Fallout 4

  • Thread starter Thread starter Wiegert
  • 2,544 comments
  • 124,120 views
So there's a mod out that adds the R91 into the game (similar to the assault rifle in Fallout 3)

7715-6-1451963984.jpg


Tried it out and it's a nicely made mod. Sadly the author has problems with flooding so he isn't updating much. But this is great progress.
There isn't any weapon mods for the gun but you can find semi-auto and auto, plus versions that use 5.56 or .308 rounds.

IMO this gun looks much better than the default Assault Rifle and the Combat Rifle.
 
For the first time, I'm tempted to wear something other than the Vault 111 jumpsuit - a suit of ballistic weave courser armour.
 
Yeah, the courser suit looks pretty badass. There are other 'regular clothes' that look great, but usually they have little to no protection and you can't add arm/leg/chest pieces.
 
I'm more excited about the 110+ ballistic and energy defence than the look. But I have grown attached to the apocalypse chic look of mismatched armour.

Anyway, I really wish that there were more cases to work for Nick. There's only really Earl Sterling, Marty Bullfinch and Eddie Winter, but there are a few locations and events throughout the game that really lend themselves to a noir feeling. Like finding Emogene Cabot, for one, or the Fens Sewer Phantom. Or what happened to Bonnie and Wayne. And, of course, the Milton Hospital parking garage.
 
There are also some quests that seem to fall flat quite quickly.
I was surprised how quickly the quest with the Submarine ended and no more.
 
I'm not up to that one yet. I only just finished "Hunter/Hunted" (which I started quite by accident when I decided to go into Greentech Genetics on the spur of the moment). Right now, I'm heading to the Boston Mayoral Shelter to see if I can find out what happened to Bonnie and Wayne:

Just north of West Everett Estates, there is a radio receiver. When raised, you get the "Separated Family Broadcast" in which a man - Wayne - addresses his wife, telling her that he and their children survived the bombing in their shelter. The broadcast comes from the West Everett Estates. Wayne was definitely alive for some time, because if you hack Lance's terminal, Lance keeps a journal. He and his brother Leon survived and decided to fortify the estates. They got help from Wayne, who they were surprised to see. However, Leon got himself and Lance killed when he recognised a raider and called out to the man. The raiders took over the West Everett Estates, and it is at this point that Wayne drops out of the story. We could assume that he was killed, but one of the houses has a key to a room in the Boston Mayoral Shelter, and I am sure that it is Wayne's.

Meanwhile, if you go to the Mass Bay Medical Centre, you can find Bonnie's holotape. She tells Wayne that she cannot leave because the army has occupied the hospital and everyone is being forced to tend to the sick and wounded, even though they know that it is a lost cause. Her comments suggest that she has been conscripted against her will into a medical relief team to search for survivors; the South Boston Checkpoint has a message broadcast on an infinite loop that suggests as much. However, Bonnie promises that she will do her best to get away because someone has found a way out. As far as I can tell, Bonnie is not heard from again. But I have to wonder - did she find the key in the wasteland and hide it in the house in the hopes that she, Wayne and their children could escape there?
And on an unrelated note, who is the body in the Forgotten Church?
 
Sooo..... just wondering if you guys know of any faction specific goodies I should try to get before destroying each faction? I plan on finishing with the Minutemen intact.
I plan to go at least as far as blind betrayal within the BOS to be able to keep Danse as a permanent companion
I've already done the first couple of quests with the Railroad to get ballistic weave armour, I'm going to check if there are any more Railroad-only settlements I need to acquire first.
Is there any way to keep X6-88 as a permanent companion after destroying the Institute? Not sure if he stays with you or not.

Edit: Oh, I also tested out my Incendiary Gauss Rifle tonight for the first time, my new sniper/super weapon to get me out of tight spots or make life easy. It only took 3 shots to down a Legendary Super Mutant Primus.:drool: Damage (in my inventory which I think accounts for the burn damage) is 408.
 
Sooo..... just wondering if you guys know of any faction specific goodies I should try to get before destroying each faction?
I went with the Institute, not sure when I received this, but I have the Institute paint for power Armour.

Oh, and when you've finished with X6-88 send him my way, he's the only companion I have not travelled with.
 
I went with the Institute, not sure when I received this, but I have the Institute paint for power Armour.
I think you unlock it on joining. There's a livery for each faction - a Minuteman design for the T-45, Railroad for the T-51, and Brotherhood of Steel for the T-60. So I imagine that there is an Institute design for the X-01.

It took me a while to figure that out, because T-51 power armour is relatively rare. I got mine from a locked cage at a military checkpoint just north-west of the Tucker Memorial Bridge.
 
So I just had a scary moment where I thought I'd lost nine hours of the game. For some reason, the game has started adding new saves to the bottom of the save list instead of the top ...
 
I went with the Institute, not sure when I received this, but I have the Institute paint for power Armour.

Oh, and when you've finished with X6-88 send him my way, he's the only companion I have not travelled with.

I haven't joined the Institute yet, but very soon I'll have to go to the Glowing Sea as I'll need it to progress with any story lines. Also, have you checked this location for X6-88 from the Wiki?
  • He can be found at the Synth Retention area within the Institute. He might also be in front of a fishing boat, northeast of the Nordhagen Beach map marker, where you first meet him. The boat is across the water from Libertalia.

So I just had a scary moment where I thought I'd lost nine hours of the game. For some reason, the game has started adding new saves to the bottom of the save list instead of the top ...

I thought I had something similar to what @CAMAROBOY69 had a while ago. I travelled back to Sanctuary and found all my water and food and some power destroyed. I started to repair the water pumps then BAM, everything glitched back to normal, nothing had been destroyed at all.:odd: The settlement glitch is also getting REALLY bad for me now, every time I leave Sanctuary almost instantly the game thinks I have less people and resources than I really do. Happiness is down to 49% when it should be mid-80s.
 
Hopefully I didn't miss anything that important from the Brotherhood of Steel. I went to the point of no-return with the Institute and the BoS, and soon to be with the Railroad too. But now that I heard of this Ballistic Weave armor, I might have to hold off on the main story for a little while.
 
Hopefully I didn't miss anything that important from the Brotherhood of Steel. I went to the point of no-return with the Institute and the BoS, and soon to be with the Railroad too. But now that I heard of this Ballistic Weave armor, I might have to hold off on the main story for a little while.

Just create a save before you progress the Mass Fusion quest
since that's when you choose to side with the BoS or the Institute.
 
But now that I heard of this Ballistic Weave armor, I might have to hold off on the main story for a little while.
It's not difficult to get, and you may have already unlocked it - the game doesn't actually tell you that it is available. You need to have done the Mercer Safehouse mission for PAM, as which point you should unlock the DIA cache and MILA quests. You need to talk to Tinker Tom - the Railroad's version of Q if Q liked LSD - and this should make the ballistic weave modification available. Many of the whole-body costumes like the Courser outfit, surveyor's clothes and army fatigues can be modified. You need ballistic fibre for it, but you can purchase shipments of it from KLE0 in Goodneighbour.
 
@Paulie Thanks, I have tried and re-tried those and others many times.

Came across 'Timothy' today. he was near the Drumlin Diner asking for directions to Bunker Hill, he wears an Institute jumper. As this was with my new character I couldn't help him, shame.
 
Question from the uninitiated: what is FEV? Curie kept mentioning it when she was my companion, but I was too busy killing super mutants to pay her much attention.
 
@SJC ALPHA, what does Timothy do, anything special?

Question from the uninitiated: what is FEV? Curie kept mentioning it when she was my companion, but I was too busy killing super mutants to pay her much attention.

Forced Evolutionary Virus, i.e. what made the Super Mutants.
Didn't I read you saying somewhere that Mayor McDonough can become a companion? I can't find any record of this, or is it just for a specific quest?
 
@Paulie It's one of the things that's so good with Fallout. I never met him the first time and have not seen him mentioned here either. Timothy was just walking around the Diner, it was the Institute jumper he was wearing which intrigued me, so I approached him and he was just wanting directions for Bunker Hill.
Unfortunately I couldn't provide any, be interesting to see if I meet him again or if someone here does.

You mentioning Mayor MacDonough made me realise, on my first character the issue between him and Hancock didn't seem to get resolved.
There is just so much in this game.
 
Using a new character has really highlighted how bad the companion AI is. I have been pushed off a cliff, onto a mine, pushed out into the open when sneaking up on some one and stand right in front of you when I use scope. They stand literally right next to you so much so that MaCready's gun barrel sticks out of my chest, Codsworth has to run into you to know where you are, this and more is nearly game breaking for me. I only use the companions just to get the perks.
I have to keep going back to my first character for solo play, and sanity.
On a positive note, I'm still finding new things in areas I think I've covered.

Question: if I do "Old Guns", will it make other missions unavailable?
You should be ok if I remember correctly. One thing I did notice was that I got a like from Piper when firing them.
 
Yeah, I went ahead and did it. I figured that if I was ever in a position where I had to make a choice that could close other quests off, I could leave and come back.

Anyway, I'm working on my bond with Strong right now. It's pretty hard, since I refuse to commit murder (since the only people I could murder are settlers) and the one time I did - slipping a grenade into someone's pocket to get the achievement - got no response. I don't have the points to get the cannibalism perk just yet, but it would be a waste of time, effort and valuable points because I already have the Life Giver perk at maximum, so my health steadily recharges. Strong does seem to like it when I help settlements.

Speaking of helping settlements, it appears that the settlements needing help will depend on where Preston is stationed. I keep all of my companions at Taffington Boathouse these days, and as a result, I am constantly called in to help Covenant, Greentop Nursery and the Slog. I can't count the number of times that I have had to rescue kidnap victims from Covenant. However, when Preston was my companion, we were helping everyone from Sanctuary to Warwick Homestead.

Also, weirdly enough, I can't unlock Somerville Place. I suspect that it's because of where Preston is positioned. I might move him back to Sanctuary, Oberland Station or Sunshine Tidings Co-op and see what happens.
 
Yeah, I went ahead and did it. I figured that if I was ever in a position where I had to make a choice that could close other quests off, I could leave and come back.

Anyway, I'm working on my bond with Strong right now. It's pretty hard, since I refuse to commit murder (since the only people I could murder are settlers) and the one time I did - slipping a grenade into someone's pocket to get the achievement - got no response. I don't have the points to get the cannibalism perk just yet, but it would be a waste of time, effort and valuable points because I already have the Life Giver perk at maximum, so my health steadily recharges. Strong does seem to like it when I help settlements.

Speaking of helping settlements, it appears that the settlements needing help will depend on where Preston is stationed. I keep all of my companions at Taffington Boathouse these days, and as a result, I am constantly called in to help Covenant, Greentop Nursery and the Slog. I can't count the number of times that I have had to rescue kidnap victims from Covenant. However, when Preston was my companion, we were helping everyone from Sanctuary to Warwick Homestead.

Also, weirdly enough, I can't unlock Somerville Place. I suspect that it's because of where Preston is positioned. I might move him back to Sanctuary, Oberland Station or Sunshine Tidings Co-op and see what happens.

Doing Minutemen settlement help missions was the only way I could do Strong as well. He's supposed to like theft, and occasionally he said something approving, but I never got the "Strong liked that".

Also, for reference, I have Preston at The Castle and get missions from the South West Corner right to the North East.
 
Doing Minutemen settlement help missions was the only way I could do Strong as well. He's supposed to like theft, and occasionally he said something approving, but I never got the "Strong liked that".
I raised my affinity up earlier today. Being impatient with settlers ("get to the point") and boasting about my abilities ("you're in luck") helped. I finally got him to idolise me when I ran into the Fred and Jules random encounter where I encouraged them to do something violent against a synth.
 
Speaking of helping settlements, it appears that the settlements needing help will depend on where Preston is stationed. I keep all of my companions at Taffington Boathouse these days, and as a result, I am constantly called in to help Covenant, Greentop Nursery and the Slog. I can't count the number of times that I have had to rescue kidnap victims from Covenant. However, when Preston was my companion, we were helping everyone from Sanctuary to Warwick Homestead.

Also, weirdly enough, I can't unlock Somerville Place. I suspect that it's because of where Preston is positioned. I might move him back to Sanctuary, Oberland Station or Sunshine Tidings Co-op and see what happens.
All my companions are at the Red Rocket and Preston sends me every where, it's the lack of variety with the help settlers want, Corvega for Raiders, Faneuil Hall for Mutants and Bedford station for Ghouls. A change would be nice or something different entirely.
 
Oh, I get sent everywhere - at one point I had active missions at the Wicked Shipping lockup, the Mass Fusion coolant dumping ground, and the GNN Plaza - but it's the same three or four settlements wanting help. Coastal Cottage seems to be too far afield to trigger events, and the lighthouse is my Railroad safehouse, so it can't get missions or come under attack.
 
Sorry, what I mean't was that the settlements wanting help are pretty much all of them, it's what they want done is tha same locations.
I even get Hangmans Alley, which has 35 people and defence of 126, saying they need help from Raiders coming from Corvega, you should be able to get to a stage where a settlement can look after itself instead of being a one person firefighter for the Minutemen.
With the second character I have not switched on the radio beacons, this means I can build the area in my own time and pace, and also the fact that building, getting settlers etc as Preston wants seems to make no difference to the story line.
 
Changing the subject, I just got up to a certain point in the story:
I have entered the Institute (saw the twist about Father coming; one of Kellogg's lines gave it away). I get the feeling that I am about to be put in a position where I am picking sides for good.

My question is this - is it possible to unlock Danse's perk without having to commit to the Brotherhood of Steel? I have already decided that I don't want anything to do with them, but I want all companion perks.
 
Changing the subject, I just got up to a certain point in the story:
I have entered the Institute (saw the twist about Father coming; one of Kellogg's lines gave it away). I get the feeling that I am about to be put in a position where I am picking sides for good.

My question is this - is it possible to unlock Danse's perk without having to commit to the Brotherhood of Steel? I have already decided that I don't want anything to do with them, but I want all companion perks.
I managed it and still have him at Red Rocket even though I chose Institute. I also was trying to get all the Companion perks, it's only X6-88 to go but I cannot find him.
It's the Mass Fusion mission where you're decision is final, and one of them will become an enemy.
 
Back