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    Fallout Lore | What made cows and chickens adapt compared to other farm animals? Additionally, why did horses die out so quickly?

    Fallout Lore | What made cows and chickens adapt compared to other farm animals? Additionally, why did horses die out so quickly?


    What made cows and chickens adapt compared to other farm animals? Additionally, why did horses die out so quickly?

    Posted: 13 Sep 2020 06:11 PM PDT

    In Fallout, Brahmin and Rad Chickens seem to be the only domestic animals left (with the exception of cats and dogs) with brahmin having evolved from pre-war cows, growing a second head and a mutated udder with loss of fur and being seemingly stronger to their pre-war counterparts, and rad chickens seemingly devolving to be smaller, lose most of their feathers and atrophied wings. So what happened to everything else? What's happened pigs, sheep, goats, and most notably horses, who arguably had the most uses out of them all?

    submitted by /u/Hive_Mind12
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    How do the Institute - scientists - justify their belief that synths do not have freewill despite synths frequently displaying freewill?

    Posted: 13 Sep 2020 04:24 AM PDT

    Synths display freewill so frequently that the Institute has a procedure of resetting them when they have emotional outbursts or other displays of freewill. If the institute has a whole procedure in place for displays of freewill, how do they continue to justify their belief that they have no freewill?

    You would expect that scientists, when presented with reoccurring observable events, would probably alter their beliefs.

    submitted by /u/Necromage_
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    State of nuclear war technology in fallout?

    Posted: 13 Sep 2020 06:19 PM PDT

    So the power and function of atomic bombs in fallout is confusing to me. The radiation seems to be the greatest hazard like in the real world but it stays around and disapates slowly. And (according to lonesome road) the warhead doesn't detach from the rocket so how do fallout nukes work and what is their type?

    submitted by /u/Ulysses698
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    Why is everything so messy?

    Posted: 13 Sep 2020 11:37 PM PDT

    In fallout the nuclear war of 2077 no doubly make a huge mess, but why is EVERYTHING a mess? In fallout 4 you see plenty of habited places and no one ever thought "We can't live in this filth". Diamond city is full of trash and scrap. Their surrounding areas are not even cleaned up or barricaded in any way which would be easy with the number of material around.

    In Fallout: New Vegas you see Freeside which is a mess all around but habited buildings are clean, the Kings, Silver Rush, Atomic Wrangler, and so on. But The Strip as a whole is clean, granted only the wealthy live there and a few pass holders. In Novac you also see the same trend. A mess all around but clean in the common area. Prim? Same thing, it's clean except the rollercoaster that cannot be removed by the inhabitants or the school in Goodsprings that no one cares about. The Mohave who looks to be more hit due to the small population and more dangerous lands does better than the Commonwealth.

    It raises the question for me. Do people just not care or is it more of a design feature than lore.

    1st post here TL:DR Why is fallout so messy, is it a design feature or lore?

    submitted by /u/gamerfun1
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    Can Anyone Tell Me If These Ideas Are Lore-Breaking?

    Posted: 14 Sep 2020 12:47 AM PDT

    Hello Reddit

    A project of mine recently has been developing a large-scale Minecraft world that, with mods, very nearly recreates the feeling of a Bethesda era fallout game. This includes combat, exploration, dialogue trees, quests, custom characters, etc.

    For the sake of stories, I'd like to run a few concepts past the community for things I'd like my game to have, and I'd like them to be curated. I'd like this new experience to be as lore-friendly and respectful to the parent title as possible.

    The year is 2279, four years before Fallout: New Vegas

    The setting is Arizona. Story elements are largely focused on showing a wasteland that is much more tribal and unorganized than out west, and concerns the absorption of these tribes by Caesar.

    Things that exist:

    - Generation one and generation two Super Mutants, living together in 2279, with references to the death of The Master and the super mutant migration east following the destruction of the Unity.

    - The Followers of the Apocalypse are present.

    - The NCR is present in small numbers as an expeditionary force.

    - Secluded Brotherhood Installations.

    - Pre-War Enclave bases (abandoned)

    - A talking Deathclaw, as seen in Fallout 2

    - References to The Institute

    PS. In one of the quests, you work with the Followers to re-engineer FEV to negate the severe mental impairments and aggression of generation II super mutants, allowing them to live more peacefully with surrounding tribes. Is this even possible? I guess anything is possible because the lore changes every time a new game comes out, but does anyone have a potential in-game description I could steal for how this works? I'd appreciate it.

    PPS. I'm not attempting to self promote here. I'm just a very engaged Fallout fan who'd like to produce something for myself and maybe a niche group of internet users.

    submitted by /u/CadetriDoesGames
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    Did the institute ever use synths as test subjects in their FEV program?

    Posted: 13 Sep 2020 01:40 PM PDT

    I was playing FO4 again and while getting the serum for Virgil it crossed my mind that testing FEV on humans was not only unethical (not like the institute cares about that anyway) but also expensive. If they were to capture every single subject wouldn't the price of synths lost in capture missions add up, not to mention the waste of materials if the subject responded to FEV negatively? So why go through all that effort when gen 3 synths are practically biologically identical to humans.

    You could just make a random synth, expose it to FEV and observe the results. Which leads me to another thought, if all commonwealth super mutants originate from the institute and if the institute used synths as test subjects could most commonwealth super mutants originally be synths? Surely people would fear the institute much more as the people who stole away hundreds maybe even thousands of people to inundate the wasteland with super mutants rather than the guys who once in a blue moon kill and replace someone as a synth.

    The fact is that there are far more super mutants than synth replacements out in the wasteland, this could be a case of people misattributing all disappearances as people getting replaced as synths while in reality only a fraction are when most were turned into mutants. Or, the institute created the swarms of super mutants with synths, somehow the FEV transformation destroyed the synth component or made it irrecoverable, and the reason the institute isn't "the boogeyman who steals people away and turns them into mutants" rather than "the boogeyman who replaces people with synths" is because they stopped using real humans and instead made the mutants with synths.

    It just doesn't make sense to me that there are hundreds of super mutants which came from the institute, and if it took hundreds (maybe more accounting for failed test subjects) of people to make those mutants why aren't there hundreds of missing people? Wouldn't people realize that if people were suddenly disappearing and now all these super mutants are roaming around that the missing people were likely turned into mutants? But if the mutants were synths then it would make more sense; hundreds of people didn't disappear and the mutants just showed up because no real people were needed.

    submitted by /u/Alkandros_
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    Are tactical vests lore friedly armor?

    Posted: 13 Sep 2020 07:28 AM PDT

    As the title says, are tactical vests cannon? Did military used anything other then combat armor?

    submitted by /u/The_Enclave_
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