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    Fallout | Anybody else feel like the pre-war sequence in Fallout 4 was squandered?

    Fallout | Anybody else feel like the pre-war sequence in Fallout 4 was squandered?


    Anybody else feel like the pre-war sequence in Fallout 4 was squandered?

    Posted: 08 Aug 2021 11:46 AM PDT

    I understand what Bethesda was attempting to do narratively speaking--stark contrast between idyllic suburban life and the harsh wasteland. So I don't really blame them at all, and this is not a Bethesda hate post.

    However in the lore we know the US was a society in decline by 2077. There was a new plague ravaging it's way through the country, awful food shortages, riots, martial law, rebellion in Appalachia and Canada, soldiers murdering civilians in the streets, Maxson seceding from the US out West....The President had already fucked off to the Oil Rig a couple of years ago by this point.

    It would have been really cool to explore some of that and see it with our own eyes. Even if it's something as simple as Nate driving home from the veteran's hall through streets thick with hungry Americans at the food banks, patrolling troops, violent cops, etc. Maybe even a protest or a riot. Then transition into his idyllic suburban neighborhood.

    What we see in the actual intro sequence just feels so divorced from what pre-war Fallout has always been presented as, even in the rest of Fallout 4 (via holotapes and terminals).

    submitted by /u/Phenylalagator
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    Plot twist: imagine if North America is the only place that got destroyed by nuclear war

    Posted: 08 Aug 2021 01:36 PM PDT

    And the rest of the world managed to make it more or less, but couldn't/didn't contact them because they were trying to figure out what to do on their own, and can't bother crossing the ocean to check on their bros and foes.

    submitted by /u/Americat0
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    Made a Fallout diorama in an old bubblegummachine for my wife. The lights are solarpowered :) What do you think?

    Posted: 08 Aug 2021 10:33 AM PDT

    Since I can´t post an image directly, please excuse the instagram link :)

    https://www.instagram.com/p/CSUldT_NM3L/

    submitted by /u/lootgruppe_0
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    what’s your favorite settlement in fallout?

    Posted: 08 Aug 2021 02:49 PM PDT

    Bethesda should bring back some of the guns Fallout 1 and 2 had.

    Posted: 08 Aug 2021 04:02 PM PDT

    I kinda miss having guns like the Desert Eagle, P90, Pancor Jackhammer, FN fal, Bozar, and a few more.

    submitted by /u/Profligate_Destroyer
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    Maybe it's just me, but I really want the perks to be out-there and nuts.

    Posted: 08 Aug 2021 10:00 PM PDT

    I miss how absolutely insane some of the perks felt in Fallout 3 & New Vegas compared to the more linear ones from Fallout 4. I liked ones like "Implant GRX", which gave you a few uses of Turbo per day that were non-addicting and can be boosted. "Them's Good Eatin" which gave you a steady supply of good healing items. "Nuclear Anomaly" which caused you to detonate with an explosion once you got low on health.

    To me, things like this make Fallout as great as it its. Plus 5% extra bullet damage on shotguns is nice, but having something like: "You can now charge shotgun blasts by holding fire button. A fully charged blast costs more ammunition but has a chance to knock down enemies".

    or maybe instead of just a little more explosive power, gaining the ability to detonate your projectiles in mid-flight. They don't have to make logical sense. This is Fallout, a game where I've seen Radscorpions falling from the sky, a guy with sunglasses wearing a dead dog on his head, and a Super Mutant with split personalities. I think having weird perks should fly under the radar.

    How do you feel about perks? Should they be mostly linear with a couple of unusual ones like Mysterious Stranger, or should we get full on unique perks like the ones mentioned?

    submitted by /u/ajfoxxx
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    One of the Overseer's log in Fallout 76 has one of the most important messages of all Fallout universe, that can be aplied to every game history: Divided we fall

    Posted: 08 Aug 2021 09:06 PM PDT

    During the main quest of Fallout 76, if you go to the Fort Defiance and find the Overseer's Log about that place, it quotes:

    Separately, they had everything necessary to beat the odds. Brains, brawn, and bravado to spare.

    And what did they do? Close ranks. Get paranoid. Refuse to work with one another. And it cost them all their lives. People of Vault 76, if you're listening... DO NOT fall into the same trap. You find each other. You work with each other. Only TOGETHER will you win. This is your Overseer.

    First time i read that, i came back to all of fallout games i've played. 3, 4 and NV.

    In every one of this games, you can see the exacly same thing.

    In Fallout 3, The enclave wanting the Water purifier just for themselfs, the two main characters of the Point lookout DLC, etc

    In Fallout New Vegas, NCR and the BOS and the Followers, NCR and the Kings, NCR and Legion, BOS and Followers, Mobius and the Tink tank, Ullyses and the Courier, etc

    In Fallout 4, every single major faction (BOS, MM, Institute and even the RailRoad) simply denied to work with other faction, even the Minuteman (BOS see them as a threat because of the Artilhery). DIMA, Far harbor and the Children of the atom for the Far Harbor lookout.

    In Fallout 76, the Factions denying to work with each other, and even in the Stell Dawn and Reign, the major character denied to work togheter.

    Probably we can find a lot more exemples. In every situation, people do the exacly same thing and almost always had the same ending, either one dies and the other prosper for a small amout of time, or both dies. Anyway, both loses something, usually, a lot of lives.

    I Think the most important part of this, is the true objective of Fallout 76, something that anyone who played for a bit saw, the union of the community.

    Almost no player can beat the main events alone, Almost no player can beat SQB alone.

    At the end, we all need each other to not crumble like our ancesters

    submitted by /u/TsunamiDayne
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    Did anyone else realize that Salt-Upon-Wounds helmet is a modified Vault security helmet?

    Posted: 08 Aug 2021 09:37 PM PDT

    Here's the security armor

    https://fallout.fandom.com/wiki/Vault_101_security_armor And here's his helmet

    https://fallout.fandom.com/wiki/Salt-Upon-Wounds%27_helmet I wonder how he got his hands on a vault security helmet, then again the Rivet City security guards wear it too

    submitted by /u/LettuceLadTheMighty
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    What’s your guys opinion on legendary weapons ?

    Posted: 08 Aug 2021 10:37 PM PDT

    Personally I don't like them in 4 but I think there great in 76 . I just think uniques would serve a better purpose (and do with things like the deliver) and they were really awkward to obtain with most of the effects being useless or character specific .

    submitted by /u/Accomplished_Rip_352
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    Fallout: Eden Exodus (hypothetical European setting for a ttrpg)

    Posted: 09 Aug 2021 12:45 AM PDT

    Hello there! I'm planning a modified eXodus rpg campaign that would be set all over Europe (proper). And I thought it would be fun sharing it here as a both a "what if" for a Fallout game set in Europe or if you guys want to use it for DnD or other TTRPGs as well. In the future I might plan on making a world anvil and DnD beyond site for this as well. As I have used both the Fallout universe and fan maps to get this idea I will state that this is by no means a true OC and its free to use among other fallout fans. But now, on to the post... (Oh yeah feel free to give feedback or ask questions)

    The Background : Set in the year 2227, it has been 150 years since the big kaboom and even longer since the bickering between the European Commonwealth states and the war with the middle east. Despite not getting as bombed with atomic fire as the Americans and Chinese the European Commonwealth and the Western Part of the Soviet Union are still in a worse of state due to the wars that hit the area before the world was engulfed in fire.

    Because of the state of the economy in Europe before the world's ending was far worse than in America not as many Vaults, or as they are called in Europe bunkers, were built. In France, the UK and Germany Vault-Tec did build a handful of Vaults that were reserved only for the riches people that could afford a place in the safe heavens. Due to EC regulations Vault-Tec could not put experiments in the Vaults and the people that got to live in them are therefor very well off in the post-nuclear world. The other main bunker maker in the EC was Die Bunkergesellschaft who built the majority of the bunkers in Europe. These bunkers where often faulty though due to corruption in the safety regulators in the EC government and only a handfull of bunkerers have survived all the 150 years that has passed since the bombs fell. Most of Western Europe belonged to the EC but Finland and Sweden chose to remain independent and formed an alliance before the war. (They also didnt have any resources to offer the EC) Because of this they suffered poverty during the European resource wars but they did not get bombed. They also had some bunkers but they werent needed in the same way. Lastly in the Soviet Union bunkers were made by the state. They are the most numerous in Europe because the Union wanted to be the one to save all (gifted) people from nuclear hellfire. But funds were low so most bunkers were nothing more than concrete sheltes but there were a few bunkers for high ranking members of society that were on par with the worst Vault-Tec vaults.

    The enviroments :

    Southern Europe (Spain, Portugal, Italy, Greeks, Balkans): As the adventure begins Southern Europe is an absolute hellhole but not the worst places to be. Compared to western Europe this place wasnt hit as bad by the bombs but it got a lot of the punches in the wars with the middle east. Almost all major cities are now rubble and you can't differentiate between the ancient buildings of Roman empire and the ones built a year before the war. Medditerranean trees and foliage has reclaimed the area and so has the mutated wildlife. Enlarged and aggressive vipers, boars and goats claim many lives and the invasive boatflies makes life hard at the coasts of the Mediterranean. The most feared creature here though are the Chymeras. Lions that after the bombs migrated to reclaim Europe. They are hairless but more muscly and their jaws are twice as big and toothy as a normal lion. Because of the many faulty bunkers ghouls both feral and calm ones make life a living hell for the many small villages that has sprung from the better bunkers. There are also many "primals" around this area. Primals are the tribals/wastelanders of Europe and they are the descendents of people that were left outside the bunkers. They are humans but some of them have mutations such as leathery skin, odd growths and bigger musclemass. Villages, Towns and Primal groups are all individual independent "polises" and form their own factions.

    Western Europe (Germany, France, UK, Ireland, Denmark, Norway and all the small countries): Germany, England, France, and small countries inbetween were hit the worst by the bombs since they were the technological and administrative centers of the EC and the countries that were the most hungry for resources. Around all capitals and major cities are highly radiated wastes that are still uninhabitable and all bunkers in those areas were destroyed. Far way from major cities wildlife and bunkers are doing much better however. In the outskirts nature has been reclaimed as well (though some areas are still hazardous) and the wildlife here is much tamer. Radiated boars are the most common threat and "the sons of Romulus and Remus" (evolved wolves and bears) are the most vicious. Atomic deers are a source of food but they also radiate the consumers. Another hazard in western Europe are the unexploaded bombs. Since a lot of the bombs came from the Soviets and their work was shoddy many of the bombs fell intact. But getting too close csn prove fatal. The major factions in Western Europe are: The High Kings. Scotland and Ireland weren't hit as bad and they have formed a large country and live in restored Castles. Like the Highlanders of Old they paint themselves and fight with Swords and Spears. Their enemies are the Teccers. The Teccers are the High Society people who lived in Vault-Tec vaults. They are spread across Northern England, France and Germany and keep in touch through communication systems since they want to reform the old world. They are also the ones with the most pre-bomb weapons in this area. (note that no boats are travelling to America by this point) The last major faction in this are are the people of the Island. Located in northern Denmark these people have got a small country and try to rebuild society as it was before the war and are accepting to bunkerers, ghouls and primals. They are oblivious to the other two factions. Ofcourse smaller primal and bunkerer factions exist throughout this area as well with the Norwegian "Bergefolk" being a vicious and well known pack of raiding primals.

    Eastern Europe (Russia, Poland, Hungary, Ukraine, Romania, Moldova, Chezhia, Slovakia, Austria and more): Eastern Europe wasn't hit as hard as Western Europe (with the exception of Moscow and St Petersburg) but the capitals were still wiped out and due to the shoddy bunkers almost all bunkerers were wiped out or turned into Ghouls. Eastern Europe is therefore the least populous region and most who survived are primals by the time the adventure starts. Wildlife and nature is very prosperous here and there are plenty of forests. The dangers of these areas are mutated wolves, bears, rats, racoons, boars and lynxes. Deers and berries are good food and safer to eat than in western Europe. A lotcof towns and smaller cities are intact and a lot of looting can be done here. The major factions in this area are: The Panslavas. They are old world high society who survived in the better bunkers in western Russia. They are talented and highly intelligent people and are forming trade routes with Primals and the other factions. Their city state of New Stalingrad is a communist state run by philosopher autocrats. They own most of the tech in the region. Their ultimate goal is to unite Primals and other bunkerers to form a new communist Slavic nation. The Brotherhood of Leshy are bunkerer ghouls in Ukraine who worship the nature spirit of Leshy and think their long lives are due to his blessing. They serve to rid the world of technology all together and are tamers of the wild. The Sons of Forgotten are a strong band of Primal groups under a High chief stretching throughout the whole region. Their aim is to survive, raid and take care of their own tribes.

    Switzerland: This region was saved by its mountains and protective systems. It's almost completely untouched and not much is known about it. Legends say however that the remnants of the old world EC elite are hiding there though on a hoard of money and tech. They live in a utopia just waiting there until a moment they can strike back and retake the whole of Europe once again.

    The Fenno-Swede alliance: Both a region and the largest faction in post-nuclear Europe. As the Finns and Swedes had little to offer when it came to diserable resources they weren't let into the European Commonwealth and where therefore kept out of the resource wars. They were among Europes poorest countries but what they lacked in money they made up for in willpower and knowledge. As they nations were small in population they needed to educate their population to keep up with the rest of the worlds tech and industry and the nations birthed the most educated people per capita in the world as the resource wars began. Seeing that the world was going to shit fast the two countries allied and started to work with what little they had to prepare for war. When the EC countries turned on themselves the alliance was undistrubed and when the bombs fell not many were aimed at them. All of the few bombs that were aimed at the alliance were destroyed in air by the systems that the countries had prepared but the population still had to hide in smaller bunkers for the next eighty years due to radiation coming into the country with winds and water from their hit neighbours.

    150 years later the SwecoFinns Alliance as it is now known have reclaimed their terriotories and rebuild. The population have dropped severily because food and medicine production can't reach the same heights as they did before the war due to a lack of machines and chemical resources. But a sizeable population of 7 million still exist in the SFA and people live in villages, towns and cities divided by wast forests. Agriculture and reindeer farming proves to be a reliable and clean food source and freshwater rivers, lakes, seawaves and the forest gives the people clean water and energy. All is not well however. Despite having large caches of pre-bomb guns it is still not enough to protect the walls and borders of the country from outside raiders and mutated beasts. And people flock from Norway, Denmark, Russia and Estonia to take part of the wealth in the SFA. This has made the SFA highly xenophobic and they shoot almost every outsider on sight. A wall is also forming between the Expansionists' Party who wants to expand the borders further to get to the neighbouring countries resources and the Shut-in Party who wants to relocate shut the country in and even decrease the borders to protect it. In some cities the divide and struggle for political power is proving to be detrimental to the normal folk.

    The Campaign

    (If you choose to use this established world as a setting you can ofcourse make up your own campaign but I will also provide the one I will use.)

    Fallout: Eden Exodus:

    The party is part of a small bunker in Ukraine that has recently emerged unscathed (party members can also choose to be ghouls if they want to and it can be explained that they worked in the bunkers own reactor). The toxic and radiactive wastes outside of the capital of former capital of Ukraine proves to be a bad place to start a community though since nothing can grow here and it's really unsafe in general. The party is tasked to find the new tribe a place where they can thrive and then return and take the tribe to that place. After this the party is free to roam the remnants of the old world and to interact with different factions while searching for their Eden. Most factions wont let the party freely roam their grounds unless they complete quests for them which works as roadblocks in their adventure. Their are ofcourse other dangerous on the way and the party must find food, clean water and fight off radiation poisoning and raiders as well as mutated wildlife.

    The different Edens and endings: There are a only few places that can work as an Eden and possible futer for the party's tribe. These are all the possible endings for the adventure.

    The SFA Haven: If the party can 1. Win the trust of the xenophobic FSA (very hard). 2. Help them get more guns/secure their borders and 3. Help resolve the politcal issue (Diplomacy, Third party or Help one of the Two main parties take over), they and their bunker friends will be let into the FSA.

    The Swiss New World Order: If the party can 1. Brave the dangerous Alps and find the secret EC-Elite utopia 2. Convince the EC-E that they are pure humans (The EC-E in Switzerland's goal is to remake the EC with pure humans) (Ghoul players will be hunted down so this ending is not possible for a party with Ghouls) 3. Eliminate all Primals close to Switzerland and convince all pure human tribes around Switzerland to join the new EC, they will succeed and the party's tribe will be let in to Switzerland.

    The Highland Kings: If the party 1. Joins the High Kings (Quests). 2. Helps them eliminate Teccers that threaten their existance, the party will find a place for the tribe in the Highlands. This future is not as secure and safe as the two mentioned above but it's still a good ending.

    The Teccer Endings: If the party 1. Joins the Teccers (Quests). 2. Kills all High Kings and other smaller tribes threatening the Teccers. 3 Finds a large boat in Liverpool (Optional), the Teccers will let the party's tribe join them (Good ending) or help them repair the large boat. The boat ending is very uncertain for the tribe since the ending depends on where the tribe travels (Southern Africa = Good, America = Harsh, Asia = Bad, Greenland = Bad, Iceland = Good).

    The African Exodus: If the party 1. Find a way to Sicily 2. Helps a local city state to conquer the whole Island. 3. Help them thrive and rebuild, the Party will recieve a cold thanks. The Sicilians wont accept Communists (Eastern Europeans) in their new Hsven but they will help the tribe to Africa on a boat. This ending is almost the worst since the DM will narrate that half the tribe dies while they are finding a safe haven in Africa.

    Other endings: When the players reach a possible haven the DM must describe it to make sure that the area is a possible Eden. Any attempts to make an Eden in any other area other then described above will result in the tribe eventually dying out. For example if the party decides that Norway is a good Eden the epilogue could state "As soon as the bunker tribe arrived in Norway they were cut down by Bergefolk. With his lasts words the tribal elder cursed the party." But if the party has helped a local faction the ending would still be bad but not as bleak. For example. "After all you done for the Sons of the forgotten they welcomed your tribe with open arms. For a couple decades your tribe raided snd thrived with them but as soon as the High Chief died a civil war erupted. Most of your tribed died and the once that remained scattered.

    The DMs responsibility in the ending: Whether or not you choose my campaign the DM should still always narrate the classic fallout slideshow epilogue as the adventure ends to make sure that the players know what happened with their tribe and how they affected NPCs and Factions they interacted with.

    So how did you like this post? Do you have any further questions about the world? Would you like to use this as a campaign setting? Please comment!

    submitted by /u/DerMetJungen
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    Can you leave nv dlc quests and go back to the main map or do you have to finish the dlc first before leaving?

    Posted: 08 Aug 2021 09:20 PM PDT

    Something I'd like to see in Fallout 5

    Posted: 08 Aug 2021 02:42 PM PDT

    I would like to be able to rebuild everything - abandoned house, stores, buildings, etc. I'd also like to fully clean out the named buildings (the places you have to enter and wait through a loading screen). Essentially a vastly expanded settlement system where you can make the wasteland hospitable again.

    Settlement building is one of my favorite aspects of 4, but it was limited to an area. Expand it to everything!

    Thoughts?

    submitted by /u/Altoidman33
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    Found this good boy. Look at the actions. Adopted and sent him home, but I'm absolutely not gonna rename him, lol.

    Posted: 08 Aug 2021 08:17 AM PDT

    Leveled enemy systems are a pain in Fo4

    Posted: 08 Aug 2021 11:52 PM PDT

    Fallout 3/New Vegas: There are 2 bandits. Both are wearing leather armor, and wield laser rifles. You head shot both with a 308 rifle at range, or charge in with a shotgun dealing a dew blasts, or crit them with a laser pistol.

    Fallout 4: there are 2 bandits. Both are wearing leather armor. One is taken out in 3 shots by a 308 to the head, the other is legendary so takes 200 shots of your sniper rifle to kill.

    I hate the idea just because of random chance or what area your in, the enemy despite being the exact same is a bullet sponge that makes power armor jealous.

    Fallout 3, and new vegas have certain areas that are more difficult because of different enemies. Deathclaws were only in certain areas like the mine in nv, and old onley in 3. Both are memorable. Not because of "levels". In fact thats how 1 and 2 worked too. No enemy raider or supermutant was tougher without being different. There shouldn't be low leveled deathclaws that less armor than a late level leather clad shmo joe with a pipe pistol.

    Now some good things: i like the creature variety like glowing or albino versions. Very cool.

    I like super mutan suiciders, very fun and deadly enemy.

    Power armored raiders are tough, interesting enemies.

    Other than that, idk. I dont like my fallout feeling more like world of warcraft. I am trying to like 4, and I am enjoying it but i can't help but feel like somehow alot of features are neutered or downright inferior to previous games. Lack of ammo types, and vats puts you at a disadvantage. You dont shoot very fast, and it feels like 40 percent is more like 5. Time to mod I guess.0

    submitted by /u/Yarus43
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    Can we appreciate how dead money makes New Vegas a horror game

    Posted: 08 Aug 2021 09:41 PM PDT

    No matter how you feel about this DLC everyone knows the feeling when you look around the corner see a bunch of enemies prepare to fight and turn the corner and…. your collar starts beeping, so instead of fighting you run through the area. Congratulations you have experienced something that everyone that has played dead money can agree has experienced as well. The DLC just made you it's b****

    submitted by /u/Dear-Truck6910
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    How to get rid of black codsworth?

    Posted: 08 Aug 2021 11:03 PM PDT

    Ok, like the title says how can u get rid of it? I'm on xb1 and no mods on and I reinstalled the game and it's still there.

    submitted by /u/praisedgrain674
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    What fnv dlc should I get

    Posted: 08 Aug 2021 03:41 PM PDT

    Opinions on pipe weapons?

    Posted: 08 Aug 2021 01:29 PM PDT

    I like the idea of them, they make sense. But the look has always bothered me, especially when my character can mod an entirely different stock onto a hunting rifle but then just slaps duct tape over over a pipe. What are your guys thoughts on them? Are they good, bad, in need of improvement?

    submitted by /u/Senor_Bongo
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    Fallout 4 DLC summary and rating.

    Posted: 08 Aug 2021 03:27 PM PDT

    I'm thinking about maybe buying some dlc for the game but I'm not sure which one is worth it.

    If you could give a brief summary of each dlc and a rating on how much you think it's worth getting. I'd sure appreciate ya!

    Also, why is r/Fallout4 sub private?

    submitted by /u/Usernamepasswordsign
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    Fallout 76 multiplayer

    Posted: 09 Aug 2021 02:35 AM PDT

    I want to play fallout 76 with a friend and i have a few questions, i hope someone can help me.

    Can you play with a friend on a non private world without fallout first? , if not do you both need fallout first?

    submitted by /u/birbs05
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    What Happened to Protectorates after the Bombs fell

    Posted: 08 Aug 2021 07:02 PM PDT

    I am curious to know what happened to nations like Curaçao or Aruba. As they were probably still protectorates in the fallout universe and Nations like Greenland or the Faroe Islands. When Denmark? Was nuked did they declare independence. Was Scotland or Wales nuked and if they weren't heavily nuked did they declare independence. What about Corsica which is in a prime position in the Mediterranean Sea. Or Martinique owned by the French same as Corsica. All of the Guyana's if not nuked may have declared independence in one federated state. The Andaman Islands could declare independence from India for a short while. Tibet could break away from China as well as Xijang. The falklands would become part of Argentina or their own separate state. Comment your thoughts below

    submitted by /u/CraineStyle
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