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    Fallout | Virgil's Cure is a Nice Callback

    Fallout | Virgil's Cure is a Nice Callback


    Virgil's Cure is a Nice Callback

    Posted: 08 Jan 2021 06:28 AM PST

    Virgil is an escaped Institute scientist in Bioscience that left once he became acting lead in the FEV program for the Institute after sabotaging it. When we find him, he's a super mutant and has done so deliberately so he can hide in the Glowing Sea without worry. As a way to cure himself, he copied DNA before he used FEV on himself.

    This is a lovely callback to Richardson's dialogue saying the only cure to FEV is another "virus" of the host's original DNA. And personally I like the fact this is used.

    Edit: It's Zax, not Richardson. My bad.

    submitted by /u/Benjamin_Starscape
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    My Dumb Fallout Theory That Could Change Everything.

    Posted: 08 Jan 2021 11:42 PM PST

    Here's my essay on how and why Father isn't Shaun, and Deacon is. It's a super dumb conspiracy theory, but I had fun writing and wanted to share it with people. Feel free to discuss if this theory is complete horse shit or holds any merit. I'm just glad to get it out there!https://docs.google.com/document/d/13bLGn98ayvfbV10d8FwQJcb5Z9cxNK8RoV5JWScBCQA/edit?usp=sharing
    (EDIT) Sorry for the paper being fairly disorganized, ADHD makes everything a jumbled mess.

    submitted by /u/ArrowHead944
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    Fallout is Brutal

    Posted: 08 Jan 2021 01:12 PM PST

    https://i.postimg.cc/yNq7Bx8R/631-D62-E4-AE0-B-4732-98-D0-233-AC20246-D7.jpg

    Caption: You critically missed, lost your next turn and lost the rest of your ammo.

    submitted by /u/noerrorsfound
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    Is there any mention of people sailing the oceans after the great war?

    Posted: 08 Jan 2021 05:32 PM PST

    Same mission for the 4th time

    Posted: 09 Jan 2021 04:08 AM PST

    Hi, ive been given the same god damn mission by Preston for the 4th time, its helping a woman thats had her husband kidnapped, first time i gave her caps, seconds time i gave her caps, third time i cleared out the mutans that stole him, and NOW ive to do it again... anyone ... have any idea why this keeps happening to me?

    submitted by /u/Ok_Guitar7907
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    What moment in a Fallout game genuinely made you want to ram your fist through the monitor because of the difficulty?

    Posted: 08 Jan 2021 11:30 AM PST

    So I haven't really posted on here much, so I thought it would be a fun idea to start up a little discussion.

    But anyway, I've always been interested in seeing other people's opinions on games, and the Fallout Franchise is no exception. It may be due to all the random encounters and such, but seeing the experiences people have in these games is quite interesting to me. So I wanted to just ask this question out of curiousity:

    What moment in a Fallout game was so difficult, it made you want to ram your fist through the monitor?

    Now, you all can leave your answers in the comments, but I do wanna share my answer, just for fun.

    So then, the most difficult experience I've had with a Fallout game actually comes from the Old World Blues DLC for Fallout: New Vegas. I was on my way to the X-2 Transmitter Antenna Array, and if you've played the game, you'll know there's a fuck ton of Lobotomites in that area (okay im exaggerating but you get the point). At that point, I'd had a pretty rough encounter with some Protectrons and Lobotomites, and I'd used all my stimpacks and a lot of ammo (I'm not very good at aiming), so I was low on supplies. And, this was a particular playthrough where I was playing on Very Hard, meaning that combining all of that created a crockpot of bullshit.

    Because of how difficulties work in Fallout: New Vegas, being on Very Hard meant that I might as well have been hitting the enemies with Nerf Guns and Super Soakers, while the enemies were pretty much hitting me with fucking Full-Sized Nukes for bullets. And two of the Lobotomites had 10mm Submachine Guns, which, combined with the greatly increased damage, they might as well have just been rapid-firing missiles at me for how much damage they were doing (once again, the damage descriptions are hyperbole, but you get the idea).

    This wasn't the first time a Fallout game had given me quite a bit of trouble, some of those difficult moments include Clearing Fort Strong on the hardest difficulty in Fallout 4 (you can see a pattern of me hating myself), Ridding the Lincoln Memorial of Super Mutants during my first playthrough of Fallout 3 (in which I was going in blind and had no fucking clue what would happen), and then the entirety of my blind playthrough of Fallout 1 (Fallout 2 had given me some trouble, but because I had experience with the mechanics, it wasn't as hard), but these enemies guarding the X-2 Transmitter Antenna Array legit made me want to just break my fucking monitor and keyboard. However, after a week or so away from the game, I took a deep breath, collected myself, and managed to defeat them.

    So that's my experience, I am curious to hear what you all have to say. So thanks for reading, I guess, and feel free to leave your experiences in the comments.

    Goodbye now

    submitted by /u/Resident_Leather
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    First time playing with mods, wow!

    Posted: 08 Jan 2021 01:12 PM PST

    Well it's kinda embarrassing to admit but I have never played 3, New Vegas or 4 with mods before. I have probably played each game through 5 plus times each taking different character routes. Today I decided to open up the mod menu and was blown away with what was available. I always thought I had to be some smart computer guy to play with them. Nope. Just sign up to Bethesda, download and apply. I am now playing and having so much fun. It's like playing a whole new game. I don't have anyone else to share my excitement with at the moment so I thought you guys would be appreciative. If you have never played with mods before. I highly recommend! Oh and I'm playing 4 with the mods.

    submitted by /u/drock939393
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    I'm making a fallout themed deck of playing cards and could use some suggestions on something

    Posted: 08 Jan 2021 10:23 AM PST

    Each card is going to have a different character on it, with each suit representing a main series game. It's going to have the regular amount of 52 cards plus 2 jokers for a total of 54 cards, however the smallest amount I can order from the site I'm using is 55. So basically I'm gonna have 1 extra card to do something with. I don't have to use it but I feel like it would be kinda wasteful not to do something with it. Any ideas for what I should put on it?

    submitted by /u/lasaga_god
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    How many people play fallout 76 on PlayStation?

    Posted: 08 Jan 2021 11:16 PM PST

    My fiancé is about to start playing and I was wondering if anyone had any good discord servers that he could join so he has some people to play with :) I'd appreciate it if anyone could help me out.

    submitted by /u/Zombiesandhybrid
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    Is Fallout 4 any better on PC than PS5?

    Posted: 08 Jan 2021 10:13 PM PST

    I'm new to PC gaming. I never played a Fallout game but 4 came free with my PS5. I like it but the graphics seem so slow and choppy. Does the PC version run better? I have a decent new video card and 120hz monitor, can play Gears 5 very well at 120fps ultra settings.

    Should I just buy the PC version?

    submitted by /u/friscom99
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    Who is your favorite followed DLC character?

    Posted: 09 Jan 2021 01:50 AM PST

    Mine is Ulysses from Lonesome road as I love his character, his motivations, and his metaphors

    submitted by /u/xhugstar
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    Keeping settler sentries on the guard posts

    Posted: 08 Jan 2021 05:29 PM PST

    I know that this is something that troubles many of us. Recently I have managed get some positive results.

    When the settlement is attacked, those sentries at the guard posts often leave them to face intruders at the close range instead of using posts as cover, which would give them advantage.

    In a nutshell, one should place guard posts in the line of attack and add some fences to the right and left of the post. It would be an optimal solution to build a wall around the whole settlement, but that is not always possible.

    I have observed combat behavior. It seems that sentries want to leave their posts for two reasons. They want to get close to the enemy and also want to maintain visual contact with the enemy they picked as target at all times.

    When there is a fence to the left and right of the post, they have to go around it. By doing so they actually increase the distance between them and enemies, which is opposite of what they want. Also, they have to lose the visual contact. So, they tend stay at the post. It is not bulletproof and all kinds of things can happen, but it keeps them at their posts more often than not.

    I tried it at Red Rocket Stop and Taffington Boathouse. Red Rocket has random encounter zone just across the road and super mutant party spawns often. I have built fortified guard posts. Fortified guard post is one enclosed in the small elevated shack with 2 walls, a doorway behind and the roof. Also I placed 3 junk fence element to both, right and left. Guard survived frequent Molotov Cocktail attacks, which hit the roof. Even several mini nuke attacks, because suicider was exploded by gunfire while it was far enough. Other settlers went around fences and helped the guard. I must say that I am arming all the settlers with automatic pipe guns. Guards have decent armor and more advanced pipe guns (like hardened auto)

    At Taffington Boathouse I placed a fortified guard post facing north (towards the hospital). Junk fences were place in 'L' shape covering northern end and northern corner. The guard never left the post during the attack. Another fortified guard post was placed far to the south, with no fences around it. I had no faith in that post, but guard also stayed inside for some reason. When raiders attacked I arrived a bit late. What I found was 3 dead raiders in front of southern post. The guard obviously mowed them down while they were charging him. A legendary raider was pinned down against northern fence in the blind spot of the guard. However she couldn't fire her gun either. Several settlers were peeking around fence and firing at her. Se couldn't do anything, just kept swearing and cursing until I finished her.

    Without enough Charisma to link the settlements, I am using whatever I can find on the spot, and wall around the whole settlement is out of question. Also, each settlement has large plantation of mutfruit, which covers a lot of area. I am selling mutfruits for plasma cartridges and flamer fuel. Actually, I am not calling them settlements but farms, because that is what they are. Each one has 3 guards and 9 workers. I could have more of them, but prefer them to have some dignity, rather than pack them together like sardines. Each farms earns me 29 mutfruits daily which I sell for 3 caps apiece.

    submitted by /u/taskdone
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    Does anyone have a link to a pdf of the fallout 3 goat test?

    Posted: 08 Jan 2021 12:34 PM PST

    I really want to find a pdf of the goat test so I could print it and age it for a prop on my shelf. I would really appreciate it if u guys have a pdf of it or a link to a pdf.

    submitted by /u/topmadgamer67
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    My Action Points aren't regenerating in Fallout New Vegas

    Posted: 08 Jan 2021 11:50 PM PST

    Has anyone seen this before?

    submitted by /u/madeup6
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    Fallout 4 creation club

    Posted: 08 Jan 2021 07:42 PM PST

    If I buy something from the creation club will it act like downloading mods and disable achievements? (I'm playing on Xbox one)

    submitted by /u/Vredpanda14
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    Fallout 4 PC Missing Face Textures

    Posted: 08 Jan 2021 11:06 PM PST

    Recently built a beast gaming pc with a rtx 2060 oc. been playing games fine and yet of course the notorious fallout has issues. When sculpting my face it became invisible. Then my character lost its mouth, permanently. This save is brand new and if i need to restart I guess I will but does anyone know why? I am running all settings ultra except for weapon debris which crashes my game. Can someone please help me out?

    submitted by /u/liljuiice
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    Can I play lonesome road 2nd

    Posted: 08 Jan 2021 06:56 PM PST

    I've done honest hearts and started dead money but didn't like the shoot very radio. I'm lvl20 and was wondering if I can play lonesome 2nd and still understand the story.

    submitted by /u/MaxBrogham
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    Which faction would The Doctor side with in Fallout 4?

    Posted: 08 Jan 2021 10:20 PM PST

    I'm playing a play through as The Doctor and I'm wondering who would he side with. I personally feel like he would side with the Minutemen. Since they just want safety and freedom for the Commonwealth. What do you all think?

    submitted by /u/nightstick92
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    Where are the frozen waters?

    Posted: 08 Jan 2021 10:16 PM PST

    I was watching Thenthapples playthrough of far habour DLC and Kenji mentioned that he has gone up the coast almost to where the waters start to freeze. Do we know where that is even roughly?

    submitted by /u/nekofireheart
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    What are some good snipers? I’m doing a sniper build

    Posted: 08 Jan 2021 10:04 AM PST

    I'm doing a sniper play through on fallout 4 and I just wanted to know what the best snipers are, I'm planning on getting the railroad rifle and some combat rifles

    submitted by /u/Prestigious_Crab2311
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    My thoughts on how to improve the Institute and make them an actually formidable and believably evil faction.

    Posted: 08 Jan 2021 09:14 AM PST

    As a faction I feel the Institute is an interesting faction that has little reason to be the main antagonist of FO4. Their motives are vague and their purpose for most of their innovations seem to be based off a philosophy of "we did because we could, but didn't consider why we would". What is the actual purpose for making generation 3 synths. Gen 1 and 2 are the models you see predominantly throughout the game completing tasks both above and below ground. While not the most aesthetically pleasing, theyre loyal functioning humanoid robots that follow orders and complete tasks efficiently. Gen 3 synths by comparison are largely ineffective at accomplishing simple tasks it seems. They are prone to "malfunction" and gain sentience and either have to be frequently reset or end up escaping the Institute. This wastes more resources to the point that there is a whole division of the Institute made solely for the purpose of resolving these issues that were never present in the previous generations of synths. The most successful iteration of the Gen 3 model synths are represented in the Courser. They are, at least in universe, one man armies to put it simply. Cold, calculating killing machines that can takedown large groups of enemies with ease. Courses tremendously out class and replace replace the Gen 1 and 2 combat squads. For comparison the only characters implied to be close to or on par with the capabilities of a Courser are Kellogg and the player character, neither of which act entirely independent. Kellogg is often seen commanding large platoons of Gen 1 and 2 Synths and while optional the PC has at least one companion to back them up at any given time, all of which have their own level of combat effectiveness close to that of the PC. If the Institute just wanted to make an army of super soldiers, then I'd have less criticism for why they made synths, but as it stands Coursers are more of a byproduct of Gen 3 than the intended goal.

    This is where I present a possible solution that would make sense in lore for why the Institute wants to make synths as well as supermutants and why they'd kidnap and replace wastelanders in droves.

    Allow me to reintroduce you to the Enclave.

    Bethesda has already managed to shoehorn the Enclave, BoS and supermutants into a setting where they really have no business being present. All three of these entities were based and originated in the west coast setting FO1, 2, and NV take place in. The furthest West they'd been shown to go prior to FO3 was Nevada. In my opinion it was bullshit for them to bring them to the east coast and even more that they continued to pop up in FO4.

    Bethesda would've done better to just have just bullshit the Enclave into FO4 like they did Supermutants and just marry the faction with the Institute. I feel like this wouldn't have even been a difficult task considering that they're ideology is fairly similar. At least then there'd be some legitimate reason as to why the institute would have a strain of FEV to make Supermutants. Hell I'd even argue it makes more sense for the Enclave to wanna make synths as they'd probably want to find a way to make genetically engineered super soldiers who are undyingly loyal to the Enclave, but also posses uncorrupted DNA AND resistant to radiation. They'd be the ultimate tool of progression and a new start for humanity as they'd become the apex organisms. Shaped by Enclave ideals, essentially immortal and potentially able to reproduce with some tweaking, synths could have been a much more legitimate problem for the future of mankind and give some credence to the BoS wanting to eliminate them.

    Just as well, the Enclave have spent so much time getting their asses kicked across the nation from Cali to DC, they have undoubtedly become exposed to radiation. As their power armor degrades and their numbers dwindled to a few stragglers, they need new feet to stand on after the death of Eden, Autumn and their defeat in the broken steel DLC of FO3. They need to bolster their ranks, purge any threat to the future of their faction and future proof themselves so that they can achieve their goal of reclaiming America. You could still have the Institute remain the same in origin, but reveal later in the game that it's Enclave remnants that run the board of directors and that would explain why they're so malevolent towards the people of the commonwealth. Hell, you could keep the exact same bullshit Father twist if you wanted, but show how he's more of a powerless figure head for the Enstitute and how the Enclave remnants have all the real power in the faction. This would give some credence to Father's motivation for letting you out of the vault and make him a better and believable character.

    All the kidnapping and body swapping of settlers for synths, development of FEV, isolationism all could be explained by the Enclave once again becoming a serious faction that wants to "purify" the wasteland and reshape America as they see fit. They use these tactics as a means to this end, destabilizing the commonwealth to make sure they can never be organized enough to form a proper government like the NCR out west. With they're apparent defeat in the capital wasteland, they'd want to stay as low profile as possible. No more XO-1 power armor or eyebots spouting prewar ideology, no now it's time for a little more subterfuge. Kidnap dirty settlers, pump them with FEV and ship them back above ground to wreak havoc. The development of synths could have been primarily done to bolster Enclave ranks and have a stronger fighting force, but eventually been recognized for its potential to revolutionize "humanity" and events of the story would have unfolded much the same as base FO4 did. Hell the "old man" Kellog refers to in his flashbacks could have been an Enclave officer who installed himself as the Institute director at the time. This man could have been the one who wanted the vault raided for uncontaminated DNA. He could have been the guy who groomed Shaun to be the base for the new gen 3 and 4 synths and eventually the next director. He could have been the catalyst for so many story beats and reasons for why the Institute is the what it is by the time we reach FO4. We could've had a more relatable Shaun, one who now at the end of his life has come to learn about his true past and the past of his adoptive Father, his origins with the Enclave and the atrocities they've attempted because let's face it, while threatening in motive the Enclave's done jack shit to my knowledge. Knowing all this, but having little power to change what how the Institute is despite his position, he learns of his still surviving parent locked within vault 111 and hedges a bet on them trying to find him. From there the story could have progressed much the same way, but significantly diverge once you meet Shaun since now he is your inside man trying to change or destroy the Ensticlave from within. He'd be more sympathetic, have more going for himself as a character and might actually feel like a old man with regrets over blindly following in the footsteps of an Enclave remnant.

    There's so much wasted potential in these Bethesda made Fallout games. I feel if they wanted to rehash old factions and established tropes within the series they could have at least done it well. I'm a modest fan of the Fallout series, having never played 1 and 2 myself I still appreciate the world and lore they establish and respect what the original creators made. New Vegas managed to expand upon this lore in some great ways, but FO3 and 4 stagnated the world in terms of innovation and progression.

    It wouldn't even be that far of a stretch to say," if the Enclave was already in the Capital Wasteland, they would've sent troops to Boston to scope out the area for further expansion". They could have made contact with the Institute some 60+ years back and established a repor with them since they both have leginiages that stretch back to prewar citizens. I dont think it's a far stretch to say that the Institute of that time would have either 1)Willingly join the Enclave in their endeavors to as Father puts it "redefine mankind" or 2)Been assimilated into the Enclave by force since the Institute would have no fighting force outside of Gen 1 Synths at most and the Enclave have fucking XO-1 power armor. Even one Enclave soldier could've taken down the Institute provided he had a means of getting in. This is all my conjecture and theory crafting on what could have been, but I feel any one writer at Bethesda could've come up with the same if not better ideas than I just have.

    submitted by /u/RTW104
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    I know new vegas is a great game but

    Posted: 08 Jan 2021 06:32 PM PST

    Im stuggleing to pick it back up I'm lost I dont have enough caps to get into the strip so I worked for the dudes at silver rush to get money they asked to get cassidy found it she die if i give them to her. I also helped the kings and got rex but dont have enough cash for the brain. Basically I'm lost

    submitted by /u/dlsoto14
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    Fallout 4 Armor Color

    Posted: 08 Jan 2021 05:39 PM PST

    I can't change my armor or weapon color using the Creation Club downloads (XB1). Are there any mods known to cause this issue and/or is there a fix?

    submitted by /u/Sunshine_Hypothesis
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    Is there any way to keep playing New Vegas after completion?

    Posted: 08 Jan 2021 05:26 PM PST

    I just finished Fallout: New Vegas and I absolutely loved it. I got the achievement No Gods, No Masters, saw the epilogue and was booted back to the main menu. I pressed continue and I'm back at the last mission. I just want to roam the wasteland, gamble, and kill deathclaws with the character that I played thirty hours with. If I buy DLC will I be able to play as him some more?

    submitted by /u/TohruTofuu
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