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    Friday, March 13, 2020

    Fallout | "We love mods, and so we are 100 percent committed to doing that in 76 as well" ~ Todd Howard

    Fallout | "We love mods, and so we are 100 percent committed to doing that in 76 as well" ~ Todd Howard


    "We love mods, and so we are 100 percent committed to doing that in 76 as well" ~ Todd Howard

    Posted: 12 Mar 2020 12:07 PM PDT

    On Jun 11, 2018: Todd Howard said "We love mods, and so we are 100 percent committed to doing that in 76 as well".

     

    That was 640 days ago.

     

    submitted by /u/Sparxx_Interface
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    What I hate about new vegas

    Posted: 12 Mar 2020 08:40 PM PDT

    Is that you can't go back to mojave not until the completion of the main quest of each dlcs. Every dlc of fonv is amazing and actually deep, don't get me wrong. But this idea grinds my gear. Its fun to explore zion and big empty but after 3-4 hours straight, I am already burned out of the place and I am itching to go back to mojave for some reason(I want to see my companions, play some caravan, change weapons, etc). But I can't. Now I have no choice but to rush the main quest just to do so. Also, in honest hearts, once you beat the main quest, you are unable to do the rest of the side quests at all. Meaning, if you want to see all of what the dlc has to offer, you are forced to do everything in one go, no breaks at all. Which is kinda tedious. You know what im saying? I want to explore and complete everything at my leisure, i mean, i want it to when im bored on mojave, i'll do some side quests in zion, vice versa. Not ONE STRAIGHT "play everything" on zion then its done. Perfect example is lonesome road which I can go back and fort as I pleased. I liked that DLC a lot.

    submitted by /u/Rightsizer
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    A Wasteland Creature That I Wish Would Have Been In Fallout 4.

    Posted: 13 Mar 2020 12:28 AM PDT

    Okay, so there are plenty of disgusting mutated insects in Fallout 4, from the Bloatflys and Bloodbugs, to the Legendary Deathskull Radscorpions out in the Glowing Sea. But why are there no actual gigantic mutated spiders in Fallout 4? Imagine exploring one of the numerous mostly abandoned subway stations, and you hear something rustling in your vicinity, you look around, nothing, then you look up, and in the middle of giant webs is a giant frickin mutated Huntsman Spider! 🕷 Unlike the ground bursting radscorpions, these Wasteland predators just quietly wait for you to approach, and if you step into their webs covering part of the floors, you alert them! Additionally, if you walk through their webs, your movement speed would be significantly reduced, adding to your panic! This would seem like one he'll of a scary enemy, especially if you're an aracniphobe. Also, if there were spider hatchlings that emerged (similar to what Mirelurk Queens and Giant Hermit Crabs do during combat), that would just be incredibly, well, creepy. Alright, that was my insomniac rant.

    submitted by /u/MegatonsSon
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    How do you rank all the DLC and why?

    Posted: 13 Mar 2020 02:41 AM PDT

    1) Far Harbor: I love the location, the factions, and all the writing. It's better than the base game imo.

    2) Old World Blues: I've always loved the goofier fallout moments so a bunch of floating brains ranting at you is pretty funny. Plus Richie Marcus likes balls

    3) The Pitt: somehow Bethesda made a place more dreadful than the Capital Wasteland full of slaves, red dog, and trogs. By the end of the DLC Asher was one of my favorite NPCS in the series.

    4) Broken Steel: It was just nice continuing 3 post-purity and being given a glimpse on how the Wasteland had changed

    5) Point Lookout: Fat Harbor but with a creepier atmosphere and incest. What's not to like?

    6) Lonesome Road: Ulysses is fucking annoying but the atmosphere and location are top tier

    7) Automatron: I loved ADA and the Mechanist. Plus building nonsense robots is super fun

    8) Nuka World: Heres where we start the "okay" DLC. It had some fun characters and locations but of you didn't side with the raiders then you wasted your money.

    9) Vault Tec: I like settlement building and I like vaults. Match made in heaven, right?

    10) Mothership Zeta: aliens are cool, I guess. I liked the companions at least. Plus it had some neat lore

    11) Operation: Anchorage: it felt a little shallow but considering it might be the closest thing to seeing the war unfold, I'll take it.

    12) Dead Money: Personally I didn't find the companions, the villain, or the location very interesting. The only thing that saves it from being last is the cool enemies and lore

    13) Honest Hearts: ugh...hate me if you will but I hated this DLC so much. In fact it's the only one i haven't completed 100% because it's that boring. A pretty boring location, a boring plot, boring NPCS, and aside from that one journalist guy there isnt anything really interesting. I wanted to like Joshua Graham but even he was a let down for me. Plus, I've always hated the whole tribal thing going down on the West coast.

    14) all the workshops and the courier's stash. They dont really even count but I still feel the need to put them on the list somewhere.

    So then, your thoughts?

    submitted by /u/Aurora_Vorealis
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    I think I know why the institute lost despite their huge technological advantage

    Posted: 12 Mar 2020 10:42 AM PDT

    So obviously synths have superior reflexes and firepower, hell a courser can clear out a building of gunners, they should be completely untouchable right? I think despite this the Institute loses because they have no understanding of military strategy.

    They admit themselves that they're all scientists, the very idea of a non-scientist as their head is unthinkable to them, even Father recognizes how this is a weakness. They have no one who has any conception of military strategy, logistics, tactics, etc. presumably a courser has a stronger understanding of how to take out enemy combatants, but they're not the ones making decisions.

    It seems that their only solution for enemy combatants is to thrown synths at them until the problem is destroyed. The only man with any sort of combat expertise is Kellogg, and he's not any sort of leader. They have the numerical superiority, with the right plan of attack they would be able to overtake the castle, or Boston Airport, but they can't without your help. The NCR showed at helios one that with superior numbers and military leadership the brotherhood can be pummeled, but the Institute doesn't any of the second.

    As soon as the institute itself is exposed to outside force and put on equal footing with the minutemen, the brotherhood, or the railroad, it's a goddamn route. They never thought to have any kind of contingency plan if there was ever discovered a way into the institute? Or if there was a mass synth uprising? I get that part of it is thinking they're untouchable, but I also think someone entirely focused on science wouldn't consider such things.

    Thoughts?

    submitted by /u/pmmeyourpossums
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    Why isn't there a alien blaster speech option with Cabot?

    Posted: 12 Mar 2020 01:52 PM PDT

    So in fallout 4 there is a quest called special delivery, where you go to the Cabot's house and talk to Jack Cabot who believes in aliens. It is already well established in the fallout universe aliens exist, so I was thinking "Why can't I show Jack proof of aliens with the blaster as a option avalible after obtaining it, fallout likes little details with speech options so why isn't there a speech option for it?"

    submitted by /u/Kitsunethekid
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    I need help with Fallout 4, I honestly have no idea how to fix this

    Posted: 13 Mar 2020 04:13 AM PDT

    I was trying to do the Institutionalised quest and just want along with what Father was saying, I didn't want to be his enemy. I went back to the railroad and they all hated me, turns out that I accidentally joined The Institute. Ive spent the last few hours trying all sorts of console commands and nothing lets me go back to the last quest, is there any command to start the Molecular Level quest again?Sorry if I rambled I'm just frustrated, I don't want to have to redo 1/3 of my time playing the game

    submitted by /u/FlamingPenguinFeet
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    Fallout theory: The ultimate villains of the series

    Posted: 13 Mar 2020 04:13 AM PDT

    Before I begin, this is a heavily speculative fan theory. However, I will be using evidence from the games to build my points on. (May contain spoilers for FO4 and New Vegas)

    From the time I first started playing fallout 3, I was slightly perplexed by one thing. If this is hundreds of years after the bombs hit, why hasn't human civilisation returned? Chernobyl managed to return to its natural state only 20 years later, and whilst that's barely a fraction as catastrophic as worldwide nuclear annihilation, you'd have thought that some semblance of human society would have come back. Radiation doesn't last nearly that long (it "decays" after a certain point) and yet it's still going strong.

    But then, as I explored more and more terminals in the game, I found something very interesting. The world before the nuclear apocalypse wasn't exactly a utopia: the things that vault etc were doing with the approval of the US government is the most obvious testament to that fact, and if they were allowing Vault-Tec to do these awful things, one can only imagine what other horrors the government and private corporations both had in store for their citizens. And then it hit me. The reason why the radiation hasn't decayed, and the reason why society hasn't come back, is because someone doesn't want it to. There is a cabal, an organisation so secret that not even the institute or the Enclave know about it, that operates throughout the entirety of the USA, constantly manipulating events so that society doesn't come back and repeat the horrors of the past. They also are responsible for replenishing the radiation sources so they don't decay. And the more I play these games, the more convinced I become.

    Every single time society starts to make a comeback, some mysterious, "anomalous" event happens to stop it. Take the failed Commonwealth Provisional Government in Fallout 4. That looked like a promising start to negotiations, until a synth from the Institute sabotaged the whole thing and destroyed it. The weird thing is, the Institute claims to have absolutely no knowledge of this event; they had no issue with the CPG. So why did their synth go AWOL? A simple glitch perhaps? Or evidence of someone far more sinister at play?

    And then we move on to New Vegas:Lonesome Road. Despite the roadblocks, it seems that the US is not entirely immune to new governments rising up. Caeser's Legion, the NCR and the mysterious location in the Divide where Ulysses lived in, all show signs of the start of new societies. And yet, Ulysses' hometown is destroyed by the launch codes brought to the location unknowingly by the Courier. Question: Who, out of the blue, sends the Nuclear launch codes to a thriving community in the hopes that they'll blow themselves up? The game never answers this critical bit of info. And finally, we move onto the NCR and the Legion. In turns out that Ulysses is intent on destroying both of these civilisations, because he believes they are corrupt. I don't think he knew he was working for this Cabal that rules the US, but I do think they manipulated him into become their asset in the hopes he would do something that would do their dirty work for them and stop these governments before they had a chance to repeat history.

    If they ever made a final fallout game, I think these guys should be the villains. They could be exposed and destroyed, giving society the chance to rebuild, or they could be helped by the player to last forever, meaning the US and the world will constantly be stuck in this purgatory whilst they live, comfortable and safe, in their towers and vaults in some remote part of the USA...

    submitted by /u/knightfluttershy
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    what happens to NCR-allied Khans in an independent New Vegas?

    Posted: 12 Mar 2020 07:57 PM PDT

    So I'm replaying NV and have been in the process of establishing alliances between the NCR, Brotherhood, Enclave, Boomers, and Great Khans against the Legion. I assassinated Papa Khan and had Regis installed as the Khans' leader so that they'd bend the knee to the NCR, but my objective is to complete No Gods, No Masters for an indie Vegas, not for the NCR.

    My question is this: what will happen to the Khans? I've looked up the potential endings for their faction, but none of them say what happens in my combination (Regis led, NCR-allied, independent ending). Can anyone shed some light on what I should expect? It'd be a bit odd if the developers didn't consider that players would take this route?

    submitted by /u/Art_Deco_Dalek
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    [Spoilers] Did the Vault Dweller complete his journey with only a vault suit?

    Posted: 13 Mar 2020 01:50 AM PDT

    In the last cutscene of Fallout 1, we see the vault dweller walking away after being exiled from the vault. Do you guys think he destroyed the unity with only a vault suit? I've beaten Fallout 1 on normal and it was difficult for me even with power armor. I can't imagine how incredibly badass the Vault Dweller must be to beat the Master and Lieutenant without instantly getting one shotted by a plasma rifle. He must truly have 10 luck and 10 agility/high armor class to complete his journey with only the vault suit.

    Another thing I want to talk about is the gun he has on his holster. Is that Big Iron on his hip? It looks like a .45-70 Gov't revolver, a gun that isn't playable in Fallout 1.

    submitted by /u/jimmycm123
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    Anyone know the best place to get fusion cells in 4?

    Posted: 12 Mar 2020 01:56 PM PDT

    No glitches

    submitted by /u/GoldTarrStuff
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    I need help with launch fallout 3

    Posted: 13 Mar 2020 02:03 AM PDT

    I just download fallout 3 goty edition and it won't launch. I'm on Windows ten with all necessary hardware requirements and have follow this guide but to no avail. It just won't launch. Please help, I love fallout 3 and was ecstatic to play it only to be let down.

    submitted by /u/Kaz775544
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    Question about Fallout Lore concerning the Before, during and after the Great War (May contain Spoilers).

    Posted: 12 Mar 2020 10:06 PM PDT

    First I would like to say that I am new to the Fallout series, Fallout 4 right now being my first, that said, I really want to know more about the lore but many searches I do seem to come up with fan made things and conspiracies and such or is labeled non-canon.

    What I really want to know is what Vault tech actually gained from its Vault experiments?

    What actually did they do with the results and if they actually went to space?

    and if they did go into space, does that mean the Enclave are in space stations above still monitoring the planet and searching?

    Also what is with the Institute?

    I always wondered if the Institute was an off branch created or founded by Enclave members who did not want to be apart of what the Enclave was becoming and so left to start their own research experiments since both the Enclave and Institute seem to use shadowy methods and high lost technology.

    also wanted to know but do not know how to ask this without sounding weird or creepy, but wanted to know if half breeds were around as well, like a Death claw male found a human female and took her as his mate (With radiation anything could be possible), but want to know if lore had that (like how the Elder scrolls mentions half breeds but you never or rarely see them in game).

    and finally for now, what is up with the house cats? been through many areas of Fallout 4 and never once seen a mutated, radioactive, feral cat anywhere, only the normal looking house cats, yet dogs of many types are around from domestic pets to mutated and radioactive monsters, are the cats immune to radiation or are they the smartest animal in the world?

    submitted by /u/He6llsp6awn6
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    Is there a PS4 mod to make Fallout 4 settlers more intelligent?

    Posted: 12 Mar 2020 07:00 PM PDT

    These settlers cannot tell left from right! They don't go up or down the stairs properly (usually they just stand in the way of the stairs), the guards just stand there gawking around instead of staying or at least going to their posts, and none of the settlers can even go through a door, they just stand close to the wall trying to go through! None of the vendors are in the shop! Only thing they do that makes sense is that they go to the bar and restaurant at night, and all they do is stand around looking at paint dry! I'm telling you right now, I've seen more intelligent NPCs in Elder Scrolls IV: Oblivion! So I ask you guys, any PS4 mod that will make these settlers smarter? Please help, their low intelligence is really starting to ruin my immersion to this game.

    submitted by /u/TheJewishBagel44
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    My idea for the gunners

    Posted: 12 Mar 2020 03:21 PM PDT

    Like everyone else on this subreddit I know that the gunners were a let down in fallout 4. I think they should have been a playable faction similar to the minutemen

    This way they could also have gunner settlements (mass pike interchange, hub city auto wreckers) as well as regular settlement quests to squeeze them dry of caps - maybe the castle too?

    The brotherhood rank system could also be implemented with gunner armour paint jobs and gunner armories

    Finally, the gunners could also either side with or destroy the institute - all for lovely lovely caps!

    Maccready might have to be rethought or maybe there could be another gunner companion and I'm not sure how'd they'd work with the railroad or brotherhood

    Any good points? Any glaring problems? Read all this before from some other disgruntled fallout 4 fan? Let me know :)

    submitted by /u/WheatAMinute
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    Writing a book about nuclear apocalypse

    Posted: 12 Mar 2020 04:52 PM PDT

    I am writing a book about a nuclear apocalypse and I am having trouble thinking of a name for some of the major cities and factions. It's based in Chicago. Looking for anything.

    submitted by /u/TheChubbyone1
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    Forward Operating Base Calypso

    Posted: 13 Mar 2020 01:33 AM PDT

    Congratulations your Vault Tec Vault experiment has been approved by the board, what are the details of this project?

    Posted: 12 Mar 2020 12:50 PM PDT

    Your a vault Tec employee whom submitted their proposal for their own vault experiment, what exactly would that experiment be and on what vault?

    My vault - Project rebirth -

    • Vault 441 - Location - North Georgia -

    This Vault will test the effects of darkness and noise dampening while various different subliminal sounds are played throughout different areas of the vault including each persons room for a larger range of results. The vault will be nearly pitch black with very dim warm yellow lights spread out sparsely throughout the vault. The entirety of the vault will be heavily sound proofed and padded to be nearly 100% silent, with all objects capable of sound are removed so things such as blankets, soft clothing, etc will be allowed. Various barely audible sounds will be played over different areas in the vault at randomly selected times with the sounds ranging from quiet affirmations, awful hateful curses, beautiful piano/string pieces, and plain old white noise. After two generations the lights will turn back on and the vault door will open. Then the inhabitants and the new generation will have to try and navigate the outside world.

    submitted by /u/Riku4441
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    Shockingly similar

    Posted: 12 Mar 2020 12:07 PM PDT

    I noticed while beating the game (with the brotherhood) that the final scene when you destroy the institute bares a shocking resemblance to destroying Megaton in fallout 3. Was this meant to be a throw back, or was it just a coincidence?

    submitted by /u/fl4bb3rg4st3d
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    Open Season after Power Play??

    Posted: 12 Mar 2020 06:53 PM PDT

    I just finished Open Season after doing Power Play. Can I still get the Minutemen ending?? Or do I have to pick a different faction now?

    submitted by /u/waltiewhite
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    Super-rich jet off to disaster bunkers amid coronavirus outbreak | The Guardian

    Posted: 12 Mar 2020 07:35 AM PDT

    It's been a while.

    Posted: 12 Mar 2020 06:28 PM PDT

    How do I use stores in settlements, like making caps and do they get their own supplies or do I have to provide?

    submitted by /u/micro_spaghetti
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    “The Dig” in Fallout 4: shenanigans

    Posted: 12 Mar 2020 01:05 PM PDT

    -Delete if not allowed, I have a short (frustrating) story from my time in the dig recently

    -Veteran player, 90000th playthrough, collecting power armor frames out of habit

    -Know there's a power armor suit in the Dig

    -Quickly rush through quest/dialogue to get the robot "Sonya" to help me break open walls and ultimately collect power armor

    -Finally have power armor, missing one arm, one leg and helmet, decide why not finish quest, continue through the Dig, minus helmet light

    -total darkness, annoying mirelurks everywhere, total darkness

    -Fail to get "perfectly preserved cake"

    -Not a quitter, must finish quest and add power armor to 90000th collection

    -Final wall, Sonya glitches into oblivion

    -Wall is impenetrable

    -Still not a quitter

    -Back track through total darkness, fail to get "perfectly preserved cake" again

    -Exit the Dig, re enter the Dig to unglitch Sonya

    -Back(back)track through the dig, still total darkness, fail to get "perfectly preserved cake" again again

    -Finally finish quest, loudly curse at incomplete power armor set

    submitted by /u/LantzInSpace
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