Fallout 4

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The choices start with "Mass Fusion", where you will side with the Institute or the Brotherhood.

In "The Battle of Bunker Hill", you have the option of warning the other factions. If you alert Desdemona, she will tell you how to look after the Railroad's interests. When you meet with Shaun at the end of the quest, you have to pass a charisma check to keep the Institute on-side.

During "Pinned", you may become an enemy of the Institute - but if you pass the charisma checks in dialogue with the Minutemen, you keep both factions on-side.

After "Powering Up", you will get "End of the Line". Shaun will ask you to kill Desdemona. However, if you speak to her, you have the option of warning her. I suggest that you take the opportunity to finish "Underground Undercover" before you warn her; it won't affect your relationship with the Institute.

After that, you will start "Rockets' Red Glare", which puts the Railroad against the Brotherhood. It's the same sort of quest as "Airship Down", but it plays very differently:
"Airship Down" has a frontal assault on the Brotherhood, followed by the defence of Liberty Prime while it is reprogrammed. "Rockets' Red Glare" has you steal a vertibird from Cambridge Police Station, then infiltrate the Prydwen to plant bombs.
At this point, you unlock "The Nuclear Option".
Thank you!! That is VERY helpful! I will keep this saved for my next play through.
 
Thank you!! That is VERY helpful! I will keep this saved for my next play through.
When I made those choices, it was largely down to a choice between the Railroad or the Institute. I made the decision to oppose the Brotherhood very early one, and "Blind Betrayal" was my last Brotherhood quest (mostly to get the achievement and Danse's perk, but the way it's written also gives you a nice opportunity to quit the Brotherhood for good). Likewise, I thought the Minutemen were ill-equipped to handle the Institute, so "Old Guns" was my last quest for them. As such, there is a lot that I haven't seen; for example, I don't know how "Pinned" plays out from the Minutemen perspective, or how to keep the Institute on-side if you get the quest from them. On my next play-through, I plan to favour the Minutemen and the Brotherhood and turn on the Institute straight away.
I suspect that you will find that the main storyline is roughly the same length regardless of who you side with.
 
I think siding with the Railroad has the longest minimum storyline length because of
the undercover missions which require you to complete quite a few missions for the Institute
, I've sided with all of them long enough to get the Platinum trophy.
 
That was what fuelled my frustrations a bit.
I mean, it's been two hundred years since the bombs fell, and the finest scientific minds in the Commonwealth have only just now thought to bring a reactor online?

Although I am interested to see what happens if you secure the beryllium agitator for the Brotherhood.
Also, I walk everywhere. Fast travel is lazy, and you miss out on the small touches between locations.

And I have a new gun, "The Hateful .308" - a bolt-action rifle that does more damage than the standard model, but costs more AP. I also have the "Roastmaster 3000" (I wanted a name that sounded like a barbecue), a flamer that adds ice damage.

I have gotten a couple cool items already from some legendary enemies including a chameleon leg which makes me invisible when crouched and a special arm piece that increases VATS accuracy.
I would suggest finding a settlement, patching it into your wider network and use it to stash all of your good gear, because NPCs can take anything stored in the workshop of the settlement they are in. Hangman's Alley is a good choice because it's unpopulated and it's difficult to place food and water.
 
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Been away for a bit, 335 hours on and still only 60% of the way through I think. I better get moving!

The PC beta patch looks nice, grabbed it
 
Earlier in the thread I repeated some advice about settler limits - I'd read it was Charisma + 10 (including Charisma from worn items). Clearly that's not the case, I now have 29 people in Sanctuary with no Charisma boosts other than the bobblehead. The lazy buggers.

As an aside... you probably all knew this but me... in addition to the Bobblehead Stand (a good way to track bobblehead progress) the Magazine stand also works with transfer and displays all the good reads you've collected :)

EDIT: Here's the stand, this is an older screenshot, it's full now :D

BobbleheadStand.png
 
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Earlier in the thread I repeated some advice about settler limits - I'd read it was Charisma + 10 (including Charisma from worn items). Clearly that's not the case, I now have 29 people in Sanctuary with no Charisma boosts other than the bobblehead. The lazy buggers.

As an aside... you probably all knew this but me... in addition to the Bobblehead Stand (a good way to track bobblehead progress) the Magazine stand also works with transfer and displays all the good reads you've collected :)

EDIT: Here's the stand, this is an older screenshot, it's full now :D

View attachment 504296
The number of settlers is supposed to be Charisma +10 plus Bobblehead for maximum of 21, generally my settlements have stuck to this except Hangmans Alley which has 35, and refuse to leave.
For magazines you have the swivel stand or the wall display, I have mine in Diamond City and they do add something to the apartment.
Well done getting all Bobbleheads.
 
I got a solid 2 hours in last night and found a few new places:

I sent the Robotics Disposal military sentry to guard USAF Olivia for when that area becomes uncleared. I figured I should do the next objective at Tenpines Bluff but I decided to take the long way over by sticking to the top of the map. On my way over, I found Outpost Zimonja which I can build a settlement at now. I encountered my first legendary raider there and he dropped an Instigating Tommy Gun (.45) which does double damage if the target has full health. There was also a raider in power armor with a cool helmet I hadn't seen yet. On the other side of the hill from there was Lake Quannapowitt where I was immediately overrun by 4 mirelurks and died. I tried again but ran into one softshell and one legendary mirelurk who I nearly killed but I ended up running out of 10mm ammo for my armor piercing pistol. I decided it would be best to go back there at a later time with a companion who carries a gun and with a few better perks and weapons.

Once on the overpass near Outpost Zimonja, I found another Raider outpost which sat above a plane crash. The crash sight was crawling with Feral Ghouls so I stayed as far away as I could. I found a Charging Laser Sniper Rifle on the overpass which should come in handy.

Once those were discovered, I fast traveled back to Sanctuary to drop off my junk and store my new Raider armor helmet. I decided to hoof it over to Tenpines at that point to make sure I didn't miss anything between Concord and USAF Olivia and I stumbled on the Thicket Excavation site. I was picking up some good items there when I ran into the guy trying to fix the water pump. Sully I think? I didn't want to swim in the rad filled water yet so I left there for Tenpines and finally triggered my next mission at Corvega. On the way to Corvega I stopped at the Drumlin Diner to sell some chems which I never use. Wolfgang wanted 119 caps for Jet but would only give me about 31 caps for the Jet I had. I decided to just buy some .45 rounds for the Instigator and save the game there for my next go around.

I'm at the point now where everyone and everything I run into is several levels above me when exploring (I'm level 10). I need to complete some of the story to gain XP for more perks, armor and weapons before venturing much further south and/or east from where I have currently been. I really love this game, there is so much to do and explore that it is taking me forever to get through. The good thing is that I can ride this Fallout 4 wave all the way to whenever they release the next Gran Turismo game. :gtpflag:
 
[QUOTE="88GTA, post: 11191161, member: 201384"I need to complete some of the story to gain XP for more perks, armor and weapons before venturing much further south and/or east from where I have currently been.[/QUOTE]

Or just kill stuff, that's worth XP too. My advice for perks would be to level up to Gun Nut 4 as soon as possible, the gun upgrades make killing things much easier. Consider upping the amount of ammo you find via a perk too - I've never once left a trader without taking more caps off them, I do this by shifting all the ammo I don't use onto them and buying the stuff I do use. Finding new locations also grants XP, as does building and using workbenches.

Using the chemistry or cooking station to process ingredients/meat is a nice way to get XP and it makes better use of the food you collect from dead things :)
 
Or just kill stuff, that's worth XP too. My advice for perks would be to level up to Gun Nut 4 as soon as possible, the gun upgrades make killing things much easier. Consider upping the amount of ammo you find via a perk too - I've never once left a trader without taking more caps off them, I do this by shifting all the ammo I don't use onto them and buying the stuff I do use. Finding new locations also grants XP, as does building and using workbenches.

Using the chemistry or cooking station to process ingredients/meat is a nice way to get XP and it makes better use of the food you collect from dead things :)
That is one of the first perks I applied and I do the same thing. Any ammo I don't use, I trade in and almost always come out with positive caps. On top of all of that, the more settlements you have, the more money you will make. I have about 30 settlements. Your settlers farm food and purified water that you can sell all the time at each settlement. They place it into your workbench under "Aid". Once you buy a store, they actually put money into your workbench.

Money has never been a problem for me in F4. In fact I am sitting at around 31,000 caps right now even after buying over 8 of the most expensive stores in the game. Then again, I hoard almost EVERYTHING I come across. Everything has value in Fallout 4 and I love that. Even "junk" is valuable especially if you are into creating structures at the settlements.
 
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I would suggest finding a settlement, patching it into your wider network and use it to stash all of your good gear, because NPCs can take anything stored in the workshop of the settlement they are in.

Now that you mention it, I saw Preston walking around with a double barrel shotgun instead of his laser rifle yesterday. Is there a way to force him to use the better weapon or do I just take the shotgun from him?
 
Now that you mention it, I saw Preston walking around with a double barrel shotgun instead of his laser rifle yesterday. Is there a way to force him to use the better weapon or do I just take the shotgun from him?

Speak to him and choose Trade. Transfer a weapon to him, highlight it in his inventory and choose Equip. That doesn't guarantee that he keeps using it, of course... :)

Incidentally, I only just realised I could do that and so upgraded Piper's gun considerably - I'm noticing the effect when we're clearing places. That and a fully upgraded Overseer's Guardian, of course :D
 
Speak to him and choose Trade. Transfer a weapon to him, highlight it in his inventory and choose Equip. That doesn't guarantee that he keeps using it, of course... :)

Incidentally, I only just realised I could do that and so upgraded Piper's gun considerably - I'm noticing the effect when we're clearing places. That and a fully upgraded Overseer's Guardian, of course :D
This is also exactly how you place clothing or armor onto your follower. ;)
Keep in mind sometimes your follower will also pick up random weapons. Piper picked up an insane flame thrower Vaporizing Large Napalmer and ammo after killing one of the enemies in battle. Then continued to use it on other enemies. It actually scared me at first because it was the first time I had seen her pick up a weapon like that. And she was standing right next to me cooking enemies. I thought she was one of the enemies trying to fry me. I actually locked onto her in vats and was about to blow her head off. :lol:

Another hint. If you put Stimpacks and certain food into your followers inventory, they will use it during battle if they take damage. (Piper loves Tartberries). Unless they are Dogmeat. Dogmeat never ate any of the food and never used any of the stimpacks. Bethesda has actually been doing that with followers since at least Fallout 3.
 
Another hint. If you put Stimpacks and certain food into your followers inventory, they will use it during battle if they take damage. (Piper loves Tartberries). Unless they are Dogmeat. Dogmeat never ate any of the food and never used any of the stimpacks. Bethesda has actually been doing that with followers since at least Fallout 3.

I had no idea they did that. Thanks!!
 
Just had an incredible moment

meeting Kellog I had used up almost every aid and my main weapons were running out of ammo (didn't see the first aid kits) my health was very low so I opened up Aid trying to find anything, I then proceed to use Jets and I bring out the mini gun, I didn't know it slowed time but wow with all that tension and me almost dying here comes the slow motion and mini gun and I hit kellog with all I got and boom he's dead. That was very cool
 
I didn't want to swim in the rad filled water yet so I left there for Tenpines and finally triggered my next mission at Corvega.
That's what Rad-X is for - it increases your resistance to radiation. RadAway also helps after the fact. Completing the quest for Sully will also open up the full excavation site in a few hours.

Dogmeat never ate any of the food and never used any of the stimpacks.
He's a dog.

Now that you mention it, I saw Preston walking around with a double barrel shotgun instead of his laser rifle yesterday. Is there a way to force him to use the better weapon or do I just take the shotgun from him?
You can also change their armour, to offer them better protection.
Although you can't do it for Paladin Danse.

It does, however, come in useful for Deacon, who has the annoying habit of changing his appearance regularly.

I need to complete some of the story to gain XP for more perks, armor and weapons before venturing much further south and/or east from where I have currently been.
If you have cleared the Corvega quest for the settlers at Tenpines Bluff, then you should be able to make it to Cambridge. It's not much further down the road.
Eventually, your Pip-Boy will pick up the Military Frequency AF95, and open up some new quests for you. After you defend the Cambridge Police Station, you will get access to the "Quartermastery" and "Cleansing the Commonwealth" quests, which pay about 200 experience points each and can be done over and over again. All you have to do is report back to Scribe Haylen and Knight Rhys once they're complete, and you can start the next quest.

You will also unlock "The Lost Patrol", and it pays handsomely, but it is a VERY difficult multi-stage quest.
If you have completed the "Sanctuary" quest, Preston should have some tasks for you like the Tenpines Bluff quest (just be aware that they are randomly assigned and some are quite difficult at lower levels).

Since you have been to USAF Station Olivia, speak to Blake Abernathy at Abernathy Farm (just south-west of Sanctuary Hills; look for the big white tower) if you haven't already. He'll give you a quest at Olivia. You may have already collected the item you need for the quest, in which case you just need to return it to Blake.
 
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Since you have been to USAF Station Olivia, speak to Blake Abernathy at Abernathy Farm (just south-west of Sanctuary Hills; look for the big white tower) if you haven't already. He'll give you a quest at Olivia. You may have already collected the item you need for the quest, in which case you just need to return it to Blake.

I found the farm early on but I only spoke to the woman there, I forget her name. I'll have to stop over and get my XP if I have what he's looking for. The only thing I couldn't do at Olivia was get into the advanced terminal.
 
I'll have to stop over and get my XP if I have what he's looking for.
It's a silver locket. You would have found it on the lower levels after you took out the raider with the minigun. It would be under your miscellaneous items, and when you try and move it from your inventory, the game won't ldt you do it.

The only thing I couldn't do at Olivia was get into the advanced terminal.
There's usually another way to do it.
There's a room full of radroaches just past the container where you found the locket. You can find the key to the door that the terminal unlocks in there.

Alternatively, when Nick becomes available as your companion, you can have him unlock terminals if your hacking skill isn't high enough.
 
I've now found my 15th model, does anyone know if or what can be done with these ? is there a display stand or collector somewhere ?
 
I wasn't sure what the terminal did because I couldn't unlock it.
Terminals can be used to unlock security doors, reprogram defence systems like turrets, unlock remote-controlled safes, activate Protectrons, or maybe just give you access to the user's personal logs and discover details of backstories. If you see a terminal, look around; what it activates is usually close by.
 
How often do you guys melee? I dont 99% of the time and I do get in trouble with ammo. Infact if it wasn't for the perk that allows me to find ammo around I'd be dead alot.
 
I always melee ferald and when raiders get in my face I do it as well.

I've got an Aluminium bladed 2076 World Series bat that usually pull out when in fighting ferals, dogs, mole rats and other weak and 'pest' type enemies.
 
How often do you guys melee? I dont 99% of the time and I do get in trouble with ammo. Infact if it wasn't for the perk that allows me to find ammo around I'd be dead alot.
Very rarely.
How you distribute your special stat points at the start should be to help you how you like to play, I tend to sneak so until I am higher level and have more points to apply I stick to that, where possible of course.
When you're lower level try to pick your fights, if you have a strong apponent get to a position they have trouble reaching you, they might back off and even hide, when the meter tells you you're hidden they come out again and you can get a bonus damage sneak attack, if it takes 5 minutes to kill a Mirelurk so what.
One thing I like to do is walk every where, you'd be surprised how much you come across.
 
I've got an Aluminium bladed 2076 World Series bat that usually pull out when in fighting ferals, dogs, mole rats and other weak and 'pest' type enemies.

I use a (heavily) modified bayonetted combat shotgun that I called "The Roachaliser", great for bashing and/or exploding gooey enemies. It also takes a feral's leg off with one shot, veeeery useful :D
 
Weaker enemies have been getting a taste of my electrified officer sword lately. When you're carrying as much ammo for your fully-upgraded go-to guns as I am, they do get rather boring to use in most instances.

Currently halfway to maxing the Blacksmith perk. So it shouldn't be long before I get this blade serrated and fit to take on larger enemies.
 
The only melee weapon I have now is Big Jim which has a 20% to cripple. I've added the hook to it so it now has 20% chance to disarm as well.

I use that on anything that doesn't carry a weapon, except mirelurks and ghouls. They get shotgun shells and molotovs.
 
I have "No Tomorrow", a fully-modified super sledge that ignores 30% of the target's damage resistance.

I also have "Pandemonium", a fully-modified sword that adds 15 points of ice damage and freezes the target on a critical hit.
 
I came across this guy called 'Duke', west of Vault 111. A firefight started as some Raiders turned up and he died, by me.
It was then I saw he was wearing a full set of T-60 Atom Cats armour.
Has anyone else met this guy ? and having killed him are the Atom Cats garage people hostile to me now ?
 
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