Fallout 4 |OT| Atom Bomb Baby

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I have 17 people and all my numbers are way up on all resources. yet my happiness just keeps dropping. I've heard there is a bug that if you are far away from your settlement it drops. Anyone else have this issue?

Is your defence higher or the same as your food/water?
 
It seems like the playtime showing on the save files is not correct if I use the suspend thingy on PS4 or is it just me?
 
Anyone know why I can't make gun turrets even though I have plenty of materials? The two settlements I am trying to build has nothing I have built.

I noticed a bug that I sometimes can't build things even though I have the material.
From what I saw, this happened to me for the turrets when I first didn't have the needed material, and scrapped random objects while still having the turret construction active.
I think I just did random missions for a while and could build them again.
 
Piper and I terrorise the wasteland. I want a mod that removes the head piece in dialogue though. :(

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Picked up a damn sweet laser sniper rifle yesterday, pretty much blows away everything I had previously (aside from an auto-shotty). I wanted to make this character a pistol user, but the legendary drops I get all seem to be rifles or junky armor.

I tried modding the sniper down to a pistol, but it's not entirely clear what I need to pull to get it reclassified as one so that the pistol perks I have would kick in...

Edit: Perhaps it is just the stock? I had swapped that but wasn't sure as another part of the rifle was called 'Sniper' and swapping that would have killed the weapon completely.
 
I tried modding the sniper down to a pistol, but it's not entirely clear what I need to pull to get it reclassified as one so that the pistol perks I have would kick in...

If you have not given it a name, it should say Pistol or Rifle at the end of the name when you select a Grip mod

Grip determine the type of the gun
 
If you have not given it a name, it should say Pistol or Rifle at the end of the name when you select a Grip mod

Grip determine the type of the gun

Alright, I'll give that a go again. I swapped it to Comfort Grip, which did change it to a pistol like hold, but the barrel or stock said 'Sniper' and I wasn't sure if the game would use more than one aspect of the gun to decide what category it was.

It'd be nice if there was just a 'Category' tag listed in the weapon info to simplify things.
 
I'm almost certain Stronk hasn't stopped talking since I recruited him a dozen hours ago. I get it bruh, humans are weak Strong is cool.

I think there might be a bit of a bug with this as he's been talking non-stop in my game too. Like, as soon as the audio file for one snippet ends it immediately jumps to another one for all of eternity.
 
Can anybody give me tips on power layouts and management?

You need Power Source > some kind of pylon > than conduit > switch?

How do you get the stuff say on second floor attached? Wiring from out to in...
 
Can someone tell me how to open the console on a laptop keyboard? Can't seem to open it. '~' doesn't work..

Was troubled by this too, apparently it is keyboard/language dependant.
You can google and find some lists, but it didn't work for me. I just tried all key on the top left and on the right(next to the enter key) on my keyboard; "ö" worked on my german keyboard.
 
FUCK THE RANDOMLY GENERATED BULLSHIT NEVERENDING REPEATING QUESTS THAT I CANNOT DECLINE THAT ARE PRESENT IN MY PIPBOY FOREVER BECAUSE BETHESDA.

That is all.
 
Can anybody give me tips on power layouts and management?

You need Power Source > some kind of pylon > than conduit > switch?

You only need a switch if you want to turn powered devices on and off, and pylons/conduits serve the same purpose and can essentially be used interchangeably. Some devices require a specific amount of power (ex. radio beacons) and need to be connected via wires. Other devices (ex. lights, televisions) just need to be in the vicinity of a connected conduit, pylon, switch or generator, and do not need to be connected by wires (indeed they can't be even if you wanted to).

If you pay close attention to certain other settlements, you'll see that they're already wired up and just need power. You can get some new ideas for how to lay out conduits/pylons by seeing how Bethesda does it.
 
Can anybody give me tips on power layouts and management?

You need Power Source > some kind of pylon > than conduit > switch?

How do you get the stuff say on second floor attached? Wiring from out to in...

Power to devices is wireless, all you need is a pylon / conduit or switch that it wired to the generator within 2/3 building spacers for the devices to get power.

I usually just stick a couple of pylons on the roof.
 
FUCK THE RANDOMLY GENERATED BULLSHIT NEVERENDING REPEATING QUESTS THAT I CANNOT DECLINE THAT ARE PRESENT IN MY PIPBOY FOREVER BECAUSE BETHESDA.

That is all.
After turning them in you can actually run away from the NPC so he stops giving you any because your not within the ear shot of the NPC to finish hearing he dialogue to give you more Radiant Quests but if you want to make sure quick save before you turn them and give it a try.
 
I clear out a bunch of overleveled idiots. Think everything is rosy as I will probably gain a new settlement. Step on a mine. Fuck my life.
 
So, an interesting thing about a person/quest in Diamond City.

I stumbled into the upper bar, and saw a fight between Paul and the bartender, that Paul lost. Later, Paul approached me on the streets and wanted to hire me as backup, cause he was planning to confront the bartender again. In one save, I agreed to that, which led to a quest, but that quest was interrupted because they both ran into a group of super mutants and was killed. I picked their keys and checked the bartenders house, but he didn't have that much of value, so I reloaded.

But I didn't feel like helping Paul this time, I was busy with other quests, and it didn't feel like something my character actually would waste her time on, so I declined (which Piper disliked), and went on with my business.

When I later returned, Pauls wife approached me, about him gone missing, and asked me to look into it. I confronted the bartender, who claimed to not now, but there were two skill checks in the dialogue, one to persuade him, and one to threaten him. Since I have 10 in charisma, I persuaded him, and he confessed to killing Paul, claiming that Paul had drawn his gun. And then begged me not to tell. But I of course told his wife, who thanked me, and then asked me to leave, because she had to think.

Not sure if that's it, or if something else will happen - and please don't spoil that for me, but I thought that was a more complex quest then I had expected.

I just wonder if the skillcheck for threatening him to tell is also based on charisma, because it was marked as red, while the persuation option was yellow. My character has 10 charisma, but 1 strength.
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The more I play this the more I am mixed about it. Quest design feels so much more restrictive then past Bethesda games.

Quests just seem to have less creative solutions then previous Bethesda games. Less choices or use of speech checks.

Maybe its the main character VO meaning they had less options. Maybe its just more Betehsda streamlining. Who knows.

The world itself is better in a lot of ways then their previous worlds but the story / game in it just isnt doing it for me.
 
Well damn only just discovered you can add pockets to your armor to carry extra. 260 was barely manageable.

Really? I was just trying to upgrade my armor last night and didn't see an option. I'm currently rocking the Vault suit with umpire pads and metal legs, with an Army helmet and sunglasses.
 
Just a quick question. At the beginning of the game, when you are told to name your char, and distribute the S.P.E.C.I.A.L. points does the points distribution have to occur then? Or could I wait until later once I find the pip-boy?

Thank you.
 
Just a quick question. At the beginning of the game, when you are told to name your char, and distribute the S.P.E.C.I.A.L. points does the points distribution have to occur then? Or could I wait until later once I find the pip-boy?

Thank you.

You have a chance to do it again before leaving the vault, even if you choose them the first time.
 
Really? I was just trying to upgrade my armor last night and didn't see an option. I'm currently rocking the Vault suit with umpire pads and metal legs, with an Army helmet and sunglasses.
You can't add them to just anything but just stuff you can actually Mod such as Leather Armor pieces. To get the best Mod to carry more things (Call Deep Pockets) you will need Armoror Rank 2.
 
So when does my character starts receiving caps from the shops he opened up in sanctuary?

They are being tended to. I thought the shops were a source of income.
 
So, an interesting thing about a person/quest in Diamond City.

I stumbled into the upper bar, and saw a fight between Paul and the bartender, that Paul lost. Later, Paul approached me on the streets and wanted to hire me as backup, cause he was planning to confront the bartender again. In one save, I agreed to that, which led to a quest, but that quest was interrupted because they both ran into a group of super mutants and was killed. I picked their keys and checked the bartenders house, but he didn't have that much of value, so I reloaded.

But I didn't feel like helping Paul this time, I was busy with other quests, and it didn't feel like something my character actually would waste her time on, so I declined (which Piper disliked), and went on with my business.

When I later returned, Pauls wife approached me, about him gone missing, and asked me to look into it. I confronted the bartender, who claimed to not now, but there were two skill checks in the dialogue, one to persuade him, and one to threaten him. Since I have 10 in charisma, I persuaded him, and he confessed to killing Paul, claiming that Paul had drawn his gun. And then begged me not to tell. But I of course told his wife, who thanked me, and then asked me to leave, because she had to think.

Not sure if that's it, or if something else will happen - and please don't spoil that for me, but I thought that was a more complex quest then I had expected.

I just wonder if the skillcheck for threatening him to tell is also based on charisma, because it was marked as red, while the persuation option was yellow. My character has 10 charisma, but 1 strength.
.

That's really interesting because that played out very differently for me. I
also went with Paul as backup to the fight but managed to defuse the situation when he drew his gun. To make amends, the barkeep let us in on a plan to ambush a drug deal and then raid the drug lab, which starts a completely different quest (with multiple outcomes as well)
. In terms of branching game design, it's definitely one of my favorite little side stories.
 
So, an interesting thing about a person/quest in Diamond City.

I stumbled into the upper bar, and saw a fight between Paul and the bartender, that Paul lost. Later, Paul approached me on the streets and wanted to hire me as backup, cause he was planning to confront the bartender again. In one save, I agreed to that, which led to a quest, but that quest was interrupted because they both ran into a group of super mutants and was killed. I picked their keys and checked the bartenders house, but he didn't have that much of value, so I reloaded.

But I didn't feel like helping Paul this time, I was busy with other quests, and it didn't feel like something my character actually would waste her time on, so I declined (which Piper disliked), and went on with my business.

When I later returned, Pauls wife approached me, about him gone missing, and asked me to look into it. I confronted the bartender, who claimed to not now, but there were two skill checks in the dialogue, one to persuade him, and one to threaten him. Since I have 10 in charisma, I persuaded him, and he confessed to killing Paul, claiming that Paul had drawn his gun. And then begged me not to tell. But I of course told his wife, who thanked me, and then asked me to leave, because she had to think.

Not sure if that's it, or if something else will happen - and please don't spoil that for me, but I thought that was a more complex quest then I had expected.

I just wonder if the skillcheck for threatening him to tell is also based on charisma, because it was marked as red, while the persuation option was yellow. My character has 10 charisma, but 1 strength.
.

What is cool about that quest is that if you pursued it and finished it, depending on how shit goes down and what you tell others went down, can lead to at least 3 different post-quest chains.

Edit: beaten, holy shit.
 
Getting ready to fire this up. What difficulty do people recommend, I played Fallout 3 and part of New Vegas. I like difficulty that forces you to use game mechanics strategically but I am also more of a casual/dad gamer with limited time. Thanks!
 
Alright, I'll give that a go again. I swapped it to Comfort Grip, which did change it to a pistol like hold, but the barrel or stock said 'Sniper' and I wasn't sure if the game would use more than one aspect of the gun to decide what category it was.

It'd be nice if there was just a 'Category' tag listed in the weapon info to simplify things.

This is confusing me too and I'm getting mixed answers.
 
End Game Spoiler Question:

How do I wire this correctly? I have enough power + one power pylon in the middle but the Teleporter won't work, Everything ist connected to the pylon standing in the middle. :(

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so ive been to that national guard complex and unlocked the armory. when i went back out there was this huge agile robot that kicked my ass in seconds. I cheesed him when he was occupied with strong and i had a 1% chance to hit his fusion core. i triggered a critical hit and the thing exploded with one hit...
i dont think thats how its supposed to work.

ha I was so surprised by that guy. I ended up having to just run and finally got away and fast traveled to Sanctuary
 
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