discussion  @ 2016/02/16 23:57:10


Post by: BaronIveagh


Might be a good idea for you guys to buy now, then, since the season pass promises *all* Fallout 4 DLC for $30.


Fallout 4 discussion  @ 2016/02/17 07:34:10


Post by: BrookM


From Facebook:







Be amongst the first to play ‪#‎Fallout4‬ DLC by applying to our beta program on Bethesda.net

http://bit.ly/20ByKEp


Fallout 4 discussion  @ 2016/02/17 14:10:02


Post by: Co'tor Shas


 BaronIveagh wrote:
Might be a good idea for you guys to buy now, then, since the season pass promises *all* Fallout 4 DLC for $30.

Ehh, even then it's only the equivalent of hqlf off. I'm just going to wait until I can buy them dirt cheap on sale.


Fallout 4 discussion  @ 2016/02/17 14:15:57


Post by: Nostromodamus


Getting a serious Innsmouth vibe from the Far Harbor pictures...


Fallout 4 discussion  @ 2016/02/17 14:52:03


Post by: Dark Apostle 666


They look pretty awesome - I'm less interested in the Far Harbour one, but robots and more building stuff, yes please!
Not too happy about the price tag though...


Fallout 4 discussion  @ 2016/02/17 14:58:11


Post by: Co'tor Shas


The price tags on those do seem unreasonably high considering they don't appear to be much more than professional mods, at least from the description. And where is the GECK/crearion kit?


Fallout 4 discussion  @ 2016/02/17 15:08:30


Post by: Verviedi


I can agree with the hypothesis about Wargamers and Settlements. I've just spent about three hours working on my Starlight City. Got distracted by the Vault 81 symbol on my compass and walked away from Dogmeat in the middle of the Reunions quest.
Who is this Shaun guy again?


Fallout 4 discussion  @ 2016/02/17 15:13:23


Post by: Conrad Turner


Not having finished the game, and not having heard anything, I'm thinking he's a LOT older than the character is looking for.

Sort of 'Luke Skywalker telling Darth Vader "I am your Father" ' older.


Fallout 4 discussion  @ 2016/02/18 00:02:22


Post by: Shadow Captain Edithae


I don't know how he got up there, but Preston is stuck up on the roof of a house in Sanctuary and he's refusing to come down. I think he's on strike, said something about not helping enough settlements.



Fallout 4 discussion  @ 2016/02/18 00:07:47


Post by: Avatar 720


 Shadow Captain Edithae wrote:
I don't know how he got up there, but Preston is stuck up on the roof of a house in Sanctuary and he's refusing to come down. I think he's on strike, said something about not helping enough settlements.



That happened to me with one of Carla's Brahmin back in November:
Spoiler:


Walking out of that house and seeing that on the roof out of the corner of your eye gives you a bit of a jump.


Fallout 4 discussion  @ 2016/02/18 00:17:55


Post by: Dr H


I have had Preston on the roof of a driveway before, I found the only way to get him off (other than leaving him to "find" a way down by himself) was to build a set of stairs and add a floor to the top of that at the right height and position for someone to step off the roof on to the floor. Then shepherd him onto the floor by walking into him repeatedly. Then remove the floor once he's stood on it rather than wait for him to either walk down the stairs or back on to the roof.

I also had my settlement's Brahmin appear (where it comes from, I don't know. It just appeared one day) on the roof of one of the houses. I built a feed trough nearby and a stairs up to the roof and then waited for it to take the hint. As soon as it walked on to the stairs, I removed it so it could't change it's mind.

I've had Carla's Brahmin sitting on a table INSIDE one of my houses. She really needs to train that thing better.


Fallout 4 discussion  @ 2016/02/18 00:20:14


Post by: Shadow Captain Edithae


Spoiler:


Fallout 4 discussion  @ 2016/02/18 00:41:59


Post by: Dr H


I'm sure if you shot at him enough he'd come down...

Spoiler:
Look at it, it even has it's legs tucked up, it's laying on a table!
I actually shouted "Carla!" when I saw it.


Fallout 4 discussion  @ 2016/02/18 00:47:14


Post by: Shadow Captain Edithae


If I fits, I sits.


Fallout 4 discussion  @ 2016/02/21 21:18:33


Post by: Dr H


^ I did lol

Quick status report:
I've now passed level 60
I've visited all areas of the map (but I'm sure there are more marked and unmarked locations to find, and I've still avoided Diamond city)
I have over 1000 Stimpacks (I only use them when I'm crippled)
and I've just started the railroad questline; still doing mainly "go here and fetch/do something" quests while also doing the same for the BoS. Although I have done some useful quests for the railroad which can't be said for the BoS (I'm assuming more little quests need to be done first).

I had to laugh when meeting the railroad for the first time:
"Why are you here?"
Me: "just scavenging"
"Then how did you manage to guess the correct password for the hidden door?"
Me (in real life): *nearly shouting* "What do you expect when you choose such an obvious password! It's no wonder your previous base was wiped out. Hidden bases rarely have signs to show where they are... You know what happens when they do? Look at your previous base."

Puts me in mind of Spaceballs though: "12345 ... that's the kind of thing an idiot would have on his luggage"

I finally got bored of not being able to sort my weapons and armour stored in the workshop by "type" and have moved the thousands and thousands of them into separate boxes; guns (mostly) by ammo type, armour by type, and clothing into headgear, body (no defence stat) and body (with a stat or more).
I was interested to find that I have:
Over 1000lb of Synth armour
Nearly 3000lb of Combat armour
Over 3500lb of Metal armour
Over 6000lb of Raider and Leather armour each...

It's nice that all that fits into a few boxes.

Now that I have access to ballistic weave, I can now think about how I want this character to look, rather than just wearing the "best" armour available.


Fallout 4 discussion  @ 2016/02/21 22:46:57


Post by: Dark Apostle 666


Ballistic weave is great, isn't it? I also managed to get hold of a load of Railroad "Heavy" armour, which is awesome - it's the stuff Glory wears. I gave some to Cait, but my Character stuck with fully-upgraded weave military fatigues, and my combat armour of bonus stat goodness. Plus one of the militia hats with the tied-up brim, on account of them being superbly cool.

If we're doing status updates, I'm sitting in the low 70's, level-wise, and I just finished a long sweep through the Glowing Sea, which is a really awesome place to explore, if you have the right gear. Killed 2 albino deathclaws, for no damage, but nearly died to a swarm of high-level bloodbugs... typical!

My Sanctuary finally got attacked by the Gunners, and I realized how appallingly porous my defenses were. I'm not too worried by that, seeing as it was my first try, but it took me a good few hours with the rug glitch to get it to a point where it's not possible to just walk around the defences. Now it needs furnishing, and the settlers need arming properly, but it's defensible now, at least.

I also completed blind betrayal - if you know what that means, you'll understand when I say that I refused to kill, and my charisma stat paid off.

I also decided that as soon as I can, I'm taking the BoS down. Complete change from where I started from, but I'd rather side with the institute than them. So it'll be a pro Railroad/Minutemen endgame, I'm thinking.

Out of interest, has anyone done a melee playthrough? I only wonder because it seems like a very self-limiting move, or am I mistaken?


Fallout 4 discussion  @ 2016/02/22 02:13:02


Post by: Lotet


 Dark Apostle 666 wrote:
Out of interest, has anyone done a melee playthrough? I only wonder because it seems like a very self-limiting move, or am I mistaken?
It is limiting, I went about 20 levels with melee and a pipe rifle for things like suiciders. There were a lot of really bad situations. One of the big changes from the previous games is that the AI is content with throwing grenades, molotovs and bullets in the last area they saw you, so you can't lure them to your cover by hiding any more. Plus ghouls give rad damage and it's near impossible to beat them back without taking a lot of rad poisoning. Plus the gunplay is much better, so I'm happy to use them.

I find melee is only a good choice in cramped interiors. Of course, you could use a shotgun instead.

Or you could just play a Ninja making V.A.T.S Blitz stealth attacks. I didn't, not at the start anyway. I just tried to up my defense, health, attack, smithing and armouring.


Fallout 4 discussion  @ 2016/02/22 10:18:17


Post by: CthuluIsSpy


Has the performance issues been fixed yet? I'm not touching it until those technical issues have been sorted out.


Fallout 4 discussion  @ 2016/02/23 00:13:59


Post by: TheCrusadeSmurf


Level 93, I'm permanently in Power Armour at this point. God I love Flames X-01.


Fallout 4 discussion  @ 2016/02/23 09:06:31


Post by: Conrad Turner


Level 71 and got my first suit of X-01 last night. On the roof of tower 35, complete full suit of Mk3, which immediately got maxed out and red flames. This was shortly after getting an almost full suit in an abandoned shack down in the glowing sea. So now all I need is a right arm and leg and I have the two full suits I want for my armour museum in Sanctuary.

I have also started customising my settlers in Sanctuary. My male traders are now wearing Tuxedos and Bowlers, the females are in this season's Sequinned dresses - all fitted with maxed Ballistic fibre. The farmers will be outfitted with some sort of overall. Everyone in the Castle is going to get the Minutemen treatment. Haven't decided what sort of weapons to give everyone yet. Not a fan of giving the traders tommy guns, but decent maxed assault rifles might be good. Maxed combat shotguns for the farmers I think.


Fallout 4 discussion  @ 2016/02/24 02:48:44


Post by: Lotet


 Conrad Turner wrote:
I have also started customising my settlers in Sanctuary. My male traders are now wearing Tuxedos and Bowlers, the females are in this season's Sequinned dresses - all fitted with maxed Ballistic fibre. The farmers will be outfitted with some sort of overall. Everyone in the Castle is going to get the Minutemen treatment. Haven't decided what sort of weapons to give everyone yet. Not a fan of giving the traders tommy guns, but decent maxed assault rifles might be good. Maxed combat shotguns for the farmers I think.
The buildings made of the same 2 walls and now all settlers wearing the same 3 outfits? I prefer to mix them up. Put junk merchants in any technician suit variant, clothes merchants in any fancy outfits, armour merchants in any armour I think looks good, weapon merchants wearing army fatigues, 5 o'clock shadow, sunglasses and army helmet (the one in sanctuary anyway) and some with bandannas, medics in scientist coats and food merchants have no overall theme, they can own a dirty bar or a fine estabilishment. Most settlers get 10mm and .44 pistols. My soldiers almost all wear uniforms of ballistic fiber military fatigues, sturdy combat armour, army beret, patrol glasses and combat rifles. Minutemen get the minutemen outfit you can buy from settlement clothes merchants and polymer combat armour because it's white, like the minuteman outfit with a Revolutionary Sword in their inventory in case they get disarmed, even though I don't know if that can ever happen. Provisioners delivering supplies between settlements wear ballistic fiber postmen outfits & postmen hats with fully modded assault rifles. Some soldiers get heavy combat armour with miniguns, some get road leathers, either black leather armour or combat armour and a sniper rifle so they look like stealthy assassins. I have 'Priests' wearing pastoral garbs with double barrel shotguns and combat shotguns. A lot of folks still wear what they walked in with because it's fine, aside from pipe guns, they can keep them in their inventories but I don't want them using pipe guns while I have a massive armoury of weapons.

So many people to dress up and so many outfits to give them, don't you want them to look more like individuals?

Also here's a cute relevant Fallout 4 comic.


Fallout 4 discussion  @ 2016/02/24 08:51:29


Post by: Conrad Turner


Well, I see it as the traders are my ambassadors for any non-hostile wanderer that comes in to buy something, so I want them to look smart when at their emporia.

Other than that, my plans are somewhat fluid at this point, but I have re-built Sanctuary so that only my Minutemen HQ and the trading building are concrete/steel walls. My restaurant/recreation area are wood constructions, as is my assembly hall. And I was not saying I was going to only have those 3 outfits either, just those were the three examples I gave.

I really just want to be able to identify a particular settler's assignment without having to go into workshop mode where I can. [The Castle is different in that it 'should' be populated only by minutemen so everyone gets that outfit.


Fallout 4 discussion  @ 2016/02/24 10:05:53


Post by: Lotet


I like my traders to give a good impression to theoretical visitors as well but I prefer to do that by making them look like they enjoy their jobs or by looking like professionals, rather than by dressing sharply.

Though glad to hear you've rebuilt sanctuary, my own sanctuary is actually pretty under developed unfortunately, I got kinda discouraged by the thought of having to go above the recommended build limit after only 2 buildings as I'm worried 5 new houses plus furnishing for existing houses might be too much, or not, I don't know.

The Castle is odd in that it spawns actual Minutemen with random levels (got one at Lv1, another at Lv30) but they're rare, most arrivals are just settlers. I wish everyone who spawned at the Castle was a Minuteman, I'd disperse them to protect all my settlements and try to make sure each settlement had at least 1 high level member with different gear than the rest, might even have a squad of high level members at the Castle decked out in the best equipment I can provide, like my own Veteran Rangers equivalent.


Fallout 4 discussion  @ 2016/02/24 10:46:46


Post by: Conrad Turner


That's actually quite weird in itself.

I have done more at Sanctuary than I have at the Castle. Sanctuary has a linked tower block with a covered bridge that goes over the yellow house where the power armour station originally was, a wooden defence platform over the remains of the blue house behind that, the concrete/steel trade centre on the concrete pad at the far side of the tree, nothing much on the pad close to that, my concrete Bunker/Armoury on the pad by the bridge, a 2 story restaurant and relaxation centre on top of the house with the terminal and safe, and a single story wooden community meeting centre on the roof of the next building along. This is still considered a settlement of less than half size.

The Castle, on the other hand is almost at maximum capacity - I can't see any more room on the bar - and all I have done is put in some crops, fixed the walls as best I can [and I have seen a lot better versions online.] and added a load of defences, including all 5 artillery pieces, to bring the defence value up to around 400 in preparation for the inevitable attack on it later in the game.

I just can't figure out how, with no mods, console commands, or hacks, I have managed to put so much more in Sanctuary than I can in the Castle.


Fallout 4 discussion  @ 2016/02/24 12:55:00


Post by: gunslingerpro


 Conrad Turner wrote:


I just can't figure out how, with no mods, console commands, or hacks, I have managed to put so much more in Sanctuary than I can in the Castle.


I believe there is a large amount of stuff already placed in the Castle that would have to be deleted to free up space.

That, or they just don't want you to fully upgrade the place to the later invasion is a bit more hectic.


Fallout 4 discussion  @ 2016/02/24 14:07:23


Post by: Gitkikka


Sanctuary just seems to have a much larger build capacity than the Castle to start with. Apparently you can "cheat" this by dumping a bunch of junk weapons, armor, etc. and either scrap them, or preferably, store them to the workbench, take them out, do it all over again. This will lower the build amount on the bar. I haven't seriously tested this yet, but it seems to work from what little I've done.


Fallout 4 discussion  @ 2016/02/24 16:35:02


Post by: Dark Apostle 666


Sanctuary is an absolutely vast area, compared to the average settlement, so it really does need that large build cap. But I agree that the castle does seem quite limited, probably because it is the scene of a complex event later on. The Devs probably thought letting us have too many missile turrets active would cause some framerate problems during that event, at the very least.

And Gitkikka is correct - I've used that gun glitch myself, drop a load of guns, and STORE them in workshop mode. It's important to store, rather than scrap, and it's also important that if you have a stack of the same weapon, to drop them individually. If you drop the whole stack in one go, it only registers as one item when you store it.


Fallout 4 discussion  @ 2016/02/24 17:01:45


Post by: Conrad Turner


 gunslingerpro wrote:


I believe there is a large amount of stuff already placed in the Castle that would have to be deleted to free up space.

That, or they just don't want you to fully upgrade the place to the later invasion is a bit more hectic.


If that was their intention, I'm afraid its a FAIL.

The Castle is not a very comfortable place to live, but it's well defended. I've replaced the walls so they cannot be fired through with those concrete foundations, have all 5 artillery pieces up and running, each with 3 missile turrets around them, with about 10 more missile turrets and 5 heavy machine gun turrets spread along the tops of the walls. Ferals, synths, raiders, or BoS paladins, I don't care. They will not get through.

Although it is also true that I didn't delete a lot before I started, and indeed I do not have a full compliment of people living there. Everyone is taken up with either food or defence with the exception of a single woman running the clinic.


Fallout 4 discussion  @ 2016/02/24 21:05:21


Post by: Dark Apostle 666


So, guess who just finished the main quest - this guy! Figured level 75 was getting late, and I was right - it wasn't a huge challenge, but I can see how it could have been!

Railroad Endgame Spoilers!

Spoiler:
So, taking down the BoS was incredibly satisfying - I was actually gutted that Glory didn't make it, and the church could have been the set of "Commonwealth's most brutal executions". Taking down the police station and wasting that Rhys was great, though I felt a bit bad for putting poor Haylen down, and the BoS reinforcements' vertibird barely made it over the horizon before I gave it a dose of 50. to the cockpit. Boom, multi-kill!
Killing Maxon was anticlimactic, I guess, but I took everything not bolted down before things went all Hindenburg. I will be giving Danse a visit, I hope for his sake he doesn't try and take a pop at me.

As far as the institute, again, bit of an anticlimax, I mercy-killed Father before leaving though, and again, looted everything I could. Could have done without the mini-Shaun, but I figured that as I was surrounded by the Railroaders I shouldn't abandon him to atomic death just because he was a Synth.
Meh, I'll let someone else be his dad, I'm still busy!


So, on with the rest of the game! I actually think the factions were all great, and I could have ended up with any one of them, so kudos to Bethesda there - I think It's a mark of good writing when I'm seriously wondering if I'm doing the right thing while screwing over my "enemy" factions!

Oh, one brief warning though: I gave Deacon a suit of Railroad Heavy armour.... and he changed his outfit and the armour disappeared from his inventory So, keep an eye out for that, and maybe don't use him as a looting mule...


Fallout 4 discussion  @ 2016/02/24 23:04:27


Post by: Dr H


Quite a few thing to comment on, bare with me...

Dark Apostle 666 wrote:Ballistic weave is great, isn't it?
Being that I had left it so late to get to the railroad and already had level 4 armourer, it was quite a jump to get Mk5 ballistic weave. With the armourer mod I have also, I could keep my armour pieces and use them with whatever clothing I liked... Spent quite a while trying on various outfits and deciding which fitted best with the character I have created.
I ended up with this:
Spoiler:

While she could have had a hat of some kind, I wanted her pony tail to fly free and so stuck with the visor (which still has ballistic weave).
Even though there is some clipping with the armour and clothing, it's not too bad and actually works quite well with the metal parts; they look stitched on.

My Sanctuary finally got attacked by the Gunners, and I realized how appallingly porous my defenses were.
Sanctuary hadn't been attacked once for me until the update hit and now it gets attacked about every 3rd visit back there (to drop off loot and junk).
So long as the attackers don't spawn within my fencing (or glitch though it) they don't get inside my settlement and most don't make it more than a few steps from the spawn point.
The best test for a settlement's defences is an attack from radscorpions due to their teleporting ability (digging though ground takes time unlike what these things do). I've had one attack from these and they didn't last long.

This is only the case for Sanctuary hills though, all my other settlements require me to lift a finger and kill things in an attack. Although this is getting less each time (as I add a turret or two after each attack).
The slog is probably the next best defended due to having had quite a few large-scale attacks. The first attack there had 8 supermutants with missile launchers and assault rifles and they killed two of the named settlers, and another died in the next attack (these are the only settlers I've had die).

CthuluIsSpy wrote:Has the performance issues been fixed yet? I'm not touching it until those technical issues have been sorted out.
What performance issues are these? And what platform are you using?
There's still plenty of bugs (this is a Bethesda game after all), but I've not had any performance problems on the pc.

Conrad Turner wrote:... my armour museum in Sanctuary.
That's pretty much what I use power armour for also.
I have one of each set that I'm displaying with the best mark possible and has to be in perfect condition (100/100 for example)
I have a full T-45 in Flames (mostly mark "a" though).
A full set of T-51 in Shark (or whatever it's called), mostly at "c".
The T-60 is unpainted and is missing legs.
The X-01 is in hot pink and is mostly mark III (I think).
And a set of Raider armour mark II, missing a head and chest (I need to kill one without a head-shot at some point).
And in the corner I have 20-30 bare chassis standing in two rows chest-to-back.

And lastly I have my "usable" set of power armour that I was using for recovering junk (not needed now I can fast travel while over-encumbered) and had the best pieces of armour that were not used for the display pieces. It has Tessa's fist, the Piezoelectric chest, and mods to make it carry as much as possible. Painted in army green and has a red headlight.

I have also started customising my settlers in Sanctuary. ...
I already had all the settlers in Sanctuary hills with road leathers, random metal/leather armour pieces, welding goggles, and mining helmets. All other settlers (mostly the ones that refuse to be moved somewhere better) have either cage or spike armour; I probably could kit them all out like the Sanctuary lot, but I like to think that it's a perk for them to have "nicer" kit if they join me in the new capital ("city") town. It's just easer to give each one, one set of armour and tell them to wear it, rather than messing about with individual bits of armour.

I mentioned last time about changing how I stored my armour and weapons. This is what that looks like:
Spoiler:

On the right there you have the two chest of drawers (Metal and Combat armours) with yellow boxes on top (Leather and Raider armour), a suitcase for specific armours (DC armour etc.) next to a footlocker (Synth armour) and a footlocker on top for armours that I can't wear (dog and supermutant).

Beyond that there is a steamer chest (the pieces for my settlers; mining helmets, road leathers etc.) with a yellow box (clothing with a resistive attribute; armour, rad resistance etc) and two suitcases (clothing without any resistances and headwear).

On the left you have the weapon storage in the footlockers (the toolbox has laser/plasma/rad weapons in) and the safe for my specific weapons that I want to keep separate.

Yesterday (while dropping off junk) during an attack I noticed a settler going into one of the weapon footlockers and so, after the attack, I went around the settlers to see if they had all been helping themselves to my weapon collection and some of them had been very greedy...
Even though they all had a pipe weapon of some kind they had all (mostly) helped themselves to not just one other pipe weapon (as they all had .38 rounds), not just a handful of pipe weapons... no, some of them had hundreds of pipe weapons: I think when they grab a weapon they take ALL of that weapon.
Marcy "what makes you think we're friends" Long had 238 auto pipe pistols, and was using an entirely different pipe gun...

So, today I've been around Sanctuary hills and the Slog (due to it's aforementioned attack situation) and given them all either a high damage combat rifle or laser rifle. Lets see if they still help themselves to more weapons that they don't need...

Lotet wrote:... my own sanctuary is actually pretty under developed unfortunately, I got kinda discouraged by the thought of having to go above the recommended build limit after only 2 buildings as I'm worried 5 new houses plus furnishing for existing houses might be too much, or not, I don't know.
My Sanctuary hills is over 4 times the original "limit" and I'm...
a) Nowhere near finished building
b) Not noticed any issues due to having more settlement than I should.

Though it should be said that I am on pc, and so raise the limit with console commands. How far you could push a PS or XBone I don't know as they are probably the reason there is a limit. But I'm hardly on the hottest of the hot gaming pc scene, so there is hope. I'm sure there are people out there on the internet that have tested how far you can push the consoles, a google should tell you all you need to know.

This is what my Sanctuary hills looks like from the vault (although you can't see my hanger, the car restoration garage, or the flashing lightbox sign from this angle):
Spoiler:


Conrad Turner wrote:...The Castle, on the other hand is almost at maximum capacity - I can't see any more room on the bar - and all I have done is put in some crops, fixed the walls as best I can...
Yeah, I passed the limit for the castle after only fixing the walls, creating a narrow back walkway/entrance (single file bridge theory), some stairways to access the top from inside, and some crops and beds for the settlers. I've done nothing interesting there yet, and I had to raise the limit, and I did scrap anything and everything.

I think the settlement limits are all set the same, but the quantity of building that is already there eats into that to start with, and that included stuff you can't scrap; Sanctuary hills has a few buildings, the castle has a lot of concrete rubble and large walls full of rooms and corridors...


Fallout 4 discussion  @ 2016/02/24 23:12:27


Post by: Avatar 720


Sanctuary's been attacked once for me, and it highlighted one thing I really dislike about settlement-building. You can't lock doors. We know they have working door-bars and chains because you see them, but you can't fit them to your own settlement because reasons.

Having a door you can unbar, leave through, come back in through, and re-bar would be fine. As it stands, the sodding great junk gate I built into my wall was just opened by attacking Super Mutants and they sauntered right in.


Fallout 4 discussion  @ 2016/02/24 23:25:43


Post by: Desubot


Just Alexandria it.

Never had any settlements attacked. i feel jipped.


Fallout 4 discussion  @ 2016/02/24 23:43:11


Post by: Dr H


Yeah, I used to have multiple small gates into Sanctuary hills but the only people using them were the attackers, so now the only way in (if they don't glitch though a fence or are radscorpions) is by the main bridge.

Attackers will spawn at the same three points around Sanctuary hills:
1. By the small bridge to Vault 111,
2. Behind the house with the cellar and the one you can scrap next to it.
3. Somewhere near the main bridge, possibly off the the right as you look out over the bridge.

Set up many turrets near these points and they will kill the attackers as soon as they spawn (or at least start attacking them immediately).

Worse than that though, I filled in the gaps in the fence of Warwick homestead, keeping most of the original fence there, sure that any attack would then be focussed through the only gate... and a group of 10 Gunners spawned within the fence... they were a pita to kill off, they ran all over the place.


Fallout 4 discussion  @ 2016/02/25 08:50:03


Post by: Conrad Turner


This is how I wander the wasteland. Pure Class.
Spoiler:


My canteen and rec hall building
Spoiler:


And the inside of the Bunker showing my power armour collection. One of every type of suit in it's basic configuration, and one of each at it's best. I have a 'Heinz 57' which I actually go out in.
Spoiler:


But I am really getting to know that Bethesda have absolutely no idea how things work.
First there was the fact that they think you can get elemental lead from pencils. They are made from wood and graphite, no lead included. And now this. Can anyone PLEASE explain how when you scrap a LEAD pipe, you get STEEL?
Spoiler:


Fallout 4 discussion  @ 2016/02/25 16:44:04


Post by: Dr H


Meets a man in Diamond City who the doctor's have told to avoid alcohol and can't even face going near a bar to get a Nuka cola.

Gives man Nuka cola and offers him a job.

Sets him to work in the bar at my settlement.



Fallout 4 discussion  @ 2016/02/25 16:57:27


Post by: Conrad Turner


You git!

I can't remember what he looks like, so I may have done the same.


Fallout 4 discussion  @ 2016/02/25 17:21:04


Post by: Shadow Captain Edithae


 Dr H wrote:
Meets a man in Diamond City who the doctor's have told to avoid alcohol and can't even face going near a bar to get a Nuka cola.

Gives man Nuka cola and offers him a job.

Sets him to work in the bar at my settlement.



You can send him to your settlement??


Fallout 4 discussion  @ 2016/02/25 17:56:13


Post by: Dr H


You can.
Just after giving him the Nuka I continued the conversation and offered him the chance to work for me (don't remember what the option was, I believe it was the top "?" option), he was happy to do so and I then got the send-to-a-settlement box open.


Fallout 4 discussion  @ 2016/02/26 01:38:35


Post by: Dark Apostle 666


The nuka-drinking ex-alcoholic is called Sheffield, IIRC. I gave him a spiffy 50. sniper rifle and a minutemen hat and put him on sentry duty at Sanctuary.
I'm not sure if that's a wise decision, but I'd rather have him defending me than rely on that waste-of-space Jun Long or his delightful wife. It offends me greatly that they're both un-moveabe and un-killable. My trigger finger itches when I hear either of them talk... and I suspect I'm not alone in that.

I had the dubious joy of fighting a pack of high-level Super Mutants (IIRC overlords or warlords...) at Finch Farm earlier.
For the record, I've done nothing to that settlement, it's just a tiny shack and some corn. And they were packing serious heat (2 miniguns, some modded assault rifes and some kind of laser weapon, plus obligatory super-sledges).
So, there I am, just fast-travelled in, not in sneak mode, and surrounded by about 7 or 8 angry mutants. That was the closest I've been to dying for a while now - thank god for mysterious serum and Psychobuff is all I can say!

By the way, has anyone else been to Lynn Woods yet? I don't think It's a spoiler to say that if you do visit, go loaded for bear. On a completely related note, I met my first chameleon deathclaw today. Nasty surprise for me, but a nastier surprise for him/her/it when I unloaded a drum mag of shotgun shells into it! Ah, Kneecapper, shall I count the ways I love thee?




Fallout 4 discussion  @ 2016/02/26 01:55:02


Post by: Shadow Captain Edithae


Yeah I've met him and gave him a Nuka Cola but don't recall getting the option to recruit him.

But then, I have been compulsively re-rolling my character over and over again and I haven't been to Diamond City in a LONG time.


Fallout 4 discussion  @ 2016/02/26 02:03:44


Post by: Dr H


 Dark Apostle 666 wrote:
The nuka-drinking ex-alcoholic is called Sheffield, IIRC. ...
That he is.

... but I'd rather have him defending me than rely on that waste-of-space Jun Long or his delightful wife. It offends me greatly that they're both un-moveabe and un-killable. My trigger finger itches when I hear either of them talk... and I suspect I'm not alone in that.
I've had them both farming from the moment we got there. All the recent settlers get more interesting jobs... not that I'm playing favourites.

Speaking of settlers and jobs, what jobs do all of you give them to do.
Do you:
Have a massive farm producing far more food than they all need?
Have loads of guard towers?
Have multiples of things like shops or scavenging stations?
Or something else?

By the way, has anyone else been to Lynn Woods yet?
Oh yeah, that's a fun one to climb the tower and watch the show.

Ah, Kneecapper, shall I count the ways I love thee?
Probably the most useful of legendary effects.


Fallout 4 discussion  @ 2016/02/26 02:14:36


Post by: Shadow Captain Edithae


There are mods that let you shut them up.


Fallout 4 discussion  @ 2016/02/26 08:43:05


Post by: Conrad Turner


 Dr H wrote:

Speaking of settlers and jobs, what jobs do all of you give them to do.
Do you:
Have a massive farm producing far more food than they all need?
Have loads of guard towers?
Have multiples of things like shops or scavenging stations?
Or something else?


I have an emporium of each type built, but one of them is not staffed at the moment. I have a single scrounging station which is staffed, and an artillery piece on the roof of the bunker which is also staffed. Other than that, they are all farming. My farm is exclusively corn, mutfruit, and Tato, thought I can't remember why at the moment. All my other defences are turrets as they don't sleep. My power for the defences are hidden inside concrete foundations, the visible power [which 'could' be targeted by attackers] is only actually running my flashing "Sanctuary" sign. Oh, and the first thing I did on reaching sanctuary was drop down an industrial water unit and power it. I've had 40 water flowing in from then on. [I really should check my workshop, that water ought to be quite a lot of caps worth by now.

Also rather disappointed last night. I bought the Atom Cats paint job, hoping to put it on my X-01. Unfortunately it only goes on the T-60,


Fallout 4 discussion  @ 2016/02/26 09:10:43


Post by: Avatar 720


Corn, mutfruit, and tatos are 3 of 4 ingredients for vegetable starch IIRC, so you probably set it up as an adhesive farm.


Fallout 4 discussion  @ 2016/02/26 10:26:49


Post by: Conrad Turner


Hence the ( )

Does also kind of make it rather laughable that Bethesda try and trick you into thinking adhesive is one of the rarest components in the game, then you find duct tape and wonderglue all over the place, can buy it in consignments, and failing all that can grow your own.

I'm at the stage where I am in more need of ballistic fibre than I am of adhesive - and I can buy consignments of that in Goodneighbour after all.


Fallout 4 discussion  @ 2016/02/26 18:46:51


Post by: feeder


Anybody else find the "maze" in the parking garage near one of the hospitals? I got a very strong "Saw" vibe from that place.

I liked the little reward at the end
Spoiler:
Two rooms filled with loot behind locked cell doors. opening one door destroys all the loot in the other. Very clever.


Fallout 4 discussion  @ 2016/02/28 00:04:52


Post by: Dr H


Conrad Turner wrote:Oh, and the first thing I did on reaching sanctuary was drop down an industrial water unit and power it. I've had 40 water flowing in from then on. [I really should check my workshop, that water ought to be quite a lot of caps worth by now.
I found at one stage that my dirty water and purified water were disappearing from my workshop and not building up, and I read online that there is a cap on the amount of water you can store in the workshop.
Since then I've been storing both waters in a chem cooler, and they have been building up quickly.
I want to use the dirty water for cooking even though I can't understand why you would "choose" to use dirty water to cook with if purified water is available. Bethesda logic.

feeder wrote:Anybody else find the "maze" in the parking garage near one of the hospitals? I got a very strong "Saw" vibe from that place.
That is one the best areas I have explored. Although I spoilt it for myself by entering halfway up (one of the barred doors had been opened by a nearby suicidal supermutant's party trick) and already having the sneak perks that meant I couldn't have set off any of the traps even if I "wanted" to. It would be a very fun (stressful) challenge to make it though that on the first go without those perks.

I've started to advance the main quest now (at about level 70) as I was only getting radiant quests from all the factions.
Story/faction talk:
Spoiler:
Next job is to enter the institute and, without knowing more to the story, my character is set on killing them all... but we shall see (I'm hoping for twists, but have low expectations based on the story-telling I've seen so far).

She has no qualms about killing Kellogg, enjoyed hearing how scared he was as I cut my way through the synths ("this is your last chance to leave", Ha, you'd like that wouldn't you Kellogg, you know this is the last day of your life).
Even adventuring through his memories has not changed her mind. Just because he knew he was a bastard, doesn't mean he's any less of a bastard. She's glad he's dead, glad he had a long drawn out wait to die as she slaughtered his bodyguards, trapped in a hole, and would do it again. He shot my husband after all, I loved him for all of the 5 minutes he was in the game

Anyway, She is helping the railroad (but would make some drastic changes if she was in charge; who uses the name of your group as a password, really.), and is using the BoS as an ally... for now (not really the military type, no matter how great they seem to think she is). As they are both against the Institute, and she wants to destroy the institute.

I get the impression that I'm going to be making some enemies in the near future.


Fallout 4 discussion  @ 2016/02/28 00:29:22


Post by: Avatar 720


 Dr H wrote:

I want to use the dirty water for cooking even though I can't understand why you would "choose" to use dirty water to cook with if purified water is available. Bethesda logic.


Bah! Dirty water adds flavour and puts hair* on your chest!

*May not be limited to hair.


Fallout 4 discussion  @ 2016/02/28 01:20:04


Post by: Shadow Captain Edithae


Dirty water can be partially purified by boiling as it kills most bacteria.

But it won't do jack gak () about radiation or sturdy viruses like FEV.


Fallout 4 discussion  @ 2016/02/28 19:56:47


Post by: CthuluIsSpy


 Avatar 720 wrote:
 Dr H wrote:

I want to use the dirty water for cooking even though I can't understand why you would "choose" to use dirty water to cook with if purified water is available. Bethesda logic.


Bah! Dirty water adds flavour and puts hair* on your chest!

*May not be limited to hair.


The radiation and the several thousand strains of pathogens brings out the flavor.


Fallout 4 discussion  @ 2016/02/29 00:57:28


Post by: Shadow Captain Edithae


Found this fan film on youtube.




Fallout 4 discussion  @ 2016/02/29 19:35:09


Post by: Grimskul


 Shadow Captain Edithae wrote:
Found this fan film on youtube.




Wow! Great find! Not bad at all for a fan film. Got the costumes spot on.


Fallout 4 discussion  @ 2016/02/29 19:45:48


Post by: Shadow Captain Edithae


The voice was pretty spot on too. My first impression was that they dubbed the film with sound clips of Lanius' dialogue from New Vegas.



Fallout 4 discussion  @ 2016/02/29 20:06:05


Post by: Grimskul


 Shadow Captain Edithae wrote:
The voice was pretty spot on too. My first impression was that they dubbed the film with sound clips of Lanius' dialogue from New Vegas.



Mhm, they definitely captured the menace and deep voice of Lanius. If there's one thing that Fallout 4 definitely lacks compared to New Vegas, its a powerful antagonist whose name is a byword for fear. Kellogg is the closest to this IMO, but he kinda falls short given that you can take him out so early in the game.


Fallout 4 discussion  @ 2016/02/29 20:13:44


Post by: Shadow Captain Edithae


Isn't he sort of possessing Nick Valentine now? Like he was able to download his consciousness from the Memory Den into Valentine.

I think a cool premise for a future DLC might be Kellogg transferring his consciousness from Valentine into a new Synth body and coming back for revenge. Much like how Valentine is a Synth copy of a pre-war Detective's personality and consciousness, this new Synth might be a copy of Kellogg, with all his memories and desires.


Fallout 4 discussion  @ 2016/02/29 20:31:09


Post by: Grimskul


 Shadow Captain Edithae wrote:
Isn't he sort of possessing Nick Valentine now? Like he was able to download his consciousness from the Memory Den into Valentine.

I think a cool premise for a future DLC might be Kellogg transferring his consciousness from Valentine into a new Synth body and coming back for revenge. Much like how Valentine is a Synth copy of a pre-war Detective's personality and consciousness, this new Synth might be a copy of Kellogg, with all his memories and desires.


Apparently him talking through Valentine was a mnemonic impression from him being grafted onto Valentine's cerebral cortex or what not, though I was caught completely off-guard when Valentine speaks in Kellog's voice after you go through the mind-trip. I would totally be up for a DLC rematch with Kellogg, hopefully culminating in a duel inside a cereal factory, if only to make his death with his gun (which I renamed Kellogg's Frosted Flakes) that much sweeter. It'd be the equivalent of the Lonesome Road I would think.


Fallout 4 discussion  @ 2016/03/01 10:36:11


Post by: Lotet


A settlement got attacked by the Institute today, with 2 synth infiltrators. One was a guard, the other was a brahmin, complete with synth component and institute laser pistol.


Fallout 4 discussion  @ 2016/03/01 15:00:47


Post by: Conrad Turner


OK, here we are with the new, new look Sanctuary.

I started another character, but this time I kept almost all the furniture in the houses. So there is enough room for all the settlers just in that at the moment. The ruined buildings were demolished for materials, and almost all the junk stuff was too. I kept the standing streetlights for character. The only building I have built so far is this one.

Spoiler:

It's a combination. The concrete level is my armoury. Power armour storage, weapon and armour construction, and collectable storage. Above that is the community centre. TV, two pool tables [most balls still missing], conversation corner, restaurant and bar. Above that is the Sun Deck, an open air space for when the weather is nice. 4 picnic tables, 3 of the round tables with the sunshades, 4 park benches and some coffee tables as a conversation corner. I'm not sure what to do in the other corner, but might end up re-arranging things to get a bowling alley in there somewhere.

The Armoury
Spoiler:

Spoiler:


Community Centre
Spoiler:


Bar
Spoiler:


Sun Deck
Spoiler:


And just to finish off, the two most pointless legendries I have found in this play through. Shame I died shortly after finding both of them in the same location but before I was able to save, so lost the both of them - But from a scientific point of view, one is pointless, the other is impossible.
Spoiler:

Spoiler:


Fallout 4 discussion  @ 2016/03/02 01:56:53


Post by: Dr H


Lotet wrote:...the other was a brahmin, complete with synth component and institute laser pistol.
Damn them synth brahmin, what'll they have next, synth gorillas?

Nice start Conrad.
Yeah, sometimes the legendary effects just don't match up with the item. I've stopped worrying about it and ignore them (that is, store them at my settlement).
Sometimes though, you get a match-up that goes the other way in the scale of silliness:
What did I find the other day... oh yes, a minigun that does 50Rad damage... per shot... extra.
While Rad' damage is useless against some/most foes, just think about what that'll do to those that aren't...

Anyway, storyline has progressed, I've visited the Institute:
Spoiler:
I had been thinking all along that the kidnapping could have happened at any point in the past 200 years, and so didn't expect to find a baby or child. I did expect the 10 year old to be a synth and should have expected an adult to the extent that was presented.
Being the "father" though, was a small surprise (I try not to guess ahead of plot-lines as a habit as I like the story to unfold at it's own pace, but still...).

However, with my character's "hat" on, I still don't trust them, and my baby is dead to me; Father, if he really is Shaun, is not my Shaun. I didn't raise him and he has been brainwashed by being brought up in the institute (he, like the rest of them, is out of touch with the real world).

I would have felt better about him if, when he learnt about what happened, he would have sent someone to rescue me from the vault. Or at the very least, once I'd exited the vault (as he did admit to knowing about me then, and following my "progress" since.). I wouldn't have met the Railroad, and all the other people that have shaped my opinion of the Institute which will end with their demise.
While I'm at it, If they had just let me (and my whole family) out at the start, welcomed me into the Institute and said "do you mind if we have a DNA sample?", everything would have been tickety-boo. Nope, they had to be the secretive, we know what's best for everyone else, scientist types (unlike any scientist I've ever met; we're usually bred to ask permission and to share ideas, not hide and steal).

The BoS are coming on a little strong with the "join us or die" thing, so I'm using them to get at the Institute and if there's any backlash/heavy losses, it's no loss to me.

So I'm helping the railroad. Just met with the insider, and plan to get as many out of the Institute before I set the BoS on them like an attack dog (that's on the Institute, not the recently saved Synths).

I'm hoping that I'll be able to do some sabotage within the Institute before then.
I've already taken anything that isn't nailed down; I can just see people approaching Shaun "Your mother is a little... eccentric, she's been collecting all the things and junk that's laying about, not to mention hacking into every terminal and picking every lock. We don't mind though!", and loosening the top of everyone's toilet cistern (I really hope there's a point to that in particular).

I was very tempted to just start picking people off with my silenced weapons and killing the Institute that way, but I'll play the game the way it want's to be played for now. I've already decided that my next character is going to be a close-range assassin type using melee and pistols though VATS (as this character doesn't really use VATS in combat), so I might save that attempt for that character.



Fallout 4 discussion  @ 2016/03/02 02:52:41


Post by: Shadow Captain Edithae


What, is it shooting Uranium bullets?


Fallout 4 discussion  @ 2016/03/02 08:44:59


Post by: Conrad Turner


Aren't Depleted Uranium rounds explosive though?

Spent most of last night stocking the bar. Man, that's a time sink. Drop a single item, hold on to it before it bounces all over the place, transfer it to the bar top so it stabilises, crouch, pick it up again, and finally transfer it to the shelving. Rinse and repeat for every item on the shelves.

Not going to have much time from now on, prepping for a holiday starting on Saturday. Then got a week with no internet so I can't post, but may have a bit of progress to report when I get back. Might have the bar stocked by then if I get a lot of time in-game.


Fallout 4 discussion  @ 2016/03/02 11:29:48


Post by: Shadow Captain Edithae


 Conrad Turner wrote:
Aren't Depleted Uranium rounds explosive though?

Spent most of last night stocking the bar. Man, that's a time sink. Drop a single item, hold on to it before it bounces all over the place, transfer it to the bar top so it stabilises, crouch, pick it up again, and finally transfer it to the shelving. Rinse and repeat for every item on the shelves.

Not going to have much time from now on, prepping for a holiday starting on Saturday. Then got a week with no internet so I can't post, but may have a bit of progress to report when I get back. Might have the bar stocked by then if I get a lot of time in-game.


"Play Fallout, they said. It'll be fun, they said. They didn't tell me I'd be stacking shelves."


Fallout 4 discussion  @ 2016/03/02 12:08:44


Post by: Lotet


What's wrong with stacking shelves? I like stacking shelves in Bethesda games.

Fallout 4 has lots of good clutter, I'm a fan of Nuclear Material with it's radioactive glow, there's also some container for hallucinogens from some building, they have a fancy high tech style. Surgical trays with stimpacks, med-x and surgical tools. Wine bottles titled downwards for proper wine storage. 5mm rounds come in little ammo containers when you drop them in bunches. Equipment mods come in a nice wooden box. Helmets sitting on tables and guns leaning against things really fleshes out an armoury. I have a few of those 'shipment' pieces of paper just sitting on my general/mayor desk. So many nice pieces of clutter, especially things placed purely for clutter purposes, like the model robots.


Fallout 4 discussion  @ 2016/03/02 12:51:26


Post by: CthuluIsSpy


Fallout 5 : Trouble in Wallmart

Enjoy the thrills of working as the last wallmart employee with a bad cause of dementia in post apocalyptic America


Fallout 4 discussion  @ 2016/03/02 15:36:34


Post by: Conrad Turner


Lotet, like you, I do enjoy having the place look lived in. Stocks of drinks and snacks behind the bar, drinker's belongings on the bar, stuff not just stuffed in a TARDIS drawer but having a single item depicting what sort of items are in the container. It makes things so much easier having a cupboard that is filled with weapons next to an identical cupboard containing armour when you have a low level version of what is inside just laying on the top.

However, I am also now finding that I am spending more and more time tidying up after the game. I seem to be having extraordinary trouble due to the game spawning the shelf contents before the shelves. Last night I found my Gwinnet Stout had fallen completely through the shelf and had landed on my coffee cups. And my protectron model is always spawning half way through his shelf.


Fallout 4 discussion  @ 2016/03/02 16:50:29


Post by: Shadow Captain Edithae


This is a little off topic, but I'm working on a few Fallout themed warbands for This is Not a Test. Heres my Raider Warlord. I think he's fit well in the Commonwealth.

Spoiler:




And yes, that is Master Blaster with a chainsaw spear.


Fallout 4 discussion  @ 2016/03/02 17:09:54


Post by: Dr H


Yeah CT, I was going to have a modelling desk set up in my house with all the models laid out, a wonder glue, scalpel, etc. But every time I returned home all the models had fallen through the table (and if I didn't check on them every time, though the floor).

It would be nice to be able to "pin" items in place and not have to worry about it. Like you could do in Gary's mod.

Also, while I'm here. Update 1.4(?) has hit.
Don't get over excited about the additional items for the settlement; some new spiky poles, 3 raider tent pieces (that can only be place on the ground and don't clip though floors/roofs so just hover above any structures), some meat-totems, no meat bags, 2 piles of small cages (that don't do anything).

However, it's not all meh.
Some new doors, and more importantly some (most, maybe) of the original houses in Sanctuary can now have the doors installed in their proper places.

Also, the additional menu sections and items I have from mods are now tagged with a "+" in the menu: This says to me that Bethesda are happy to keep these things compatible and so not game-breaking.
Maybe, these things have been ok-ed to be used for the console users...

On the flip side, the recent update to that and my graphics driver means I can no longer fast travel from Sanctuary hills. I just crash to desktop.
Can fast travel all about the wasteland, just not from there...


Fallout 4 discussion  @ 2016/03/02 17:12:47


Post by: Shadow Captain Edithae


I actually mistook the official new items for a mod I recently installed that expands the Settlements.


Fallout 4 discussion  @ 2016/03/02 17:47:32


Post by: Dark Apostle 666


I really should let my game update, but I know that if I do, Macready's perk glitch gets fixed, and I won't get 95% to hit every enemy's head in VATS all the time - that's a hard thing to give up!


Fallout 4 discussion  @ 2016/03/02 21:18:10


Post by: Dr H


 Dr H wrote:
... no meat bags...
Tell a lie, I've just found them under decoration/misc' and not in structures/misc' with the other things.

Also there are many more signs and paintings. They are worth a look.

My character now has everyone believing that she is fully working for them:
Institute; Helped the courser capture the rogue synth.
BoS; Helped build and activate their secret weapon.
Railroad; Been doing everything they've asked me to.
Minutemen; Have helped all the settlements I've found, although I can't see anywhere that I'll need to betray them in the near future.

I'm aiming to get all the synths out of the institute and then set the BoS and Institute fighting. Possibly picking off the winner.

I could well be at the crossroads. Time to pick (or declare, as the decision has already been made) a side.


Automatically Appended Next Post:
 Dr H wrote:
...On the flip side, the recent update to that and my graphics driver means I can no longer fast travel from Sanctuary hills. I just crash to desktop.
Can fast travel all about the wasteland, just not from there...
...and you know what's better than fast travelling?
Taking a Vertibird and minigunning every car on the way.


Fallout 4 discussion  @ 2016/03/03 13:26:53


Post by: Conrad Turner


That looks like a good update then. I got the update already, as I didn't have much time to play, but all I have been doing since has ended up working on the Silver Shroud questline. Gutted I didn't save Ken but I daren't have used Spray'n'Pray for fear of killing him anyway, and the other weapons I had on me didn't have enough grunt to take out the guy threatening him quick enough. I still have to actually finish it off by going back to Goodneighbour, but was overloaded and just went back to Sanctuary so I can drop off all the stuff I was schlepping. That then ended up with me staying up late adding stuff to the bar, and I still have more to do on that front tonight if I get some time.


Fallout 4 discussion  @ 2016/03/04 00:41:25


Post by: Shadow Captain Edithae


Oh FFS, looks like my computer has fethed up again after the recent update. Every time I launch it I get a Crash To Desktop at point during the opening cinematic (the Vault Tec cartoon). No error message at all, no indication that the game has crashed, it just spontaneously returns me to the desktop.

I've tried verifying the cache.
I've tried updating my AMD Drivers, which took the better part of 3 hours because the AMD installer kept crashing at 2%. But the drivers are up to date.
I've tried disabling all my mods via Nexus Mod Manager.

But I'm still getting returned to desktop partway through the cartoon. So sick of this gak. Its really sapping my enthusiasm for the game. Anyone else have similar problems?

I'm updating NMM now and seeing if that fixes it.

Edit: looks like it did. Now I have to faff about re-enabling several dozen mods.


Fallout 4 discussion  @ 2016/03/04 14:01:59


Post by: Dr H


Conrad Turner wrote:... the Silver Shroud questline. Gutted I didn't save Ken but I daren't have used Spray'n'Pray for fear of killing him anyway, and the other weapons I had on me didn't have enough grunt to take out the guy threatening him quick enough...
I would have liked to have had the chance to save Kent but I had already visited that building and all the robots were activated and got in a fight with the raiders. He died in the crossfire before I even got to the lift, never mind the conversation.

Shadow Captain Edithae wrote:... Anyone else have similar problems?

I'm updating NMM now and seeing if that fixes it.

Edit: looks like it did. Now I have to faff about re-enabling several dozen mods.
I think it's the start of the month everyone update their software issues.
I can now fast travel from Sanctuary hills after Steam updated itself; having broken after the windows, game and graphics driver updates.

Just completed the Battle of Bunker hill, and the best bit about that wasn't the mass 3-way fight,
nor that nobody in that fight considered me an enemy,
nor was it calmly sneaking about killing Institute synths and BoS soldiers,
nor was it even the vast quantities of loot I collected from all the bodies,
while it was amusing to see that the railroad heavies were trying to kill the immortal members of bunker hill, it wasn't that...

No, it was the opportunity to kill Trashcan Carla.
Aside from the fact that she's been spying on my settlements, it was mainly in retaliation for letting her Brahmin into my houses to sit on my tables.
Deserved everything she got, and what she got was a 2mm EM slug through her head.



Fallout 4 discussion  @ 2016/03/04 14:34:21


Post by: Shadow Captain Edithae


I think it's the start of the month everyone update their software issues.


Was planning on spending the evening playing Fallout 4, instead I wasted the better part of 4 hours verifying my game cache, switching mods on and off, updating my drivers (the driver installer kept crashing) and downloading updates. Probably should have just played Fallout 1 instead. For a 19 year old game, its not crashed ONCE. Haven't seen any bugs either.


Automatically Appended Next Post:
No, it was the opportunity to kill Trashcan Carla.
Aside from the fact that she's been spying on my settlements, it was mainly in retaliation for letting her Brahmin into my houses to sit on my tables.
Deserved everything she got, and what she got was a 2mm EM slug through her head.


That treacherous b****! I'm definitely going to see her in a different light from now on...


Fallout 4 discussion  @ 2016/03/04 17:15:02


Post by: Dr H


 Shadow Captain Edithae wrote:
Was planning on spending the evening playing Fallout 4,
Yeah, it's always the way. Set aside time to do something and the gods decide that no, you're not going to be doing that.

No, it was the opportunity to kill Trashcan Carla.
Aside from the fact that she's been spying on my settlements, it was mainly in retaliation for letting her Brahmin into my houses to sit on my tables.
Deserved everything she got, and what she got was a 2mm EM slug through her head.


That treacherous b****! I'm definitely going to see her in a different light from now on...
Have a read of any and all terminals you can find in the Institute and you'll see many people differently.

One of those messages has me making plans for another of my minor settlements and one person in particular...

And while I was discussing FO4 with a friend I ended up typing up my current character stats, so I may as well copy them here:
My level 73 character has (with armour boosts etc.):
S=8 Perks: Armourer(4), Strong back(4)
P=7 Perks: Awareness, Lockpick(3, I have so many lockpicks and break them so infrequently that it's not worth the last level)
E=11 Perks: Lifegiver(3), Aquagirl(2), Adamantium skeleton(3), Solar powered(3)
C=8 Perks: Cap collector(1), Black widow(1), Lone wanderer(3), Local leader(2)
I=8 Perks: Gun nut(4), Hacker(3, like lockpick the last is not worth it), Scrapper(2), Science(4), Robotics expert(3)
A=8 Perks: Sneak(5), Mr Sandman(3), Ninja(3)
L=6 No perks at all.

So focussing on crafting, being alone, killing from the shadows, and staying alive.
But no damage or VATS perks. These will be what I focus on with the next character.

If I can stay hidden, I can kill pretty much anything easily.
However, it gets very difficult if I end up in a big fight, as all the damage bonuses are for sneak attacks and I have no perks for base weapon damage.
This is intentional for this playthrough.

Perk thoughts:
I quite like both the Lifegiver and Solar powered top levels, My health regenerates pretty quick between fights (so I'm only healing myself mid-fight if it goes wrong), and my Rads are removed during the day so I'm usually at full health (I used to save up my Rads until about 300 to make a RadAway worth it, so sometimes I would be entering a fight with significantly less health).

Robotic expert is nice, but probably only take up to the 2nd level, as once you've hacked a robot (and not shut it down), it'll follow you about the area as a "free" follower. Giving them orders from the 3rd level doesn't really achieve much more.

I probably won't bother with Awareness again (I've got the general gist for what is resistant to what and I tend to attack anything no matter what level it is).

I like the 4th level of Strong back, but not particularly the 3rd level (and that would be a no-go for a VATS playthough).

The 2nd level of Aquagirl is not great as you always stand up when exiting water; if I enter in sneak I would prefer to exit in sneak (same for terminals).

Lockpick and hacker I don't really see the point of now that I've opened everything in this playthrough. There's always a way around a door if you are supposed to get around it (for a quest), locked boxes only contain more of what every other box contains, nothing unique, and once you've read a terminal there's no need to read it again.

Sneak, sandman and ninja are all excellent together.

I look forward to trying out the VATS perks next time.


Fallout 4 discussion  @ 2016/03/04 18:25:46


Post by: ChainswordHeretic


Oh FFS, looks like my computer has fethed up again after the recent update. Every time I launch it I get a Crash To Desktop at point during the opening cinematic (the Vault Tec cartoon). No error message at all, no indication that the game has crashed, it just spontaneously returns me to the desktop


@Shadow captain, same problem, it was the Homemaker mod that adds a thousand items to your settlement build screens. Turned it off and the game runs fine but all off the buildings I made with walls from that mod are F@#$@d!


Fallout 4 discussion  @ 2016/03/04 19:30:58


Post by: Shadow Captain Edithae


Speaking of which, I've got that mod and I'm trying to build a greenhouse but i just cannot get the walls to join up at a corner.

Edit: actually its not home maker, i think its Snap n Build.


Fallout 4 discussion  @ 2016/03/04 20:42:58


Post by: Dr H


Snap n build has a greenhouse. Don't know about home maker.

Try putting a roof/upper floor on, that may help snap the other wall on.

Or are you saying that they don't meet in the corner even though they are "snapped"?


Fallout 4 discussion  @ 2016/03/04 20:53:47


Post by: Shadow Captain Edithae


I'm saying I'm trying to get two walls to snap together at a right angle on the corner of the Snap n Build foundation, but they just refuse to.

I'll try and get some screenshots next time i play.



Fallout 4 discussion  @ 2016/03/05 01:06:35


Post by: A Town Called Malus


So I was just strolling along to kill some Ghouls on behalf of some of my settlers in Sanctuary and I happened to pass by Thicket Excavations for the first time since I completed the "Pull The Plug" quest.

It's changed a bit since I was last there, so I figured I'd have a look round but the new locals didn't like that very much.

Now the new locals don't like anything any more


Fallout 4 discussion  @ 2016/03/05 01:14:59


Post by: Shadow Captain Edithae


I installed the Old Boston Radio mod, and spent an hour sat in my Sanctuary Hills home while it pissed rain outside listening to episodes of The Twilight Zone whilst painting a Fallout themed Raider Warlord miniature for This Is Not A Test in the real world whilst it pissed rain outside my bedroom window. That was so meta.


Fallout 4 discussion  @ 2016/03/05 03:45:40


Post by: Overlord Thraka


Not even going to question that. At all.

I'm being forced to take a break from the game. My computer really needs a tuneup. It's bad to the point that the Institute nets me a solid 18 FPS



Fallout 4 discussion  @ 2016/03/05 03:57:27


Post by: Shadow Captain Edithae


Yeah, I'm getting 20 - 30 fps now. God damn mods.


Fallout 4 discussion  @ 2016/03/05 14:04:45


Post by: Verviedi


I have just discovered the most beautiful weapon I've ever found.
A two-shot laser rifle. I put the Maximized Automatic barrel on it, and an Overcharged capacitator, and then finally, a beam splitter.
I call it "More Dakka".


Fallout 4 discussion  @ 2016/03/07 00:36:00


Post by: Dr H


Shadow Captain Edithae wrote:I'm saying I'm trying to get two walls to snap together at a right angle on the corner of the Snap n Build foundation, but they just refuse to.
Hmm, sometimes they can be a bit tetchy. I found that they are happier if you snap them on from the outside, and also if there is a roof on.
However, other mods may also play a part...

A Town Called Malus wrote:So I was just strolling along to kill some Ghouls on behalf of some of my settlers in Sanctuary and I happened to pass by Thicket Excavations for the first time since I completed the "Pull The Plug" quest.

It's changed a bit since I was last there, so I figured I'd have a look round but the new locals didn't like that very much.

Now the new locals don't like anything any more
Good for you. Raiders farming Mirelurks just shouldn't be allowed.
I found last time I visited them that if you shoot out the door bars on the caged areas the Mirelurks will attack the raiders.

Overlord Thraka wrote:I'm being forced to take a break from the game. My computer really needs a tuneup. It's bad to the point that the Institute nets me a solid 18 FPS
Yeah, the institute seems to be the most graphics-heavy area in the whole game. I get occasional stuttering in there and nowhere else.

And so, I have finished the main quest:
Destroying the BoS became quite messy after I used the mounted minigun to attack the door guard on the airship. Everyone from the airport started jumping up to the landing area (even though they should have been getting into vertibirds and flying up to he airship and docking before dismounting and attacking getting shot out of the sky. So I was stuck there killing a steady stream of people. Then I entered the ship and worked my way back and fourth killing everyone... then blew up the ship.

Destroying the Institute was a bit more controlled as I worked my way section by section killing any hostile synths.
I made a point of not shooting anyone that was unarmed... but that was kind of contradicted by...
Spoiler:
a) Shooting Father (my character doesn't relate to him as "Shaun") as he lay in bed.
b) blowing up the entire facility and therefore killing anyone I didn't shoot...


I'm sure all that effort was worth it to save the few surviving synths... At least everyone that has something to say is happy to see an end to the Institute.

Of all the people that I killed in those two quests I'm only sorry that I had to kill Scribe Haylen. She was nothing but nice, excited to be doing a job she loved, and didn't want to spill any blood, human or synth.
Still, at least she didn't suffer, as I blew her head off with an explosive round.

Now I'm back in Sanctuary hills to finish building and decorating...


Fallout 4 discussion  @ 2016/03/07 00:48:22


Post by: Shadow Captain Edithae


Of all the people that I killed in those two quests I'm only sorry that I had to kill Scribe Haylen. She was nothing but nice, excited to be doing a job she loved, and didn't want to spill any blood, human or synth.
Still, at least she didn't suffer, as I blew her head off with an explosive round.


You're such a humanitarian.


Fallout 4 discussion  @ 2016/03/07 12:17:17


Post by: Dark Apostle 666


Yeah, poor Haylen, I wish there's been some way to tempt her to defect, she seemed a bit soft-hearted to be BoS, and given her reactions to Blind Betrayal, I feel like there could have been a seed of doubt there that a high Cha player might exploit.
Still, compared to burning alive in hydrogen, a headshot is pretty merciful... It's probably one of the cleanest, "best", (or least horrible) deaths available in the wasteland, now I think about it...


Fallout 4 discussion  @ 2016/03/07 14:03:08


Post by: Gitkikka


Speaking of Blind Betrayal, I just finished it - don't feel good about it at all.

Made myself feel better by erasing The Railroad.


Fallout 4 discussion  @ 2016/03/07 14:26:37


Post by: Dr H


Shadow Captain Edithae wrote:You're such a humanitarian.
I aim to save lives... by killing in the quickest way possible... er...

Dark Apostle 666 wrote:Yeah, poor Haylen, I wish there's been some way to tempt her to defect, she seemed a bit soft-hearted to be BoS, and given her reactions to Blind Betrayal, I feel like there could have been a seed of doubt there that a high Cha player might exploit.
Still, compared to burning alive in hydrogen, a headshot is pretty merciful... It's probably one of the cleanest, "best", (or least horrible) deaths available in the wasteland, now I think about it...
Yeah, of all the people I would have liked a way to warn her or spare her.

I didn't aim to kill her, I knew it would happen as soon as they said we'd take the Vertibird from Cambridge station. There was a big fight inside, I happened to be using my automatic, armour piercing, explosive, combat rifle, and while looting searching the dead I found her poor headless body.

Gitkikka wrote:Speaking of Blind Betrayal, I just finished it - don't feel good about it at all.

Made myself feel better by erasing The Railroad.
Did you spare him or kill him?

I think I may have found the limit for settlements on my computer; as soon as I added just one more item the whole game locked up with no warning, and I had to end task to get rid of it. Sanctuary hills at about 8x the original limit.
Will have to test if this is my limit or it just didn't like me putting a men's sign next to a sink, and if there is a way around it (like storing weapons in the workshop).
I'm typing this while Steam sync's... back to it.


Fallout 4 discussion  @ 2016/03/07 14:48:51


Post by: Avatar 720


I wouldn't mind a system where you can, in combat, have a button that lets you shout something like "Hey, can we just talk?" to the surrounding area, and based on your Charisma and the enemies you're fighting, there's a chance they'll stop attacking and let you try and pass various checks to convince them to let you go.

Could be anything from bribes or sweet-talking (Charimsa), displays of might (Strength), showing them that you can shoot a guy's head clean off with a snap-shot (Agility), lecturing them on their odds of survival (Intelligence), proving that you can last longer than they can (Endurance), pointing out exactly where they're waiting to ambush you (Perception), or simply being allowed to walk straight on by (Luck).

Obviously you'd not be able to reason with animals or ghouls, and some other enemies may be more likely to submit to some displays than others, like a Super Mutant being more likely to be cowed by raw strength than statistics and intelligence, or Synths being more open to logic than bribery, as opposed to Raiders who'll be more likely to take any offered cash or accept that they haven't got the jump on you after all than be convinced they don't have the firepower to still fill you with holes. Don't let the game choose which suits the situation best, give the player the choice; if they're playing a dumb brute-type character they might want to use Strength regardless of the enemy, so let them.

Plus, the more points you have in the SPECIAL stats you use will make them more likely to succeed, which gives some incentive to grab SPECIAL increases with level ups for some builds rather than just grabbing all the 'good' skills. It also makes passive playthroughs far more viable affairs, being able to talk your way out of unnecessary fights or find ways around violence where they may have been none before.


Fallout 4 discussion  @ 2016/03/07 16:47:26


Post by: Dark Apostle 666


I know there are some perks which involve "threatening" an enemy with your weapon, one of which I know is basically an updated "animal friend" perk, but I do like the idea of being able to tell the last surviving raider to give up or end up like his buddies, or logic-bomb a Gen-1 Synth.

Maybe the DLC with the cages and stuff will let you take human prisoners too, as well as capturing animals? If so, I might start a "collection" of raiders who fought well, and pit them against wasteland monsters... I guess that's a bit like the plot to "Predators", come to think of it...


Fallout 4 discussion  @ 2016/03/07 17:49:17


Post by: Dr H


You mean just like Obsidian did for New Vegas...

Anyway, that didn't go well; I had another lock up after bringing my settlement back to near where it was when it locked up last time, and it was fine for a bit and then locked up outside of workshop mode.

The inability for fast travelling from Sanctuary hills has also reappeared, so I thought I'd try another update...

Nvidia had one available and installed that to find that my computer crashed as it finished (Video_TDR_Failure) and required a system restore to bring me back to the previous driver.
Be wary of the 364.47 driver.
I've informed Nvidia.


Fallout 4 discussion  @ 2016/03/09 00:36:06


Post by: Dr H


Anyway, a couple of things I've found in settlement making:
Fences. Having problems placing a fence in a certain position due to a hedge or you want a subtle angle change? Build the next section of fence separately and then hold select on the middle piece of that section (not one of the end pieces), you can then move that whole section into place and the end pieces will clip into any problematic pieces of scenery and they won't snap on to existing fences.

And, spiked poles; there are a couple of these that either have few or no (in one case) added spikes, barbed wire, skull or anything. These are very long and are ideal for use as support poles for overhanging structures. They will clip in to your buildings slightly allowing them to look like they are part of the structure.

You can see the result of both of these in this video.
A walkabout of my Sanctuary hills settlement as it stands:
You will see the police station (complete with jail cell), meeting hall (with bell tower), shopping centre, bar/restaurant/chem-den, tree-house and the car restoration garage amongst other things...


Even though it's only 12 minutes and low quality (even lower after the upload, which surprised me) this took hours to upload, so this is the best look you are going to get for the time being.


Fallout 4 discussion  @ 2016/03/09 02:17:46


Post by: Inquisitor Lord Bane


Your Sanctuary looks amazing, and I'm inspired to work on mine (been working on equipping my "milita" more than building). But one of the Longs said something positive, I declare hax


EDIT: Spelling


Fallout 4 discussion  @ 2016/03/13 23:12:38


Post by: Dark Apostle 666


Ok, so finally got that 1.4 update on the Xbone!

First up, love the new signs and paintings, they are great, and the new metal doors are excellent too, very happy to have them. But then I had a look at the super mutant stuff, and the cages, and thought to myself: "either I need to make a raider-themed settlement, or I'm going to have to get creative!"

So I got creative!
My current settlement is Egret tours marina, and for those of you who are familiar with it, you'll know that there's a little boathouse there. What I did was block over the windows and big door at the end, and then started thinking.
What I ended up with all stems from a single thought - why does mutant hound meat reduce rads when cooked?
So I thought, perhaps a scientist might try and find out why - a little like scribe Neriah was trying to work out a radiation cure before she died a horrible burny death.
What I ended up with is a load of tables, a stove, and a big chem lab, plus a desk and terminal. At the far end, I added a dumpster with a biohazard sticker, and some cages, which I figure might be used to keep live animals before they get vivisectioned.

My theme was "Lab for studying mutated creatures", so I scattered a load of meat and creature bits around as if mid-autopsy, and added some meat bags to use as storage for my "samples". A few bits of scientific paraphernalia (Scalpels, microscopes) and some anti-rad drugs arranged on the desk, and I had a really together-looking scene, if a slightly creepy one. I may have to upload some pics of it, as it's something I'm quite proud of

So that's my 1.4 update summary, really - signs paintings and doors are great, and with a little lateral thinking, some of the more "evil/gory" themed items can be re-purposed for civilized usage!
Anyone else come up with any unusual uses for the new stuff?


Fallout 4 discussion  @ 2016/03/13 23:33:45


Post by: Tyr13


Havent played around with the gory stuff yet, but Im really liking the raider tents. Great for a central market, a minimalist settlement, etc.


Fallout 4 discussion  @ 2016/03/14 13:33:39


Post by: grumpy_newenglander


Painfully dumb question...but does having one of the inustrial water purifiers at my Sanctuary settlement automatically put purified water in my workbench? I have a bunch in there but have no idea where they came from, unless I just really don't pay attention to the stuff I pick up. Which is very possible.


Fallout 4 discussion  @ 2016/03/14 14:00:58


Post by: Nostromodamus


DLC trailer is out.

The villain should be familiar to fans of the series


Fallout 4 discussion  @ 2016/03/14 14:00:59


Post by: Co'tor Shas


This just popped up.




edit: OH FOR feth'S SAKE! THAT gakker!

And now my blowing his head off means nothing.


Fallout 4 discussion  @ 2016/03/14 14:18:26


Post by: Shadow Captain Edithae


grumpy_newenglander wrote:
Painfully dumb question...but does having one of the inustrial water purifiers at my Sanctuary settlement automatically put purified water in my workbench? I have a bunch in there but have no idea where they came from, unless I just really don't pay attention to the stuff I pick up. Which is very possible.


The water requirements of your settlers and crops are subtracted first, but any excess water is deposited. Try building several more purifiers and you'll quickly notice a stockpile building up.


Automatically Appended Next Post:
Also... I WANT AN EYEBOT CALLED EVE!


Fallout 4 discussion  @ 2016/03/14 15:19:56


Post by: grumpy_newenglander


 Shadow Captain Edithae wrote:
grumpy_newenglander wrote:
Painfully dumb question...but does having one of the inustrial water purifiers at my Sanctuary settlement automatically put purified water in my workbench? I have a bunch in there but have no idea where they came from, unless I just really don't pay attention to the stuff I pick up. Which is very possible.


The water requirements of your settlers and crops are subtracted first, but any excess water is deposited. Try building several more purifiers and you'll quickly notice a stockpile building up.


Automatically Appended Next Post:
Also... I WANT AN EYEBOT CALLED EVE!


Thanks man, I really appreciate it.


Fallout 4 discussion  @ 2016/03/14 15:35:12


Post by: Dr H


Thanks I'Lord Bane.

Sounds good Dark Apostle.

Shadow Captain Edithae wrote:
grumpy_newenglander wrote:
Painfully dumb question...but does having one of the inustrial water purifiers at my Sanctuary settlement automatically put purified water in my workbench? I have a bunch in there but have no idea where they came from, unless I just really don't pay attention to the stuff I pick up. Which is very possible.


The water requirements of your settlers and crops are subtracted first, but any excess water is deposited. Try building several more purifiers and you'll quickly notice a stockpile building up.

Also of note, there is a cap on how much water your workshop will hold. If you want to stockpile water take it out of the workshop frequently and store it somewhere else.


Fallout 4 discussion  @ 2016/03/14 16:19:17


Post by: BrookM


Now I am in need of an AntAgonizer outfit..


Fallout 4 discussion  @ 2016/03/14 16:31:41


Post by: Nostromodamus


 BrookM wrote:
Now I am in need of an AntAgonizer outfit..


I'm kinda hoping we can get one in the DLC

Or that The Antagonizer features in it somehow, maybe has a (temporary?) companion.


Fallout 4 discussion  @ 2016/03/14 16:52:17


Post by: Avatar 720


I'm not so hot about the Mechanist being put into pre-War canon as an official bad guy, when in F3 he was just one guy on the side of justice.

It's cool and all, but part of me feels like they should've used the AntAgonizer or a different villain instead, and introduced the Mechanist as an ally you rely on to help topple them. The core addition of building robots is still perfectly functional, and probably makes more sense, as being allied with the Mechanist would give you lore-friendly access to building and upgrading them.

I think it's been a bit mishandled, personally.


Fallout 4 discussion  @ 2016/03/14 17:07:18


Post by: Shadow Captain Edithae


 Avatar 720 wrote:
I'm not so hot about the Mechanist being put into pre-War canon as an official bad guy, when in F3 he was just one guy on the side of justice.

It's cool and all, but part of me feels like they should've used the AntAgonizer or a different villain instead, and introduced the Mechanist as an ally you rely on to help topple them. The core addition of building robots is still perfectly functional, and probably makes more sense, as being allied with the Mechanist would give you lore-friendly access to building and upgrading them.

I think it's been a bit mishandled, personally.


Not necessarily. The guy in Fallout 3 could have misinterpreted the Mechanist comics and come to the incorrect conclusion that he was the good guy (e.g. if the comics he had access to were damaged and incomplete). Besides, superheroes and villains change alignment all the time. The Mechanist might have started out as a superhero but gradually went mad and became a villain. And vice versa.

Also, I don't think this is the same Mechanist from Fallout 3. Its probably someone else who took up the mantle, and had different ideas about what the Mechanist identity represents.

In fact...it'd be hilarious if this new Mechanist is actually the Lone Wanderer, having gone mad from years of wandering the wasteland.


Fallout 4 discussion  @ 2016/03/14 17:21:58


Post by: A Town Called Malus


 Avatar 720 wrote:
I'm not so hot about the Mechanist being put into pre-War canon as an official bad guy, when in F3 he was just one guy on the side of justice.

It's cool and all, but part of me feels like they should've used the AntAgonizer or a different villain instead, and introduced the Mechanist as an ally you rely on to help topple them. The core addition of building robots is still perfectly functional, and probably makes more sense, as being allied with the Mechanist would give you lore-friendly access to building and upgrading them.

I think it's been a bit mishandled, personally.


Either you die a hero, or live long enough to become the villain


Fallout 4 discussion  @ 2016/03/14 19:40:48


Post by: Avatar 720


 Shadow Captain Edithae wrote:
 Avatar 720 wrote:
I'm not so hot about the Mechanist being put into pre-War canon as an official bad guy, when in F3 he was just one guy on the side of justice.

It's cool and all, but part of me feels like they should've used the AntAgonizer or a different villain instead, and introduced the Mechanist as an ally you rely on to help topple them. The core addition of building robots is still perfectly functional, and probably makes more sense, as being allied with the Mechanist would give you lore-friendly access to building and upgrading them.

I think it's been a bit mishandled, personally.


Not necessarily. The guy in Fallout 3 could have misinterpreted the Mechanist comics and come to the incorrect conclusion that he was the good guy (e.g. if the comics he had access to were damaged and incomplete). Besides, superheroes and villains change alignment all the time. The Mechanist might have started out as a superhero but gradually went mad and became a villain. And vice versa.

Also, I don't think this is the same Mechanist from Fallout 3. Its probably someone else who took up the mantle, and had different ideas about what the Mechanist identity represents.

In fact...it'd be hilarious if this new Mechanist is actually the Lone Wanderer, having gone mad from years of wandering the wasteland.


AFAIK the Silver Shroud was a radio show character and didn't get comics. I'm fairly sure Kent and the protagonist reminisce about listening to the shows before the war. In the radio show it's pretty clear that The Mechanist is a straight-up villain bent on ruling the Commonwealth with robots, and there's not even an allusion to having changed alignment at any point.

Well it's obviously not the same person, but there's also no different ideas to the identity. As per F4, the Mechanist in the radio shows is unequivocally evil, which means that the F3 Mechanist flat-out stops making sense.

It would have been effortless to keep to the established canon for The Mechanist character, but instead they opted to just flip it for seemingly no important reason. Hell, even if they'd done as you said they could and have him descend from good to evil then it could be argued that the F3 Mechanist only knew of the first few episodes when he was a good guy, but they didn't even do that. The character is unambiguously evil from the start. I'd understand if there was a reason, but there doesn't seem to be one past "we needed a villain for this DLC".


Fallout 4 discussion  @ 2016/03/16 11:17:17


Post by: Mr Nobody


Is anyone else on Xbox having a problem building settlements after a while? I'm onto building up my fourth settlement and the game seems to refuse building certain items before I've even reached the building cap.


Fallout 4 discussion  @ 2016/03/16 13:56:20


Post by: Dark Apostle 666


I haven't encountered any problems with multiple settlements, but I'm always a little cautious about using the gun glitch to exceed the build cap too often/by too much - wonder if that might be the case?

Strange that it's only certain items though - it's not a lack of resources, or that you're missing the requisite perks? Beyond that, I have no idea what could be causing the problem.


Fallout 4 discussion  @ 2016/03/16 14:11:27


Post by: A Town Called Malus


 Mr Nobody wrote:
Is anyone else on Xbox having a problem building settlements after a while? I'm onto building up my fourth settlement and the game seems to refuse building certain items before I've even reached the building cap.


On the PC I had a problem with this in Starlight Drive-In. Wouldn't let me build all of the different shops (no clothing shop option in the workshop, for example). It seemed to fix itself as they all re-appeared after a bit.


Fallout 4 discussion  @ 2016/03/16 16:26:44


Post by: Mr Nobody


I've ruled out resources and build limit. I've noticed the object seems to remain highlighted, like the game is experiencing lag.


Fallout 4 discussion  @ 2016/03/18 04:15:35


Post by: Shadow Captain Edithae





Fallout 4 discussion  @ 2016/03/18 07:26:30


Post by: Inquisitor Lord Bane


 Mr Nobody wrote:
I've ruled out resources and build limit. I've noticed the object seems to remain highlighted, like the game is experiencing lag.


I've been getting the lag all over, not just settlement building. But yeah, it is more buggy at certain settlements (I'm having issues at Hangman's Alley).


Fallout 4 discussion  @ 2016/03/18 13:30:07


Post by: grumpy_newenglander


As far as supply lines go...if I connect A to B, then B to C, I'm assuming A and C will share resources?

Is it best to have a train of supply lines (a-b-c-d-e, etc) so everyone can share? Or is there a better way?

More importantly, will excess food and purified water still deposit in my bench with supply lines active?


Fallout 4 discussion  @ 2016/03/18 13:57:55


Post by: Shadow Captain Edithae


grumpy_newenglander wrote:
As far as supply lines go...if I connect A to B, then B to C, I'm assuming A and C will share resources?

Is it best to have a train of supply lines (a-b-c-d-e, etc) so everyone can share? Or is there a better way?

More importantly, will excess food and purified water still deposit in my bench with supply lines active?


Yes. A > B > C > D is most efficient.
Yes, though people have said that you need to periodically empty the stockpiled water from the settlement workshop and transfer it to another container as there is a cap to how much will be deposited.

I went around the map in a giant ring working my way around the edges of the map, linking each Settlement to only two other settlements, therefore making the most efficient use of Settlers. If you look at this map of the settlements, you can sort of make a logical pattern.

Spoiler:

Starting at Sanctuary > Red Rocket. Then splitting off to begin a ring all the way around the edges of the map, eventually linking back together in the south.

Red Rocket . Abernathy Farm > Sunshine Tidings Co-op > Graygarden > Oberland Station > Hangman Alley > Egret Tours Marina > Somerville place and so on.

Red Rocket > Starlight Drive In > Ten Pines buff > outpost zimonja and so on.

They eventually link up into a ring somewhere near Murkwater.


Fallout 4 discussion  @ 2016/03/18 16:26:21


Post by: Dr H


grumpy_newenglander wrote:
...More importantly, will excess food and purified water still deposit in my bench with supply lines active?
Each settlement will deposit in it's own workbench, but will share with all connected settlements from what I can tell.
But if you want all your "spare" resources in one place, you will need to periodically visit each settlement and clear out the workbench and cart it back to where you want it. This shouldn't be necessary for building etc, if you have them connected; but I do this just so I have everything in one place for... reasons...


Fallout 4 discussion  @ 2016/03/18 16:30:19


Post by: Dark Apostle 666


Y'know, Murkwater is the one place I never made any attempt to build - I just scrapped everything and left it empty.
Partly that was due to RP reasons - who builds a settlement in a festering swamp, full of mirelurks, ferals and deathclaws? plus, although not a factor in-game, you'd have mosquitos, leeches, flooding, stuff would rust or rot... nasty.

Also, it's always been dark, gloomy, and either foggy or raining when I visited it, which is a little off-putting. I just don't see why you would live there if there was an alternative.


Fallout 4 discussion  @ 2016/03/18 16:50:04


Post by: Dr H


 Dark Apostle 666 wrote:
...who builds a settlement in a festering swamp...

They said I was mad to build a castle in a swamp, but I built it anyway... it sank into the swamp...
So I built another one... that sank into the swamp...
So I built another one... that burnt down, fell over, then sank into the swamp...
But the fourth one stayed up, and that's what you're getting; the strongest castle in these lands...

Any settlement that doesn't need to have settlers in (the ones that you can't move), I've stripped of everything.

And those that have settlers that won't move (however bad an idea it is to set up camp in their particular area ) have everything stripped and then the bare necessities built for their (meagre) protection; A wire fence to surround them, one gate, and a few turrets (that get added each time they are attacked), together with enough food, water, beds that they need.

However, now that I've reached the limit for my computer in Sanctuary hills, I'm now considering where else to build things. Top of the list so far is Graygarden and Finch farm; just because they have overpasses that can be built on...


Fallout 4 discussion  @ 2016/03/18 23:29:24


Post by: Dark Apostle 666


You know, if you're feeling particularly murderous, I'm pretty sure you can solve the stubborn settler problem with some judicious homicide...

Naturally, no use on the Longs at Sanctuary, but it worked for me when I got tired of Oberland Station getting jumped every five minutes! Basic rule of thumb seems to be: No name? Fair game!


Fallout 4 discussion  @ 2016/03/21 08:34:53


Post by: Conrad Turner


Really looking forward to Automatron dropping tomorrow. New weapons (Assaultron Head Gun?), Armour (Eye-bot Helm) and the ability to make robots for your settlements.

To me, that's almost worth the season pass on it's own, never mind the other two DLCs they've announced and the others to come.


Fallout 4 discussion  @ 2016/03/22 16:22:13


Post by: Shadow Captain Edithae


Looks like Fallout 4 has been installed on my steam account. Am I going to have to wait till Nexus Mod Manager updates to catch up?

Everytime F4 changes it seems to feth my game up and conflict with my mods, causing it to crash to desktop.


Fallout 4 discussion  @ 2016/03/22 17:50:27


Post by: BrookM


Jumped in and did a bit of a start on the DLC, so far quite fun.


Fallout 4 discussion  @ 2016/03/22 18:01:46


Post by: Tyr13


Bit short though.


Fallout 4 discussion  @ 2016/03/22 18:24:55


Post by: Shadow Captain Edithae


I am so fething sick of this game and its broken mods.

I've had to abandon my current save file with 14 hours of gameplay because the game was crashing when it tries to load the savefile. Thinking it might be caused by conflicting mods or having too many mods installed in Nexus Mod Manager, I deleted some mods I could do with out (Homemaker, Expanded Settlements, Spring Clean, Snap n Build, extra weapons and clothing etc). Then the game began crashing on startup. Now when I start a new game, lots of the options in the character generation menu are saying LOOKUP FAILED! One of the hair colour options, and ALL of the Extra's options (scars, makeup, blemishes etc).

This is probably approaching the 10th time I've started the game over again. I'm so fething sick of starting over and over and always playing in the same corner of the map in the northwest. I've only played maybe 6 hours in the last month, I've just gotten so damn fed up with it and having to spend an entire night fixing problems everytime I want to play.

It looks like I'm going to have to do a full reinstall of the game and scrub all the mods out of the Nexus Mod Manager.


Automatically Appended Next Post:
And I'm getting 10 frames per second on the main menu. It used to be 40.


Fallout 4 discussion  @ 2016/03/22 20:01:04


Post by: Wyrmalla


Welcome to Bethesda games... You must be new here.

If you can be arsed you could go through and clean all the registry files. I did that once in Skyrim over a bad cell in Riften. There's no point though as its a lot easier to just reinstall the game.

Oh, and just removing mods doesn't also fix crashes. You can load up a new character with no mods installed, on an install which did have formerly and still crash. Besides the registry changes your old saves can be the cause of crashes too. The game's saving system is broken (at least it was in Skyrim and the older games), to the point that there's mod out there which just handle saving.

Meanwhile I'm playing New Vegas. God Skyrim was such an improvement on that. Its annoying as hell that that game doesn't use shortcuts. That the whole the .exe's loaded is archaic (alt + tab? What's that? Yeah, I'll let you do that, buy only after I dump my cache). Stability wise it isn't completely awful, but damn, I aught to load that thing in a virtual desktop to stop the cascade failures on Windows 10.


Fallout 4 discussion  @ 2016/03/22 20:07:01


Post by: Shadow Captain Edithae


I've never had problems with Skryim. Though I havne't played it very much on pc (only as far as whiterun) and only have maybe 10 mods installed, vs the 30+ for fallout 4. Fallout 3 was atrocious even without mods, and I had to stop quicksaving entirely to keep the game running (annoying as im a compulsive quick saver). New Vegas was by FAR the most stable game for me, though I've done very little in the way of mods.

This is just fething infuraiting. I'm starting a new job tomorrow working shifts, so my free time is going to be cut short. I was hoping to spend a few hours trying out this new dlc, but instead I'm devoting an entire night to fixing mods, deleting superflous mods, deleting and reinstalling mods. If I try reinstalling the entire game, thats going to take several hours all on its own. And then it'll probably feth my mods up again.

Its happening so often that I'm playing Fallout 4 maybe one day a month, having to spend weeks psyching and hyping myself up for it, only to spend the night fixing things. And then I'm so fed up I don't play for another month.

I've had fewer problems playing Fallout 1 (meaning no problems), a game thats almost 2 decades old than i have with Fallout 4.


Fallout 4 discussion  @ 2016/03/22 20:08:34


Post by: BrookM


Still plodding through it at my own pace and..



Full suit of X-01 armour, mk. III at that? Do you want to come home with me? Do you want me to lovingly upgrade you and paint you white?

Yesssss.

Also, I love this new DLC character:

Spoiler:


It's a nice little take that on the whole "helping people" schtick that gets shoehorned into every game these days.


Fallout 4 discussion  @ 2016/03/22 20:24:10


Post by: Avatar 720


It's a nice little take that on the whole "helping people" schtick that gets shoehorned into every game these days.


I dunno, the "humans can only truly be helped by killing them off" line coming from a robot/AI is almost as cliché.


Fallout 4 discussion  @ 2016/03/23 00:04:15


Post by: gunslingerpro


Completed the whole DLC in about 5 hours. Took longer than I though as I had to manually download the DLC, which was odd. Love the new crafting elements and enemy types, definitely adds some more flavor to my now (mostly) institute/brotherhood less world.

On a side note
Spoiler:
Do all the robot mods unlock regardless of how you end the DLC? I went with the Charisma route and talked her down at the end, gaining her lair as a settlement). Also, is there a way to make Jezebel happy? She seems less annoyed with me now that she has a Mr. Handy propulsion system, but otherwise is just cantankerous as ever.


Fallout 4 discussion  @ 2016/03/23 07:09:42


Post by: BrookM


It's a bit on the short side, but the robot companion crafting system does make up for it. Weapon-wise, eh. I like the tesla rifle and the Assault-tron head as a gun is also fun, but nothing new or exciting in the end.

As for your questions..

Spoiler:
1. Yes, all mods you missed out on before will be unlocked by the end of the main quest.

2. Jezebel will remain as surly as ever, no matter what kind of body you give her, it's part of the problem with the Robo-brains.


Fallout 4 discussion  @ 2016/03/23 08:42:54


Post by: Conrad Turner


I don't trust her. I don't like her attitude, so I have done absolutely minimum for her.

Spoiler:
Robobrain chassis and arms, Protectron legs. No armour anywhere and no hands. This means minimal damage if she turns on me, and if she doesn't - well, I can always upgrade her later.


Fallout 4 discussion  @ 2016/03/23 09:52:54


Post by: CthuluIsSpy


 Shadow Captain Edithae wrote:
I am so fething sick of this game and its broken mods.

I've had to abandon my current save file with 14 hours of gameplay because the game was crashing when it tries to load the savefile. Thinking it might be caused by conflicting mods or having too many mods installed in Nexus Mod Manager, I deleted some mods I could do with out (Homemaker, Expanded Settlements, Spring Clean, Snap n Build, extra weapons and clothing etc). Then the game began crashing on startup. Now when I start a new game, lots of the options in the character generation menu are saying LOOKUP FAILED! One of the hair colour options, and ALL of the Extra's options (scars, makeup, blemishes etc).

This is probably approaching the 10th time I've started the game over again. I'm so fething sick of starting over and over and always playing in the same corner of the map in the northwest. I've only played maybe 6 hours in the last month, I've just gotten so damn fed up with it and having to spend an entire night fixing problems everytime I want to play.

It looks like I'm going to have to do a full reinstall of the game and scrub all the mods out of the Nexus Mod Manager.


Automatically Appended Next Post:
And I'm getting 10 frames per second on the main menu. It used to be 40.


Don't worry, mods will- ooooh wait.


Fallout 4 discussion  @ 2016/03/23 13:12:50


Post by: BrookM


You mod it until you break it, that's the general rule.



Fallout 4 discussion  @ 2016/03/23 14:12:41


Post by: CthuluIsSpy


 BrookM wrote:
You mod it until you break it, that's the general rule.



And then you mod it to fix it back.
Just like what a mek would do


Fallout 4 discussion  @ 2016/03/23 22:22:57


Post by: Dr H


Speaking of mods, I've just added a few more:
First though, I have removed Settlement Supplies Expanded; It's largely unsupported/incompatible with other mods, has a reputation for corrupting saves (although I've not had a problem), and has apparently been abandoned by it's maker.

So I'm "left" with the following:
Vivid fallout landscapes - makes the ground nicer and uses less graphics resources.

Improved maps with visible roads - does what it says on the tin.

Ponytail hairstyles - because I wanted a longer ponytail.

Armoursmith extended - make unique clothing (although I've not explored this yet...)

Snap 'n' build - nice buildings for settlements that snap together.

Craftable glass stuff - for windows.

Rags of the old world - many flags, but I only got it for the Union Flag and St George's cross.

Craftable ramps and rails - for ramps.

and to these I've now added:
Settlement keywords - means all compatible mods are sorted nicely in the menu. One of the main reasons that SSEx is out.

Homemaker - Compared to SSEx this is more stable, more compatible, has all the same items... and more.

OCDecorator - This was the push for this wave of modding; it lets you place all the little items that you can pick up and pins them in place like everything else in your settlement. No more finding things knocked over by Dogmeat or other settlers walking past.

Atom bomb pinups - because... pinups.

1x1 craftable foundation pieces - like the usual concrete foundation, but 1/4 the size.

Craftable pillars and support braces - to support overhangs.

Craftable tall walls and spacers - to fill the gaps left when not using a floor between walls.

Window, floor and roof boards - odd scraps of wood and metal to cover over holes and to add scatter to the settlement.

Craftable floor patches - more scraps of wood and metal.

OSHA unapproved safety signage - more signs and safety posters.

Now I just need to free up some space in Sanctuary hills to be able to add all this clutter...

In the mean time though, I think I'm going to be building up *edit* Finch farm. I had some spare people over in the slog (which is where I have a beacon to draw in settlers in a controlled way, and Sanctuary has 26 people so the beacon there doesn't serve a purpose any more) and needed to send them somewhere. I wanted to build up on the overpass so everything came together that I needed more beds at the farm for the extra people and had no room for more beds in the little hut that was already there.

So their sleeping arrangement has become part of a structure that reaches up to the overpass... and because that became quite a large build I decided that that was a sign I should be building there. Plans are afoot...

But I am currently wandering the wasteland looking for places I have not seen before, and using this as an opportunity to up my affinity with all the followers that I've been sending off to the castle (to get them out of the way).

So far, I've maxed out MacCready, Curie and Nick Valentine, and I'm travelling with Cait (who I've just cured). Maybe I've just been lucky with those as the affinity has not been as hard (or take as long) to increase as I had imagined.

I even got the first stage of conversation with Codsworth and I've not travelled with him once. He does still live in Sanctuary where I do all my modding of weapons and armour though.


Automatically Appended Next Post:
AND, my new favourite console command is "modpos" together with "modangle".

Great for getting things into just the right place when all other tricks can only get it so close.


Fallout 4 discussion  @ 2016/03/24 23:28:01


Post by: 2BlackJack1


Well, has anyone made some cool creations? I'm working on a sentry bot by the name of Tiber who will either have a minigun and some melee weapon, or I'll give it twin miniguns, I'm not sure. Something lethal and messy, but the sky is the limit with that attitude.


Fallout 4 discussion  @ 2016/03/25 00:08:59


Post by: Nostromodamus


I found that if you left Curie as a Mr. handy, you can modify her at the robot workstation.

No such luck with Codsworth though.


Fallout 4 discussion  @ 2016/03/25 00:13:19


Post by: Ustrello


Even though the DLC was a bit short I did like it, the robots are an interesting new wrinkle to the game and I do love having my fully upgraded skull faced sentry bot roaming around with me.


Fallout 4 discussion  @ 2016/03/25 00:26:02


Post by: 2BlackJack1


Spoiler:
If you go to fight the Mechanistic as the silver shroud (IE in costume) there is special dialogue I found. Although the Mechanist Armor is so much better, so I'm using that now.