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    Saturday, September 19, 2020

    Fallout | Why can’t we smoke the cigarettes and cigars we find in the wasteland?

    Fallout | Why can’t we smoke the cigarettes and cigars we find in the wasteland?


    Why can’t we smoke the cigarettes and cigars we find in the wasteland?

    Posted: 18 Sep 2020 07:03 PM PDT

    I don't know why but it really bothers me that the cigarettes and cigars we can pick up are considered misc/junk items that we can sell and not aid items that we can consume. Like we already have chems/drugs we can consume, why can't we do the same with cigarettes and cigars?

    submitted by /u/SuspectIsDown
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    Some tweaks I would do to make the Institute a better faction.

    Posted: 18 Sep 2020 02:49 PM PDT

    I think the Institute could still fulfill its role in the plot and world but would make more sense as an organization with just a few tweaks, mostly to some of its motivations and dialogue, generally centered around making them less evil but still bad and deeply misguided.

    1. Motive: One idea that's sort of in there but not explicit enough, is that the Institute believes Humans aren't strong enough to survive. This would explain why they were working on the Cybernetic Enhancements they gave Kellogg, why they used FEV to make mutants, and why they stated making Gen 3 synths. This is a motive very similar to that of The Master from Fo1, who thought humans couldn't survive the wasteland. Plus, if they had a clearer theme, then it would be satisfying to prove them wrong by showing what humans were able to accomplish, and showing them the Minutemen rebuilt and defending the Commonwealth as a testament to the human spirit.
    2. The Super Mutants: It's weird how many Super Mutants there are given that theoretically the Institute would have had to kidnap every single one of them when they were human, and then release them all into the wild for reasons unclear. The Institute should also have known they were violent and dangerous, so their decision makes even less sense. So, the change I would make would be this: They tested the FEV on raider camps. They didn't know how well it would work, so they tested it on Raiders because they figured if the raiders died then, hey, they were just raiders, they should've been killed anyway, and if the FEV did work, then they could just send in some synths to clean up the survivors, perform some autopsies, and refine the strain. This would explain the large numbers, since there were a lot of raiders and they would've been tested in groups, and the violence, because they were violent already, and since 2 and NV had smart, non-violent super mutants, it's a little lazy to just say they're bad because they're mutants. (You can say the vault 87 strain was bad, but there's no reason the Institute wouldn't have had its own strain.) All you'd actually have to change in the game is have maybe a couple more nice mutants who were collateral damage when the raiders got hit (you can say they're still a little off but not totally evil), and give the SMs some occasional Institute weapons, to show that they fought some synths.

    (Yes, I know they're there for gameplay reasons, but I think you could write them in more convincingly)

    3) Synths: I think the Synths-are-Slaves thing is a little simplistic, given that the Institute has the whole "Mankind Redefined" thing going on, and especially under the slight rewrite I'm doing. They also already have Gen 2's, which are pretty intelligent, and can easily fulfill the worker role. Instead, the Gen 3's really should be an attempt at creating sentient life, that could one day be even better than humanity. Except, I think the Institute should be really paranoid about them, almost as paranoid as the rest of the commonwealth. The Broken Mask incident, which seems to have been the first time a Gen 3 was tested in the outside world, resulted in many innocent people getting murdered when the Synth malfunctioned, and I think that this should have effects on both the Commonwealth and the Institute. The scientists there still believe in the project, and are always trying to improve the design, and make them smarter and more human, but are still very worried about glitchiness and the general unpredictability that comes with that humanity, and this carries two risks for the synths. First, if they do glitch, the Institute will very quickly have them destroyed, and second, they may be destroyed once they become obsolete. This would give them a very solid motivation for them to try and flee the Institute, thus justifying the existence of and conflict with The Railroad, but also justifying the Institute hunting them down, since they genuinely believe that a rogue synth could be a danger to anyone around it. Whether the Synths are people and have a right to live would still be a core point of contention. Coursers you could justify as having significantly reduced emotional functions, which reduces the risk of them glitching or going rogue, thus allowing the Institute to give them significantly enhanced physical strength and agility, while also making them less likely to sympathize with any rogue synth they are pursuing. There could still be Synth infiltrators, but they would only be used under special circumstances, such as taking over Diamond city, and when certain experiments need to be done, like at that farm at the sewage treatment plant. You could also maybe give them a policy of only replacing bad people with synths, since the farmer was noticeably nicer after he was replaced, and you could say Murphy was corrupt, but that might make them a little too nice.

    4) Tech: This is less of a story thing, but I think they should have somewhat better tech than they do. At least comparable in most areas to OWB level stuff.

    - It would be cool if they could do some form of weather control, especially if they were the ones who created radstorms in order to mask their movements; if everyone's hiding inside, it's easier to move around. No one else does whether except one big MT facility and the Brotherhoods sand blowers (and you with fireworks in one of the workshop add-ons), so it would be a good niche for them to move into. It would also tie into Tinker Tom's theory that the Institute controls the weather.

    -edit: Also maybe some crops not found elsewhere, like normal un-mutated fruits that they were working on making survivable in the wasteland, to go along with the terraforming. It'd be fun to get to eat a normal apple.

    -Their weapons should be stronger, everyone knows this, everyone else has already commented that it's weird that they have spent 200 years creating a worse laser gun. I think instead of laser guns, they should have LAER/Pulse Rifle style electrical weapons that are specifically designed to use against synths, and have the added bonus of working well on power armor, making them more of a threat to both you and the Brotherhood. A sonic weapon would also be nice, though one more grounded that the OWB one, that mostly sticks to vibrations that penetrate through armor.

    -Some form of power armor, like the kind in the concept art, it could maybe even self destruct upon the operator's defeat if they didn't want you to get your hands on it too early.

    -Maybe some form of energy shielding/photonic resonance barrier, maybe in the armor, but at least used somewhere. It's in use by less advanced factions, so if they're the most advanced they should have it. Even though they seem to have found that blast doors work fine. And are less easy to fry. So maybe that's an improvement.

    Anyway, that's about it.

    Edit: I still don't know what they would be doing with their improved reactor. I don't remember what it was for in game, I don't have any ideas for its theoretical use. They never really seemed to have that much of a long-term plan, so making better than human synths might be their goal in this version. Maybe it would improve the range of their teleporter or let them do some kind of advanced sensor sweeps to find their enemies and synths or something, I don't know.

    submitted by /u/ThorgilsBoomer
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    It takes 40 weeks playing every day to buy everything from vault 79 in fallout 76

    Posted: 18 Sep 2020 05:30 PM PDT

    I did some math (I may have miscalculated) and in order to buy every item from the vendor inside vault 79 you need to play a fair amount every day for roughly 283 days to earn enough gold bullion for it. You need 68700 gold bullion for everything and since you can only make 200 per day with an additional 300 each week (1700 per week total) it will take you a very long time

    submitted by /u/GenguPingum
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    Fallout Fanfiction!

    Posted: 19 Sep 2020 03:12 AM PDT

    Hello! I just joined this subreddit, and I wanted to present a little fan fiction I've been working on since I noticed the main Fallout fanfic subreddit hasn't been active for quite some time. I guess consider reading it if you're interested, or not. I hope anyone who does look this over enjoys it, and feel free to offer criticism! I really want to improve my writing in any way I can. This actually started as a school project, but I tweaked it into what you see now. Happy reading.

    https://docs.google.com/document/d/13cxfgJ508Q1dvDb95zoT7rAPJVprSJ2sYDf89r1O8Ck/edit

    submitted by /u/ThatOneAnimeFan94
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    I need your help to make this known

    Posted: 18 Sep 2020 10:49 PM PDT

    I know this will be lost among the other posts, but I really need your help, so that this message reaches Bethesda, on Wednesday September 16 a fervent Fallout 76 player died, and as a tribute our clan will make a pilgrimage to where their camp was , it would be nice if bethesda put something in that place to honor her memory, thanks for your attention

    submitted by /u/LoneMurder117
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    A small detail in fallout 4

    Posted: 18 Sep 2020 11:52 PM PDT

    In the drumlin dinner location, Wolfgang can call you multiple things: scavver when wearing a outfit from a scavenger, vault boi when wearing a vault suit ,etc

    submitted by /u/aleksanderklaas
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    Fallout: Miami - "A Day in Miami" Environmental Showcase Trailer

    Posted: 18 Sep 2020 11:42 PM PDT

    A little tweak to the light machine gun in New Vegas turned me into a god of destruction.

    Posted: 18 Sep 2020 06:30 AM PDT

    Went into the GECK and rechambered the LMG to use .50 rounds. Then I equipped the explosive .50 rounds and now I give meaning to the phrase Spray and Pray. Legion, deathclaws, fiends it doesn't matter now they will feel the mailmans wrath!

    Edit: For those who are wondering I have a no repair needed mod installed and I have cashes of explosive rounds set through the wasteland. And I have plenty of caps because I use the console commands.

    submitted by /u/vaultdweller501
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    Discussion: What is the best power armor ascetically?

    Posted: 18 Sep 2020 11:04 AM PDT

    I'm very curious as to what everyone's opinion is on what is the best fallout power armor from a purely looks perspective. And to simplify I'm not counting skins and recolors, only how it looks by default.

    In my opinion. The T-45 is the best looking power armor, it has a very simple and utilitarian, but still cool and modern design which I love. It looks like it would protect you very well without any unnecessary bulk or fluff to it and it fits fallouts ascetics.

    What is your favorite looking power armor, and why?

    submitted by /u/Captain-Arbiter
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    Is there anything to do in zion after beating the main quests

    Posted: 18 Sep 2020 10:29 PM PDT

    vanilla fallout 3 has too many scoped .44s

    Posted: 18 Sep 2020 10:16 PM PDT

    I played vanilla fallout 3 for the first time in ages the other day and noticed that scoped .44 and .44 ammo wasn't exactly common but I was finding ammo before i even left the vault and found a pistol in the first contailer i searched in springvale. I had a luck of 4. I recall in my previous broken steel playthroughs, I often wouldn't find .44 related stuff until level 10ish. anyone else notice this?

    submitted by /u/kingofzdom
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    Fallout 3: Steam with mods or GOG?

    Posted: 19 Sep 2020 04:01 AM PDT

    I'd rather get the steam version, but I was wondering if I could get the steam version up to the standard of the GOG version through using mods?

    submitted by /u/HeadWave_
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    What is the best fallout game for a skyrim fan?

    Posted: 19 Sep 2020 02:43 AM PDT

    I am a avid Skyrim player and am looking to get into the fallout games. I would like to know what fallout game is most similar to Skyrim so that I can get into the franchise easier. If you want to know what I like about Skyrim then it's mainly the story and how much freedom you have apart from it. Story doesn't have to be SUPER good but it does have to be enjoyable.

    submitted by /u/Plasmaholic_
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    I’m planning on downloading RTS (real time settlements) for FNV I have a few question if you have the answers?

    Posted: 18 Sep 2020 08:05 PM PDT

    1. Should I be worry about crashes?

    2. Are there addon like mods if I don't have to worry about crashes?

    3. Does it add any new UI?

    4. If you've used it what are your reviews is it good or bad?

    That's it thanks if you can answer.

    submitted by /u/christianwashere12
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    Does anyone know of any mods on Bethesda that'd allow the minutemen and institute to team up?

    Posted: 18 Sep 2020 10:09 PM PDT

    In my opinions the best ending for the commonwealth is getting the institute to work with the wasteland to make life better for everyone

    submitted by /u/Semaj_rebew
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    How is fallout 76 now? Should I get it?

    Posted: 19 Sep 2020 01:14 AM PDT

    Are there any fallout 4 features in the game?

    submitted by /u/skulls_S
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    Why are there no vehicles ?

    Posted: 18 Sep 2020 07:03 PM PDT

    Wondered this since the very first time I played a fallout game but why are there no vehicles? I ponder this again as I play fallout 4 again and I gotta just run all around the map again. Like there's power armour but there's not even a dirt bike around for you to drive ? It would make life so much easier and it would be so fun to customize it for the apocalypse. LIKE COME ON

    submitted by /u/KongKev
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    My personal suggestion for the amazon Fallout TV series that were getting.

    Posted: 18 Sep 2020 07:48 PM PDT

    If they include vault 108 in the plot, Gary should be played by Gary Busey. That is all.

    submitted by /u/rolyateroom91
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    FO4, Hesters Robotics - this place is so glitchy, and its meta as fuck

    Posted: 18 Sep 2020 03:37 PM PDT

    I half think the idea of this place is that the robots are supposed to be going haywire? But I was in and the place is instantly exploding, half the mr handys just bumrush me, and theres an assaultron that stared as me from the catwalk for 30 seconds before magically losing his legs and clambering down the stairs with his arms while muttering about how violent humans are

    I mean they really sold it, but not the way they probably intended. Real Bethesda experience lol

    submitted by /u/Nextasy
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    How well informed are the factions to each other's presence on a national scale?

    Posted: 18 Sep 2020 09:39 PM PDT

    NCR, Legion, New Vegas, and Mojave BoS know who is where in terms of territory and relations. So do the Eastern BoS, Enclave, and Institute.

    But which these post-War powers would likely have a grasp (or seeks to have a grasp) on the big picture that spans from Pacific to the Atlantic?

    submitted by /u/EyeThat
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    How viable would Fallout power armor be in real world? Would it make sense and be the beak-through it is in Fallout?

    Posted: 18 Sep 2020 06:10 AM PDT

    Are there any vaults in arkansas that are know about?

    Posted: 18 Sep 2020 08:30 PM PDT

    And if not will someone be willing to help me make one for a fallout dnd I'm making for my friends?

    submitted by /u/Happy_Surround_3274
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    Would you rather have the Fallout Show be a movie instead? If so, why?

    Posted: 18 Sep 2020 02:17 PM PDT

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