Fallout | Fan theory: what the synth component actually does |
- Fan theory: what the synth component actually does
- You should give the Minutemen a shot if you haven't already.
- Anyone else uncomfortable while playing New Vegas?
- Found Piper's corpse in railroad
- No Choice But To Kill Paladin Danse?
- A little tidbit of dialogue from fallout 3 you may have missed
- One frase from father was what was necessary for me not join the institute
- Fallout 4 Faction Question
- THAT'S the Red Death?
- Interesting features and lesser-known mechanics used to exist in the Fallout series
- my parents always said kill em with kindness
- I was reading the Fallout New Vegas Wiki when a question came up
- Am I the only one who fells like Vaults have a very “Backrooms” vibe?
- There is Something So Satisfying about 100 pickpocket
- Nuka World Market Bug
- Recently started playing, need camp help
- Escape the oceanological society? [Fo4]
- Could Nuka World have worked as a Treasure Hunt?
- Does anyone know what the very first release cover for Fallout 1/Fallout 2 look like?
- Fallout 4 and Skyrim mods down?
- Question about far harbor (fo4)
- What happens if you clear the Switchboard before Tradecraft?
- New Save on Fallout 4
Fan theory: what the synth component actually does Posted: 08 Jun 2021 02:13 PM PDT In game, we never get an explanation as to what the synth component actually does, it just serves the gameplay purpose of telling us who is a synth and who isn't. However, I have developed a theory as to what it's purpose is in universe. First, i have to clear up something. A common misconception is that gen 3 synths are fully machines who simply mimic living people in appearance and behavior. The game itself seems to indirectly contradict itself on this. We are told synths can't age, become irradiated or get gain weight, which would imply they are fully machines since these are pretty universal traits for living beings. However at the same time we are told synths can dream (this isn't something they were designed to do, it shocks the scientist who discovers it) and an unirradiated human's DNA was needed to create them. I believe synths are living creatures. Them not aging or going fat is the product (by design or incidental) of how they are created. Synths aren't grown in a tube, they are built bone by bone, muscle fiber by muscle fiber, and emerge fully aged. This lines up with the fact several people say gen 3 synths are the product of a union between the mechanical and biological. The mechanical is the machines used to create them and the synth component and the biological is them being made out of organic matter created using Shaun's DNA. Here is where the synth component comes in. Gen 3 synths can be shut down with a recall code, have their memories wiped and altered, etc. If we assume synths are living beings and "fusion between mechanical and biological" refers only to the process of making them, then this doesn't really make sense. These types of things seem way too specific to be solely from commands being built into the "cloned" brain. I believe these commands are done through the synth component. The synth component is built to receive voice commands and respond appropriately by making the brain do whichever command was ordered. For example, when a synth is shut down they pass out, with the brain keeping the legs standing to prevent injuries. The synth component also regulates memories. This is how memories can be erased and even overwritten, and shows how the railroad can create a completely new memory using relatively primitive technology. I believe Kellogg's brain implant was developed with the same technology. This is how we are able to access his memories using only the implant, when the memory den usually requires a living person with an intact brain. However, this does not mean all memories are stored in the synth component, it just processes them. In a synth, they would only keep the necessary memories like speech and motor functions for whenever they are reset. With Kellogg, it only stored his most important memories, to ensure he remembered who he was even after living for so long. Because of this Kellogg's memories found in the implant are mostly missing, and those still left are damaged. This is also why the railroad can't remove the synth component or stop recall codes from working. Taking it away would probably kill them, since they're built into the brain and taking it out might mess up their memories. This is also why Jules memory wipe causes her headaches, and why botched memory wipes leave synths in a coma, their synth components became defective. [link] [comments] |
You should give the Minutemen a shot if you haven't already. Posted: 08 Jun 2021 01:36 PM PDT Going into my playthrough of them, I really expected to not enjoy it. But little by little, settlement by settlement, I began finding myself taking more time building up my settlements. Eventually I realized, "Hey, I really like this". Even if you are not a fan of settlement building, you get to travel all across the map discovering new locations. It is definitely not for everyone, but I think you should at least try. [link] [comments] |
Anyone else uncomfortable while playing New Vegas? Posted: 08 Jun 2021 11:47 PM PDT Creepy giant mutated insects, psychopathic ruffians attacking you on sight, the unnerving ambiance of the wastes, even if the music is turned all the way down.. I'm shook, but damn this is a great RPG. [link] [comments] |
Found Piper's corpse in railroad Posted: 09 Jun 2021 02:48 AM PDT After raiding the railroad with BOS I found a corpse with exact looks and clothing of piper I even took a screenshot but I lost it I still have the red jacket in my inventory and its identical to piper's jacket [link] [comments] |
No Choice But To Kill Paladin Danse? Posted: 08 Jun 2021 12:54 PM PDT I've failed all persuasion attempts, and all interaction with Paladin Danse ends with him getting on his knees waiting for me to execute him. But I don't want to, I won't execute a comrade. Synth or not. Is there really any choice or do I have to end him? [link] [comments] |
A little tidbit of dialogue from fallout 3 you may have missed Posted: 08 Jun 2021 11:41 PM PDT In the beginning of the game, when you have to shoot the radroach, If you waste all of your BB's or just drop them - James will remark about the BB gun having wonky sights when you talk to him and ask for more ammo. You can also say you don't want to shoot the roach, but James tells you to. [link] [comments] |
One frase from father was what was necessary for me not join the institute Posted: 08 Jun 2021 08:16 AM PDT During the quest for the Battle of Bunker Hill, i choose to warn the brotherhood. When i meet father at the top of the C.I.T. he said something that was deeply hurtfull for me. He said that the future of mankind was underground, and in other words, that the surface was lost. I like to roleplay, and my character had make a lot of friends in the surface, including Paladin Danse, whom i stand for in front of Elder Maxson. And hearing from the guy who supposedly is running a project with the objective to save mankind that the surface can't be saved? I haven't fought side by side with the minuteman to hear that the people i saved was lost. I haven't take a lot of shots from raiders and from gunner fighting alongside the Brotherhood to hear that their were in vain. Liking or not, the Instituite has no plan on saving the surface, their only plan is to go to the surface to take whatever their need is, and then go back to their hole. They even admit that they stole energy from above. How far until their 3d printer prints a huge army for them to stole more and more things? I've decided to join the Brotherhood of Steel after all, because they are fightning for that people have a better life, they are patroling the wasteland and protecting and saving good people. I know they are a bunch of cunts, but they are the only one with resources enought to be able to protect what is left. Ad Victoriam [link] [comments] |
Posted: 09 Jun 2021 12:40 AM PDT If I side with the BOS can I destroy just the Railroad And The Institute and spare the Minutemen [link] [comments] |
Posted: 08 Jun 2021 04:59 PM PDT |
Interesting features and lesser-known mechanics used to exist in the Fallout series Posted: 08 Jun 2021 06:11 PM PDT As a long-standing franchise, Fallout has undergone a lot of changes over the years. There're some interesting features and minor but useful mechanics that once existed in certain games but eventually got removed. Some of them still have a chance to return while others might never be seen again. Here're some of my picks and you're welcome to add more: Alternative lockpicking: In classic Fallout lockpick is chance-based and you can use tools to compensate for the lack of skill. You can also use explosives or force the door open with high enough strength. In Fallout 2 you can even lock doors to trap enemies inside. None of these features are available without mods in modern Fallout. Brahmin tipping: You can tip a brahmin by using beer on them in Fallout 1 and selecting the push button in Fallout 2. In Fallout 3 and New Vegas, selecting the "activate" button while crouching can also tip a brahmin over. This feature is sadly absent in Fallout 4. Critical hit message: In classic Fallout, the critical hit system is more complex with its own tables and messages. These brutal yet hilarious messages are one of the best parts of combat in these games. Some examples: "He mumbles 'Mother', as his eyes roll into the back of his head." "The wound causes severe blindness as if there is any other kind." "Smashing the small child around like a limp rag." Damage threshold: Exists in Fallout 1 and 2, removed by Fallout 3, reintroduced by New Vegas yet removed again by Fallout 4. You can find the technical explanation here. Suffice to say, adding DT to the defense calculation provides more depth and variety to the combat experience. Combining it with things like armor-piercing ammo also creates more tactical choices. Functioning cars: Fallout 2 is the only game (excluding Tactics) in the series that has functioning cars that can be used by the player. The absence of vehicles in 3 and New Vegas is more of an engine limitation. And although the Vertibird in Fallout 4 is cool, we still miss our highwayman. Gambling and mini-games: Gambling is a skill in classic Fallout that determines your winning chance in casinos. Outside casinos there're also boxing matches and animal fights. New Vegas brought back gambling (this time determined by luck) and introduced a new mini-game: Caravan. The Thorn also continues the tradition of pit fighting. The arcade in Nuka World is fun, but Fallout 4 definitely needs more entertainment (look at you, Combat Zone and Easy City Downs!). Hardcore (primary needs separated from difficulty): There's no eating, drinking, and sleeping mechanics in classic Fallout. New Vegas is the first game that introduced these elements to the series. And although the survival mode in Fallout 4 is great, you either accept the whole package or not. There really should be a primary needs mode independent of the combat difficulty for those who love role-playing but don't want to make their game too hard. Healing/drugging NPC: In classic Fallout, you can use any ingestible items on any NPCs, be it friendly or hostile. If used on a friendly NPC, they won't mind. This opens a lot of gameplay possibilities: pumping super stimpaks into someone and let the side effect kill him; using drugs to lower someone's action points before fighting him; Lowering the perception of a small child with alcohol then repeatedly pickpocket him to gain infinite XP. Killable children: It's a shame but also an understandable compromise that we can no longer have killable children in modern Fallout games. Mind you, killing children has severe consequences in classic Fallout. But if you really want to, you can assassinate an NCR senator by turning his child into a human bomb. Prostitution: It's a wasteland and people need to survive, so don't judge. Not only are there brothels in almost every town in classic Fallout, but you can also pimp yourself out for favor and even become a porn star. Prostitutes are also quite common in 3 and New Vegas. The strange absence of prostitution in Fallout 4 remains a pity and mystery. Reputation system: Do you know that the original Fallout only has a general reputation and it was renamed into karma in Fallout 2? Fallout 2 also has a separate system that measures your reputation in each town. This will later be developed into the reputation system in New Vegas. Fallout 4 removes Karma, which is actually acceptable if it has a reliable reputation system to replace it, but it ends up being another missed opportunity. Thus, it's a welcome surprise to see the return of such a system in Fallout 76. Targeting eyes and groin in Vats: Vats are cool, you can shoot them in the head. But you know what is cooler? Shoot someone in the eye! Or punch someone in the dick! You can do it with Vats in classic Fallout, good old times. Trait: Another addition to the character creation that you wouldn't know if you only played Bethesda Fallout. It's basically a tradeoff system that has both positive and negative points, which makes your build more unique and interesting and greatly increases the roleplay possibility. For example, Small Frame gives you one more agility at the cost of lower carry weight (or easier crippled limbs in NV); Good Natured gives you more utility skills at the cost of fewer combat skills. Weapon/armor repairing: Interestingly, it's a mechanic introduced by Bethesda in Fallout 3 and also removed by themselves in 4. A lot of people find it annoying and tedious, but when handled right, it could add more immersion and make the gameplay more engaging. The weapon repair kit and jury-rigging perk in New Vegas are good examples in that regard. Wild wasteland: Officially first appeared in New Vegas but can be traced back to some of the random encounters and easter eggs in classic Fallout. It's a nice way to include some of the wacky sides of Fallout while still maintain its relatively realistic tone and immersive world-building since you can choose to turn it on or off. Despite not present in Fallout 4, between all the legendary enemies, alien artifact makes someone literally immortal, and a kid trapped in a fridge for 200 years without eating and drinking, the whole game is basically a wild wasteland. [link] [comments] |
my parents always said kill em with kindness Posted: 09 Jun 2021 12:10 AM PDT i named my fat man gun kindness. so to the guy who nuked my house on xbox in fallout 76 because i sold a legendary 1 star 10mm pistol for 10 caps over the value. get ready for kindness [link] [comments] |
I was reading the Fallout New Vegas Wiki when a question came up Posted: 09 Jun 2021 03:31 AM PDT I was reading the article on the ghost people, when I read a section that said "Ghost people would theoretically be exceedingly easy to sneak by, as they have zero Perception, but due to the game's programming interpreting zero Perception as infinite Perception, stealthily bypassing them is near-impossible" This is quite interesting for me, as I often enjoy screwing around with cheats and console commands. Could I do the same for myself in-game? Set my special stats to 0, and then have them revert around to infinity? Is it possible? Will it break the game? [link] [comments] |
Am I the only one who fells like Vaults have a very “Backrooms” vibe? Posted: 08 Jun 2021 08:40 PM PDT I just feel a sense of dread exploring vaults, getting lost in different areas and not knowing how to get out. Just a thought I might high haha but yeee just feel very very off while exploring vaults. [link] [comments] |
There is Something So Satisfying about 100 pickpocket Posted: 08 Jun 2021 08:12 PM PDT |
Posted: 09 Jun 2021 05:21 AM PDT So after spending hourse into what will propably will be my final playthrough I came to nuka world where i completed a few quests and then went to the market and realized that the all traders (exept Mackenzie Brigdeman) and the wasteland travelers wont talk to me even outside of the market no one with a collar and Nira cant initiate a dialoge. All the important Characters work so its nothing game breaking but its just you know it sucks. I know this issue arose once in 2019 but there was a fix for it by bethesda or the unoffical patch team. Does anyone else have this proplem or a way to fix this? [link] [comments] |
Recently started playing, need camp help Posted: 08 Jun 2021 11:09 PM PDT So I bought the makeshift mega mansion and can't figure out what I need to do in order to actually build it, it's not showing up anywhere. I'm level 35 rn and just started my first playthrough so I'm new to a lot of it, bought it in the shop to get a bit of a boost with my camp setup. Playing on Xbox if that matters [link] [comments] |
Escape the oceanological society? [Fo4] Posted: 09 Jun 2021 01:10 AM PDT Hi all, I finally downloaded start me up and spawned at the Nahant Oceanological Society building at the upper northeast coast. I have tried to escape to some non-hostile area (or at least somewhere with a bed) but keep getting killed. Has anyone found a way to get out of there, or know the nearest safe place to escape to? Much appreciated. [link] [comments] |
Could Nuka World have worked as a Treasure Hunt? Posted: 08 Jun 2021 04:47 PM PDT I've been over this before, but I don't think I ever made a direct post over it. Nuka World had a lot of good ideas and interesting visuals to it and while part of Fallout is choosing the "evil" paths the whole point is to offer multiple options. Maybe Nuka World could have worked out better in being a "choose the evil way" storyline while offering up a narrative that was....well, a real narrative. We have the storyline of the Raiders, Raiders with actual names and themes to them (which is a rarity in all of Fallout, not just 3 and 4) all working together for a goal. We have the people who were already living there, but hadn't made much of the Park, living quiet peaceful lives. And we have Bradberton in his hidden chamber with new technologies that have the potential to really affect the balance of power. As silly as it can sound on paper, turning Nuka Cola into a serious weapon really can do a lot. Is there a way to take all these existing elements and form a bigger plot out of them? What I came up with is the narrative of the Raiders being renamed "Treasure Hunters" or "Tribes" just to add a teeny bit more open-ness to the plot. Maybe it's just me but calling them raiders right off the bat makes it a little too blatant. Or maybe I'm just being a wimp. There folks would've all been united under Gage and Colter with the idea that there was more to their lives than the harsh way they'd been living. Fighting each other, taking Merc jobs, trying and failing at trying to build their own towns. They had heard of a long lost city that was supposed to have ancient hidden secrets in it of the Old World, secrets that promise great power. Something that would turn a bunch of gangs into something greater. A few years back, a large abandoned place called Nuka World was found and settled by people and they turned it into a trading hub as it's the only decent place in the middle of what is a largely barren land (the leaking Nuka Chemical poisoned the land, I guess?) but they haven't done much to try and fully rebuild the Park or expand it into a real city. Gage and Colter are certain that Nuka World IS the Hidden city from legend they were looking for and wonder why the People there haven't tried finding the hidden treasure themselves. When the people inside refuse to leave, that's what starts the fighting for the Park. A war that the player happen to stumble into when they get there by train. A war between those who want the past to stay forgotten and those who want to reclaim the power of the past. This is just the basic story I came up with, does it seem workable as a narrative? [link] [comments] |
Does anyone know what the very first release cover for Fallout 1/Fallout 2 look like? Posted: 08 Jun 2021 04:05 PM PDT I'm trying to buy original copies of both Fallout 1 and Fallout 2 for my Fallout collection, but I keep seeing different versions of the (mainly back) cover art. I want the original '97 and '98 releases. Would anyone be able to point me in the right direction? EDIT: Thanks so much to those who are commenting! I'm rly only looking for the CD and the Jewel Case [link] [comments] |
Fallout 4 and Skyrim mods down? Posted: 08 Jun 2021 03:33 PM PDT Anyone else unable to login to Bnet mods? I'm on Xbox One right now. Says Operation Cannot be Completed when you click on mods. Also hearing FO76 is down too [link] [comments] |
Question about far harbor (fo4) Posted: 08 Jun 2021 09:25 PM PDT Hey everyone! I just a quick question about the Far Harbor DLC. I'm going to be buying it, and I wanted to know if you can start the DLC after having completed the main story? I read online you can only do it during a certain point in the main story, but I figured i'd ask reddit. Thank you! [link] [comments] |
What happens if you clear the Switchboard before Tradecraft? Posted: 08 Jun 2021 05:06 PM PDT |
Posted: 08 Jun 2021 04:37 PM PDT This is probably a dumb question, but I can't really find an answer. When I load up the game, there's the option to start a new game. If I click this, will it delete my old save and all of its progress? [link] [comments] |
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