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    Fallout | Storytime--How Far Harbor's Plotline completely sold me, due to a completely random factor.

    Fallout | Storytime--How Far Harbor's Plotline completely sold me, due to a completely random factor.


    Storytime--How Far Harbor's Plotline completely sold me, due to a completely random factor.

    Posted: 11 May 2021 12:34 PM PDT

    So back when Fallout 4 came out, I (F30s) had already loved Skyrim to death, learned to mod, all that. This is not something that I would have done if not for Skyrim, so I was anxiously awaiting Fallout 4. I'd played 3 and NV, and ate them up too.

    So I love Fallout 4, for all its flaws, I do. When Far Harbor dropped, I did a completely new character, determined to play through the entire main storyline, and take Valentine as my companion. So I did it all--Minutemen Victory over the Institute, saved Danse, completed all the questlines for my companions, all of it. Then I grabbed Nick and sailed off to Far Harbor.

    I get to town--and meet the leader of Far Harbor.

    "Oh--" I think, "She has the same name as I do--I wonder if Codsworth will address her?"

    She, being Captain Olympia Avery of Far Harbor--because I'd randomly chosen 'Avery' from Codsworth's list of Sayable Names. I'd gone my entire playthrough with no spoilers for Far Harbor.

    Off I went, digging around in everybody's secrets--reading every dialogue tree--Including the one where DiMA tries to convince SS that they too could be a Synth. Since you're only left to infer things about their life in a few minutes in the house--Lawyer, Soldier, Family, Lost Dog, Ugly Baby--I liked the idea, and thought it was cool that they'd saved it for the DLC, but doubted that it was 'Canon'.

    And I kept digging into DiMA's business--until I dug up a grave. A grave WITH MY SKULL INSIDE.

    For that's right--it had been a while since I'd been back to Far Harbor itself, and I'd kinda forgotten about Captain Avery. But--it didn't say 'CAPTAIN AVERY' which was how she's labeled when you look at her model, so I thought--is this programmed to say the player name? Like--if I was named SkullCrusher Jones, would it say 'SkullCrusher Jones' Skull'? And why here? Then I found the locket and began to suspect I'd been wrong.

    Alas, it was not--though I had to wait to confirm it, the story gave it away sooner, but for a brief moment--dammit, Bethesda actually had a great storytelling moment. For a brief moment, they had me convinced.

    It still left me with a special affection for Far Harbor--beyond the creepy Fog and the joy of getting to shoot Tektus. While NukaWorld was fun, Far Harbor is still my favorite DLC.

    Anyone else have a particular plot point from a Fallout that did this for them? We're all here cuz something got us, right?

    submitted by /u/LyallaTime
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    I’d rather have a non voiced protagonist if it means more dialogue options

    Posted: 11 May 2021 09:35 PM PDT

    Fallout 4 was good in some areas but dialogue was limited. I assume this is because for the first time our character had a voice so it was difficult to have more complex dialogue. Well I honestly wouldn't care if we lost our voice if it means fallout 3 and new vegas level options

    submitted by /u/MisterMolby
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    Fallout 4 has the worst storytelling...and the best.

    Posted: 11 May 2021 07:55 AM PDT

    Let me explain before the 'Fallout 4 is trash and nothing is good about it' and the 'Fallout 4 is perfect and New Vegas is trash' teams start trying to murder each other.

    Fallout 4's central story, the story of a father looking for his kid, is probably the worst main quest I've ever played, and the factions don't deliver the kind of presence, intelligence, or general common sense that they need. It's just...not good writing. Similarly, the fact that sometimes you can't interact with companions about things that should be important to them (like helping Preston retrieve the bodies of his comrades, or having a mission to retake Quincy, or Nick not caring if you support the Institute, or how Nick and Strong both can head on up to the Prydwen no problem) really sticks in my craw.

    But what Bethesda has excelled at is twofold: character stories, and environmental storytelling. The former is carried very well by the voice actors and some good animation, all your companions get a lot of depth to them, and I enjoy figuring out their stories and bonding with them (it helps that the process is less arcane than it used to be). Secondly, the environmental storytelling is excellent - the only competition I can immediately think of in post-apoc stuff would be something like Metro Exodus which is littered with locations and little bits and pieces of story. The factions in Fallout 4 might be weak but the world feels a great deal more alive than that of unmodded New Vegas, more so as I build settlements and send Provisioner bots on supply runs.

    submitted by /u/OnlyHereForComments1
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    So I've been pretty burnt out on gaming because life takes all my effort to do things so I've just been watching youtube a ton. About a week ago though, I decided to retry Fo4 with a new mod list and it completely turned things around. Here is that mod list, and an epiphany for ALL open world games.

    Posted: 11 May 2021 07:31 PM PDT

    First, game settings. I typically play in easier modes but this one is in survival, mainly to prevent fast travel and to give more reason to carry food and drinks instead of just infinite stimpaks. also, to not carry around an entire armory. Also, I have a pretty low end PC and play at minimum settings. (though the game is still surprisingly beautiful even there) now to the mods

    1. caliente's beautiful bodies enhancer (only have because it's required for the character mod i use, which is optional. nsfw warning on the download page)
    2. More Where That Came From (more music for the radio and removes travis' song introductions)
    3. craftable ammo (has customizable amounts of ammo crafted per recipe. i use the recommended setting)
    4. Jesters better destroyed vehicles (I use cars as cover a lot (and am a vehicle fan) so having a face full of blurry rust wasn't gonna cut it. this just changes the texture to be sharper. You'll be using cars a lot for cover too if you get a few of the later mentioned mods so this is a highly recommended mod. has no impact on performance)
    5. Colorful mirelurks (personal preference. just adds a bunch of cool new but still realistic colors to mirelurks. also gives them a more striking appearance that can catch you off guard and make you scared at first glance.)
    6. A little bit of green (a very low impact environment improvement mod that adds a bit more greenery to the world so it's not so dull. recommended to give a fairly significant new feeling to the game)
    7. black minigun and upgrade parts (personal preference and realistic tactical decision)
    8. black armor for dogmeat (same as 7)
    9. pre war money is not junk (moves pre war money to the misc category and prevents scrapping it for cloth. doesn't effect game balance. just makes it easier in the inventory management department.
    10. legendary modification (set to max difficulty. adds more customization to weapons in the form of their legendary status, using legendary effect chips which you can get from scrapping other legendary gear. even the workbench that you can craft to make weapons with 2 legendary effects is expensive. (i haven't crafted one yet, but probably finally will today. trust me hardcore people, this mod is balanced. you'll enjoy it.)
    11. black titanium frame (changes power armor frame from white to black. Same as 7 and 8)
    12. more spawns (mine is the medium version for performance and not dying TOO much reasons)
    13. customizable targeting hud (allows you to change the color of the highlight of friends and foes. also a setting to only be active when crouching, weapon drawn, or either one. (i use either) recommended.)
    14. Better vertibird sound (more fwump fwump fwump and less lawn mower. personal preference.
    15. scrap everything. (a MUST HAVE for serious settlement builders. Just be careful not to accidentally get in the flow of scrapping and accidentally remove something you wanted to keep because that WILL happen. Save often, lol)
    16. moveable power armor (allows you to move your power armor in workshop mode so you don't have to park it in weird spots or have it get in the way of where you're building)
    17. covenant real windows (personal preference. for some reason the houses in covenant have opaque windows despite having interiors. this makes them into normal working windows)
    18. we are the minutemen (a MUST HAVE to make this faction into a badass force you'll actually be happy to have on your side and be the leader of.)
    19. companion infinite ammo and unbreakable power armour (personal preference. i find inventory management to be boring and slow down gameplay and be immersion breaking in any game that has it. this removes one of the tedious tasks of making sure your companion is always stocked on ammo for an actually decent weapon that isn't their default. and also removes the EXTREMELY annoying task of getting them to get out of their armor, so you can get in it, move it to a workstation, leave it, fix it, get in it, and park it in a wide open area for them to get back into it because for some reason companions are complete ass at being told to go somewhere and refuse to do so in most areas.)
    20. Where are my provisioners (shows where your supply line peeps are at on your map. this mod doesn't seem to work for me though. it's not too big of a deal. but i can imagine that if it did work, i'd enjoy it.
    21. snappable covenant walls (adds the fancy barbed wire, turret holding, fortress walls from covenant as buildable objects. though this mod also seems to not work for me. which is a shame because i really wanted to use it for my huge starlight drive in project. instead i had to use the standard concrete walls.)
    22. repairable sanctuary (allows you to fix the houses and bridge with a ton of resources. however this mod also isn't working for me which is also a big shame. but i know i'd love it if it did work)
    23. no aggro impact landing (recommended. no more jumping off high places in power armor and realizing you accidentally landed next to someone)
    24. lower damage requirement for XP (personal preference. as long as you do at least 1 damage to something, you'll get xp for it, instead of needing to do 25% of the damage. it's really fun to tag a legendary enemy with an infuriating sniper from a far distance and sit back and watch as that whole area suddenly erupts in chaos as allies turn on each other lol)
    25. place everywhere (MUST HAVE for serious settlement builders. i just use the NO RED version.
    26. Waterworld blue and translucent water (i use the clear setting. highly recommend. the world is so much more beautiful when you can see the trash at the bottom of lakes and the ocean. but seriously. the vanilla water is so dark and depressing. this makes it a lot more enjoyable. makes you want to jump in and drink it.)
    27. gojira (i finally came across this guy in the world, and twice in one day. tbh, i don't recommend this mod. it's very underwhelming, and not... as skillfully done as other enemy mods. it's very intimidating at first, but compared to the other enemies added in the below mod, he's a total pushover.
    28. respawnable legendary bosses and hard legendary giant creatures (EXTREME RECOMMENDATION!!! include the setting to replace special bosses like swan. oh my fuck. this changes the game SO MUCH, especially when combined with the other mods.)
    29. visible companion affinity (adds little hud notifications that show how much your companion likes you and how much each action affects the rating. should've been in the base game tbh)
    30. settlement keywords expanded (just a required mod for another mod. it's main feature doesn't even seem to work for me anyway)
    31. war of the commonwealth (EXTREME RECOMMENDATION!!! super customizable. set it however you think you might like it. this shit is FUCKING WILD!!! get it get it get it NOW!!! this is probably the single handedly most game changing mod on the entire nexus website. this COMPLETELY changes how you look at the game and all its locations, and how you travel, or even plan to travel, where you want to go, and in what order. however there is a major drawback. most bethesda game crashes are from failing actors. so naturally, by massively increasing the amount of actors there are, there will tend to be more crashes. this is especially true when traveling fast through dense areas, like flying over the city in a vertibird. however, despite this, this mod is ABSOLUTELY WORTH IT AND YOU ARE HEAVILY MISSING OUT ON A GREAT GAMING EXPERIENCE BY NOT INSTALLING IT. (with this caveat however, this is why i recommend the survival options mod with very frequent autosaves enabled so you don't lose too much progress when a crash does happen. orrrr you just end up getting mauled by enemies that happen to spawn too close to you where you literally just were and cleared out cuz that will happen sometimes too.)
    32. achievements (allows gaining achievements with mods active. tbh beth, you should know better by now.)
    33. lootable cars and trucks (recommended for immersion and possible life saving purposes. unexploded vehicles are now lootable and spawn random common loot. this is especially helpful in combination with the highway fixing mod and vertical spawns mod as cars will be one of your only sources of loot up there.)
    34. vertical spawns aerial assault rooftop and highway spawns (EXTREME RECOMMENDATION!!! the mod author says it perfectly. ever notice how dead the world feels as soon as you get a jetpack? this changes that. good for immersion purposes too.)
    35. everyone's best friend (highly recommend. restores the cut feature to have dogmeat and a companion at the same time. because this is a cut feature from the official game, there are some instances where characters will take notice of your companion and the dog, such as the entrance guard in vault 81. very neat. this also allows the lone wanderer perk to work if you just have dogmeat with you, which is also a cut feature.)
    36. marine helmet targeting hud (the best armor in the game would clearly have some high tech to go with it and not just purely be about defense.)
    37. survival options (EXTREME RECOMMENDATION!!! allows customizing all the functions of survival mode. i don't care how hardcore you are. trust me. you need this mod. :D
    38. manufacturing extended (adds more manufacturing options to the conveyor belt system thing in workshop)
    39. stingray support (you know those weird little fighter planes? this allows a drone controlled one to pass over you and drop a bomb or supplies. it is balanced. do recommend. the help is very appreciated from it. (you can turn off the voice over)
    40. sanctuary hills repair and cleanup (simply changes the textures of the roofs and walls to use the prewar versions so they actually look livable and not riddled with millions of gaps. the panels and shingles are still all bent up. they're just more intact.)
    41. galaxy news radio (i'll be honest, i don't really like the voice acting or even most of the script writing in this, but it is super nice to have a fully built extra radio station with all the features of the official ones and i can tell they put a ton of work into it so i can appreciate that, plus quests to find new songs for them to play. this also got me thinking about the lore of the world and how on earth no new music groups have sprouted up in the wastes. a world like fallout is just BEGGING for power ballads and emo rock lol.)
    42. prewar binoculars (a balanced laser targeter for minutemen artillery strikes with optional support for the stingray support mod)
    43. scavenger the search for scrap (allows collecting materials from most moveable objects. apparently it's supposed to work with non blown up cars too but the lootable cars and trucks mod overtakes it. that's fine. also i recommend setting it to preserve objects, which means it doesn't delete them from the world when you scrap it, cuz it could break the game with certain important objects. This mod seems mostly balanced)
    44. lootable vault tec containers and wood crates (this mod is EXTREMELY op. so many rare materials. just clear out all the vault containers from 81 (if you can even carry it all) and you'll pretty much never need to worry about rare materials in your settlements ever again. i consider it fair though because when comparing to immersion vs how irl settlements would be set up, breaking down every possible resource around them, vs what you get to work with in game, i see it as reasonable. not to mention, vault tec had to have jam packed these vaults for super long periods of stay (in some cases) so it's safe to assume these crates would be full of valuable resources)
    45. raider wilhelm scream ultra low chance (highly recommend. it offers a super funny interruption to the super tense mood of being surrounded by things that want to kill you.)
    46. enemy death wilhelm scream trapper (same as above but for the trappers in far harbor)
    47. hudframework (just a requirement for, survival options? i think?)
    48. mod configuration menu (most gameplay changing mods offer extra options to configure and this little option added to the pause menu makes that process much easier. you want this mod.)
    49. the Danse dilemma (hell ya brother. Danse will be a much better leader than Maxson ever could be. this restores a cut quest branch where you can use a part of the brotherhood's lore to take control via trial by combat. same as the dogmeat mod, this also includes restored cut dialogue which makes this so much more neat. highly recommend for brotherhood fans. i think it was cut because fans would demand that this be the canon ending to the brotherhood main quest and they didn't want to deal with explaining all the politics in how a synthe being their leader played out, given their strict hatred against them.
    50. automatron sentry bot asultron parts lood mod (you can now pull robot parts from these two vanilla robot enemies instead of just the automatron one. it just makes sense)
    51. dogmeat a true companion (if you're serious about rolling with dogmeat, then you want this mod too. it makes him tougher and smarter. of course, he's still a lot less useful than other companions, so for balancing reasons he has more carry capacity than them, really helps a scav like me :D)
    52. lower weight for mininukes and missiles (yeah. these weapons really aren't an option in survival mode with how insanely heavy their ammo is, on top of how heavy the weapon itself is, and it's not even that much more powerful or tactically useful compared to say, a sniper or even a good assault rifle. this mod makes missiles weigh 1 pound each and mininukes weigh 5 pounds each. still pretty heavy, but a much more viable option now. though i'm still waiting to get my strength higher before using them because that's a huge sacrifice in inventory space for a scav like me.)
    53. vertibird faction paint schemes (gives each faction their own vertibird skins, including the prewar and coast guard crash sites. very neat. recommend.)
    54. missile launcher improved targeting SFX (changes the lock on sound of the missile launcher)
    55. fairline hills settlement fixed roofs (makes fairline hills into a settlement, including adding a little pond in one of the back yards for water. this place in lore was a settlement before you got there, but isn't one for you, despite the great location and layout. i like the area so much when i found it that i had to look for a mod that added it as a settlement, and there was! multiple in fact. however i'm currently experiencing a bug with mine in which i claimed the workshop, but after a while it became unclaimed before i could build anything there. (i didn't have resources at the time) but i did clean the area up by removing the boards on the windows and the ghoul ambush spawners. i tried reclaiming it but it never stops saying there's enemies nearby even after i ran multiple kill all commands. i'll probably have to get a different mod for this place if i can't figure out how to fix this one. i'm not letting this awesome place go!)
    56. improved boston airport (being a vehicle fan, especially in aviation, i was really disappointed in beth's rendition of an airport and a settlement at one.)
    57. crafting highlight fix (this customizable mod allows you to turn off the bright ass highlight over parts you're working on so you can actually see what you're making, like the paint jobs)
    58. militarized minutemen (has a compatibility mode for we are the minutemen that even further improves them and makes them seem more professional. you are their leader after all, a former military peep)
    59. rusty face fix (sometimes when loading a save, which happens a lot with these enemy mods installed lol, your character's face turns into a flat brown texture. it'll rarely still happens with this fix, but it helps a ton)
    60. vertibird landing pads (adds craftable helipads that act as the fast travel marker for your settlements like the vanilla placemat does)
    61. vulpine race (OwO my favorite mod, but a personal preference, and why the 1st mod is needed. this gives you a customizable fox person. my boi has raven black fur, max rounded/shortened facial structures for a softer cuter appearance, max sized fennec styled ears because of course, and any of the messy/emo hairstyles, also in black to match the fur. also, max muscle with like a 1/8th slide to the thicc side. mmph. i love this mod so much. who needs armor anyway? :D)
    62. workshop framework (a required mod for many other settlement mods to work their full potential)
    63. vertibird randomized loadout (this gives every randomly spawning vertibird a random front and side gun projectile type. such as missiles, gatling laser, and even mini nukes :D. the hell i will go through just for a new experience)
    64. dogmeat the black shepherd (gives dogmeat black fur. stealthy good boi)
    65. milton general helipad (adds a helipad and roof access door to milton general)
    66. cambridge PD helipad (same as above)
    67. quick trade redux (tired of going through the same dialogue to trade with a shop or companion? now you just press R when looking at them to instantly open the trade window. highly recommend)
    68. better vertibird (makes them stronger so a raider plinking at them with a pipe pistol doesn't bring them down)
    69. lootable vertibirds (makes crash sites and blown up vertibirds lootable. this has an option to host special "vertibird parts" which are needed to craft your own personal vertibird)
    70. flyable personal vertibirds (EXTREME RECOMMENDATION!!! this is probably the peak vertibird mod and vehicle mod in general for this god forsaken engine. you can be the pilot, or the co pilot, or the gunner. you can tell it to secure the area, have your companion be the gunner, load it up with loot, have it drop it off at your base and stay or come back to you, and etc. IT'S SO FUCKING GOOD!!! major game changer. you can set it to be very pricey though. it can use fusion cores for fuel, use your 5mm ammo for the side gun, and need those special vertibird parts and a ton of resources to craft. you can also give it a custom skin! :D)
    71. sim settlements 2 (words can't even begin to describe how much work so many people put into this mod. this is how settlements should have been from the beginning. this makes them useful, and gives you fun tasks to keep up on, all while your citizens actually do something and build and decorate their own homes. EXTREME RECOMMENDATION!!! for any settlement fans or people who want to become settlement fans. this is a HUGE game changer.)
    72. prerandom addon2 (add on for SS2)
    73. wasteland venturers (add on for SS2)
    74. ruined homes and gardens 2 (add on for SS2)
    75. apocalyptic additions sirlach (add on for SS2)
    76. vault tec tools (add on for SS2) (more addons are always being made for SS2. I highly recommend following everything related to SS2 groups to see what they're up to. so much cool shit)
    77. binoculars fire support addon (this is that compatibility laser targeting thing i mentioned earlier for the stingray support)
    78. wasteland reconstruction kit (more settlement stuff)
    79. Highway reclamation (EXTREME RECOMMENDATION!!! connects all the highway pieces together and adds more access points to it. Granted, this is a MASSIVE map object overhaul that didn't have the backing of a multi million dollar company and their team, so there are some weird fade in and collision issues in certain spots. However, despite that, it offers a massive new gameplay option to the commonwealth we got so used to. with those before mentioned enemy spawn mods, this is a must have mod. you want this mod)
    80. nuka world highway reclamation (same as above, though there's much less use for a connected highway in this dlc. still a great addition anyway.)
    81. the junkyard addon (adds craftable junk cars, though SS2 already includes a lot so you don't really need this one.)
    82. sim homestead 2 (another addon for SS2)
    83. rise of the commonwealth (another addon for SS2)
    84. flyable personal vertibird camoflauge texture pack (adds a bunch of neat camo skins for your personal vertibird)
    85. flyable personal vertibird paintjob compatibility patch for faction pain schemes and camo (needed if you want all these paintjob mods to work)
    86. minigun emplacements (adds super deadly minigun emplacements in tactical areas around the map. keep a sharp eye for them. they will shred you. you can also craft them as a new guard post for your settlements)
    87. nuka world vertibird altitude fix (normally vertibirds aren't present in nuka world, so beth didn't bother creating flight data for them, meaning they fly through the terrain and buildings willy nilly. this adds that.)
    88. sniper damage (the damage even the .50 hunting rifle puts out is pathetic. this increases its damage to what feels like a much more reasonable level. it is balanced. even with maxed damage related perks you'll still come across many enemies you can't even stealth oneshot with the other enemy mods in this list.)

    this mod list isn't complete yet. i'm still finding mods i like and adding them one by one after the initial 41 i started this playthrough with. (the numerical order this list is in is not the same in which i downloaded them)

    and finally, for my epiphany.

    with these increased enemy spawn and harder enemy spawn mods, it really made me look at and appreciate all the fine details of the game world a lot more than when it was easier. i'm constantly running low on supplies so i'm now checking every building and even every random forest shack or car wreck just sitting out in a field or forest somewhere hoping it has some more ammo or food and water. i'm also looking at every location and its tactical hiding spots in case i come across a fight i can't handle, which happens a LOT. this has made me appreciate all the finer details the devs put into this game, while also making some flaws apparent of course. in the vanilla experience, most players don't see the need to explore every tiny thing and mostly just pass it all by, especially with teleporting fast travel enabled. it even made me feel guilty that i was just skipping by so many areas i was sure had some funny little skeleton setup or interesting terminal entries to read, but i could tell just from the look of the location that it wouldn't have anything i really needed there, including fusion cores because there was plenty more interesting areas that had enough of them. with these mods however... this completely changed all that. and it gave me a powerful lesson. to every game dev out there making an open world game, increase the enemy spawns and make them much harder so every fight feels like you're on your last legs. make players exhausted from every encounter. make them have to crawl through every nook and cranny to find cover or even just that one bottle of water or bullet they need to press on. i was such a casual player before this, and, i still kinda am. but i'm definitely regretting all the time i wasn't playing with things being harder and more chaotic.

    tldr to the devs, don't be afraid to make your games hard and don't baby your audience at the hardest setting you offer. jam as much shit into the world as the engine can handle, then optimize it as much as possible to run on as low of specs as possible. also, add the ability to make big world changing decisions. imagine if the player had to rebuild the highways with their settlements and provide tons of resources and construction equipment, including finding parts and vehicles to use for the task even though the player can't operate them theirselves, but say, your faction's vertibird could come pick it up and carry it back to base for repairs that happen over time, to eventually make a secure, fast trading network. that would've been infinitely better than just simply dropping in fixed highways with a mod. and of course, always encourage mod support. beth does the best in this regard. (ignoring 76)

    tldr to the players, don't be afraid to try a harder difficulty and push yourself, even if you have anger issues like me. as long as you're not breaking stuff, you'll find yourself having more fun overall because it feels nice to really earn your loot or even a moment of rest to build your settlement between the chaos. if nothing else, mix the casual relaxing you're used to with brief moments of extreme challenge just to mix things up and keep your attention fresh. to friends who like ultra hardcore stuff all the way though, don't try to force your casual friends into your playstyle. we hate that very much. :p let it grow naturally.

    i finally peeled myself away from this game and spent over 4 hours typing this all out. you better appreciate it :v

    submitted by /u/Subreon
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    Question about a certain pistol in fo4

    Posted: 11 May 2021 11:11 PM PDT

    One of the loading screen models in game is a suppressed pistol that looks like a 9mm from other shooters. I've never found one and am wondering how to acquire?

    submitted by /u/Dayumnn_Daniel
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    If you could have 1 Fallout perk in real life, what would it be?

    Posted: 11 May 2021 08:14 AM PDT

    Story of how Preston was crashing my game

    Posted: 11 May 2021 08:13 PM PDT

    Posting this because I find it funny and maybe it will help someone with a similar issue.

    Playing with mods and after playing on this save for a while, when I tried to fast travel to Sanctuary, my game crashed. Tried again to see if it was just a fluke. Nope, crash again. Try walking to Sanctuary from Concord instead, still crashes.

    I remember reading somewhere that Preston can be the cause of some CTDs. Decide to test this by using console to move him to my location, game immediately crashes! Okay, so cause identified, Preston is the problem child. I still want to go to Sanctuary so I use the moveto command to send Preston far away. I send him all the way to Piper who is chillin in Diamond City. I am then finally able to walk into Sanctuary without a crash. Huzzah! Preston has been defeated. Decide to do one more test; while standing in Sanctuary, I take Preston away form Piper and teleport him to me.

    Game doesn't crash..... I am left with more questions than answers.

    submitted by /u/Wolven5
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    Massive airliners in fallout

    Posted: 11 May 2021 08:16 AM PDT

    So just yesterday I started replaying fallout 4, And stumbled upon and airliner. I noticed there was passenger space Inside the wings and the cabin itself is massive. How the hell are airliners in fallout so big? Is there any lore that talks about this?

    submitted by /u/pinkyandthefungus
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    How important are the numbers for armour in Fallout 4?

    Posted: 11 May 2021 11:37 PM PDT

    Picked up the game when it was on sale and hoping to start it in the next few days once I finish outer worlds. One thing I enjoy in games is dressing up my character to suit the type of character I'm playing rather than simply play for the numbers of what is most mechanically viable.. I'm wondering how possible this is in 4. Do I need to make sure to maximise all my stats and armour values or can I just dress up however I think is appropriate?

    submitted by /u/Lwmons
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    I'm Confused With New Vegas Main Story

    Posted: 11 May 2021 04:12 PM PDT

    WARNING This post will have a lot of Spoilers.

    This is my first Fallout game and and i absolutely fell in love with it. Everything was going perfect until i came where we killed Benny in the Strip. I wasn't expecting meeting with Mr House so soon. I wasn't even expecting we have option to kill him so soon! But worse, the robot Yes-Man gave me a lot of quests. I don't know if i should trust him or what will the consequences of those quests if i beat them before or after killing / helping mr house. And even worse after leaving the The Tops, one man of Caesar and another trooper of NCR came to me and gave another quests. GOD THERE ARE SO MANY OPTIONS SUDDENLY

    Can anyone please explain which quest leads me to where and why is the main story so confusing? I don't mind minor spoilers but please avoid telling the exact endings. (if that's possible)

    submitted by /u/Shalgam98
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    Does any one know where can I find/buy

    Posted: 12 May 2021 12:22 AM PDT

    A revolver sniper I always liked them

    submitted by /u/alexandrucostea
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    Possible glitch with Niel.

    Posted: 12 May 2021 12:21 AM PDT

    So I was doing a standard playthrough of New Vegas when I get to the part about getting to the boomers and do that 300 cap deal with him. Pretty standard.

    After giving hime the caps, he immediately ran towards the boomers and was quickly killed, taking my caps with me.

    So far I have been unable to locate his corpse. Anybody else have any issues with this?

    submitted by /u/31003abc123
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    A different take on "The Sole Survivor is a Synth" idea.

    Posted: 11 May 2021 07:12 AM PDT

    The continuation is here:

    https://www.reddit.com/r/Fallout/comments/na7gw4/an_addition_to_my_post_about_fallout_4s_plot_a/

    This is just something that came to me one night when I was going through another "Fallout 4 plot rewrite" post on YouTube.

    I understand and appreciate the twist about how much time really passed after the SS went back to sleep and how it turned out to be fruitless.

    But I think a better plot twist would have been if Father turned out the be the real Sole Survivor and the Player character turned out to be a Synth Copy he/she made of themselves for an experiment.

    Now hear me out, the idea here is that when you finally meet Father (or Mother, if it's the female build) he/she'd explain that those memories you have of Kellogg kidnapping Shaun and killing your spouse were fake memory implants. Your Pre-War memories are real, but that's because they're HIS/HER memories he/she put into you. Everything after getting frozen the first time are fake memories he/she implanted.

    When questioned, he/she explains that in reality the family did get out fine along with all their neighbors. The Institute Senior Membership are made up of your old neighbors from before the War. The original Sanctuary Hills inhabitants. They were all found and sheltered by the Institute decades earlier and treated like VIPs. The story of the Synth who killed the CPG would be elaborated on and it turns out that the Synth didn't kill everyone and the Institute were made a scapegoat.

    Fighting broke out between surface Institute settlements and the Commonwealth, and Nora/Nate died. This soured the Sole Survivor on the surface world so he/she took leadership and made them isolationist.

    A while back, Shaun himself died from cancer as a young man. Depressed, the Sole Survivor began to question if he/she'd done the right thing becoming the cold Institute leader and cutting them off from the surface. He/she wondered if anyone they knew before would even recognize them anymore. He/she also knew the Institute was working on their most advanced Synth yet, one they felt would be undetectable by science and superior to any human. He/she took the project and decided to model the new Super-Synth on himself/herself, before he/she was frozen.

    He/she'd put him in the Vault they woke up in, give him/her a fake story to justify them leaving the Vault to explore the world and then arrange for them to meet.

    The question would be "Okay, you have all my pre-war memories and you've seen how brutal the world is now. Do you agree with what I've done?"

    So the Player is in fact the first of the 4th Gen Synths, a new being created in the image of his/her creator and without an Override code so the Institute can't stop them. Their own choices and experiences lead them to decide the fate of the Commonwealth and the Institute. Nora/Nate and Shaun were never their actual spouse and son, those were fake memories. They has complete autonomy in who he wants to be now.

    If they choose to kill Mother/Father, he/she dies saying "I was right, I had changed too much. Thank you."

    What do you think?

    submitted by /u/Puzzleheaded_Log9378
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    Fallout 5 concept part 1: Los Angeles

    Posted: 11 May 2021 07:55 PM PDT

    L.A was already extensively covered in Fallout 1, and it was talked about a lot in Fallout New Vegas, so we're gonna need to establish a lot of new lore here. The year is 2300, the New California Republic has extended itself into Washington, Colorado, Idaho, and New Mexico. The NCR's main issue is supplying all of the troops in these areas so they can continue the push eastward, the NCR Senate has had a lot of trouble trying to find a solution to the problem, when a new president is elected, the NCR's situation gets worse. The new president is brash and makes decisions without seeing the bigger picture, and once his decisions are made they can't be argued with or debated, he essentially acts as a dictator. He decides to simply divert resources away from the boneyard and Shady Sands all the way to the frontier regions. People in the urban heartland of California hated this, so they rioted, the president ordered the military to put down the riots, eventually martial law was declared in the Boneyard, a disgruntled farmer assassinates the president. In the resulting political instability the NCR Senate fills the power vacuum and the NCR becomes a totalitarian oligarchy by 2303. A raider from the ruins of Phoenix decides that after his raider tribe was almost exterminated by the NCR that he should make the pilgrimage to the Boneyard, you will play as this retired raider. There you have the choice of joining one of 3 factions, The Movement for the Liberation of NCR, the NCR, and the Tandi Loyalists. Let's break down these 3 factions.

    1: The Movement for the Liberation of NCR. These guys were old legionnaires before the Legion fell apart in 2290 after the death of Caesar. They were granted NCR citizenship and managed to mostly integrate into society, however their old hatred for the NCR and its values remained in at least one corner of their mind, when it became a totalitarian state it reinvigorated old memories and feelings they had in the legion, they decided enough was enough and that the NCR's time on earth was up. If you choose to join them then the NCR will fall apart, the fate of the lands around it is not known.

    2: The NCR. The NCR is the current oligarchy in charge of its vast land claims, ever since the NCR Senate suspended the constitution they've been moving closer and closer to slavery, they've already brutally suppressed free speech and act as a military junta. If you choose to side with them the NCR will crush the two rebellions in the Boneyard, whether or not it returns to its old values is unknown.

    3: The Tandi Loyalists. These are a group of people who believe that the NCR has strayed too far from its founding values and that in order for it to succeed in the future it must return to democracy and stop expanding for the next few decades in order to fully incorporate the frontier provinces.

    That's my idea for Fallout 5 set in L.A, this is part one of 5 settings I find interesting.

    submitted by /u/CommunismIsDeath1776
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    Anyone trying to get every single perk in the game, heres a suggestion:

    Posted: 12 May 2021 02:18 AM PDT

    Get idiot savant level 2, then save scum on quests that give 500-800 xp. Yes, save scumming is time consuming and, well..scummy. BUT, if your trying to get EVERY perk it's a hell of a lot better than trying to kill stuff for tiny amounts of xp.

    submitted by /u/Duracell_Panda
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    Fallout timeliine question

    Posted: 11 May 2021 09:25 PM PDT

    (repost because Fallout in the future apparently is a deceptive title according to the mods)

    Ive seen a couple of posts about F5 but Im currently playing 4 and wanted to see what the community thought of something I was pondering:

    How far into the future would still make a Fallout game a fallout game?

    In 1 and 2 and maybe even 3 theres this sense of desolation of the post-apocalyptic and the ruthlessness associated with it.

    In 4 we find better organized, supplied, manned and armed factions and VERY advanced technology and weapons all around thats not spread out like in new vegas, secreted away in the sierra madre or in the big empty but actually pretty accessible. Society, with the raiders and all the dangers, seems pretty amenable compared to the first fallouts and their mad max spirit.

    How long until civilization builds itself back up and youre now not in a post-apocalypse crawling out of the muck but back in a day-to-day grind context?

    Would fallout lose its edge if it were too far down the timeline?

    What do you think?

    submitted by /u/Greenest_Goo
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    Single-Action Revolvers in Fallout 76

    Posted: 12 May 2021 12:17 AM PDT

    Why doesn't Single-action revolvers have proper receiver upgrades to make them as useful as the Western and 44 Revolvers and it's so unique to not ignore it and why DEVS were in favour of the other two who more or less function the same way?

    submitted by /u/shuikan
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    Dr. Borous and Gabe question

    Posted: 11 May 2021 08:27 PM PDT

    So, according to the wiki, if, after getting Borous to admit guilt for Gabe, you then tell him he was a test subject, this actually causes Borous to change his personality more than if you call him out. This might make sense as he pushes his guilt back into the loop when you call him out on it, but I can't see it mentioned anywhere else. Is it true?

    submitted by /u/Sines314
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    Fallout 76 made fallout 4 worse for me

    Posted: 11 May 2021 03:27 PM PDT

    I just restated fallout 4 to platinum the game (railroad and institute side I need to beat). Everytine I am exploring and hearing thunderous sounds or flapping noises I always looking up thinking there is a scortch beast flying nearby until I remember I am playing a different game. Also scraping things are completely different from both games. Was sitting at a bench trying to scrape stuff until I realized it is different

    submitted by /u/king-ExDEATH
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    Any must have mods for fallout New Vegas?

    Posted: 11 May 2021 03:03 PM PDT

    Hi there! today i bought the fallout NV dlcs and i am thinking of doing a new playthrough and was thinking i could download some mods to spice things up, any one got any recomendations? Some fix mods? Weapons? Anything! i am open for suggestions!

    submitted by /u/FelixTheFat04
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    Are there any mods that let you play multiplayer?

    Posted: 11 May 2021 11:08 PM PDT

    I would like to play Fallout with my friends. I now that there is FO76, but I don't want to buy it yet

    submitted by /u/mantvisss69
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    Just a minor little thought

    Posted: 11 May 2021 07:18 PM PDT

    I thought that I had played every fallout dlc in backwards order of release, Fallout nv LR, OWB, HH, DM and Fallout 4 NW and them I was gonna play the mechinist then far harbor and I thought I did with Fallout 3 as it though the order of release was BS, TP, OA, PL, MZ but it turns out operation Anchorage came out first then the Pitt then broken steel then point lookout then mothership zeta. I thought that I had accidently done a little neat thing, I unknowing played the NV dlcs in reverse and the same with Fallout 3 or at least I thought and I would've played Fallout 4's dlcs in reverse in order to complete the trilogy. I'm just a little upset because I thought I did a little neat thing but I didn't

    submitted by /u/cptcckNbaltorture
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    The Perfect Fallout 5 anthem.

    Posted: 11 May 2021 04:21 PM PDT

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