If I were to complete Mass Fusion, which seems to be BOS vs Institute only, would that end all outstanding Minutemen and Railroad quests? I seem to be getting down to the last few missions for each side, or at least it feels that way. I have yet to clear the Castle for Preston (I'm assuming this is one of the last Minutemen quests) and Desdemona wants me to free all the Synths from the Institute which sounds like the possible final Railroad quest.
I got another few hours in last night and according to my save data, I am just over 3.5 days of total play time and at level 41. I used the last two level ups to increase overall luck and then get the better criticals perk.
I cleared the Pinnacle Apartment/Ruined Skyscraper/Fallen Skybridge area and secured the DIA cache for PAM. My reward? A "Covert Sweater Vest."
So that will likely be my last Railroad quest, although I have at least 6 or 7 open for them right now. I decided after that I was going to focus my efforts back to the BOS. I retrieved Danse from the Airport, delivered the high powered magnet and built the 4 actuators for Liberty Prime. The next part of the quest had me sent back to the Glowing Sea to retrieve Prime's nukes. Unfortunately, just as Danse and I made it to the bunker my son woke up crying so I had to stop for the night.
For now I will hold off on Mass Fusion and see where the BOS quests take me.
That's the joke.I cleared the Pinnacle Apartment/Ruined Skyscraper/Fallen Skybridge area and secured the DIA cache for PAM. My reward? A "Covert Sweater Vest."
I never got to full affinity with him though and that is the most disappointing part...
And to throw you a curve ball ...
What, exactly, is a third-generation synth?
Consider what know: all third-generation synths are bio-engineered using a DNA sample unaffected by radiation, and there is no medical test to determine who is a synth and who is not. The only known ways are the SAFE test, but it's not perfect, and spotting inconsistencies in a person's memories and behaviour.
Could it be that, considering their DNA and the exposure of everyone else to radiation, the third-generation synths are actually more human than the rest of us? That's fundamentally what the game is about: what makes us human. We are thrown into a violent, unfamiliar world; one with the potential to drive us to madness and regress to a primal state. How do we respond to that? What is left behind? Can it be saved? Is it even worth saving?
Those questions aren't answered, probably to keep the ambiguity alive and well.
However, I did have issues with the way the Institute's plans are never really explained. Sean insists that they are trying to safeguard the future of humanity, and bringing their own nuclear reactor online is a way of doing that, but the game never really explores what they are trying to achieve. Unless it comes up in post-game quests if you side with them.
That is probably correct. I'd assume you'd have to connect mods to your bethesda.net account, which links with your gamertag so they can be installed properly.I installed the "Mods" update last night (XB1), haven't had too much time to investigate but it seems I need to make a separate account at Bethesda.Net to be able to actually install mods... is that right or am I just being thick?
Not sure if I will download any mods, but there are a few that I would be interested in:
That's all I can think of for now.
- Something that makes the Glowing Sea absolutely terrifying. For one, it should be completely toxic (to the point of requiring a hazmat suit or power armour for companions), but more importantly, every creature living there should have a skull icon next to their name. I'm at level 64 and just went in for the first time, and the most challenging thing I encountered was a pack of mole rat brood mothers.
- More enemy respawns, and more challenging combinations of enemies. There's only a handful of places - Boston Common springs to mind - where enemies regularly respawn, and after you clear a location out for the first time, subsequent waves of enemies rarely pose much challenge. I usually find a cluster of low-level raiders to waste my AP on and a legendary. I know Bethesda don't want people grinding through waves of respawns to rapidly level up, but at times the Commonwealth feels completely empty. Especially when you're like me and you walk everywhere (doubly so when Preston only ever sends you to the same three settlements when you're grinding to get a companion perk). Automatron went a long way towards fixing this, because the bands of Rust Devils usually come with some tough combinations of robots.
- Legendary loot drops that are tied to the same tier system as regular armour and weapons. Gear, particularly armour, comes in three tiers: plain, sturdy and heavy. Each tier is tied to your level, so better gear is only available at higher levels. But legendary gear is quite separate; I am at the point where I am finding heavy armour in stores (and the ultra-light build modification removes the weight penalty without compromising defensive bonuses), but 95% of the legendary loot that I get is plain armour.
- Nerf the Gauss Rifle. Fully upgraded, it does 301 damage per shot and chews through anything - even a glowing deathclaw - in about three shots. A well-placed critical can pretty much bring a mirelurk queen down (hit the spouts, and it will prevent it from using its acid attack; you could then take it out with a stock pipe pistol). At the very least, it should use all of your AP with one shot; as it is, I can get the same number of shots off with a Gauss Rifle as I can with the Righteous Authority.
It increases the odds of encountering legendaries. I've already got it set to Very Hard.Turning up the difficulty is suppose to give better loot, but that's something I haven't tried yet.
- Something that makes the Glowing Sea absolutely terrifying. For one, it should be completely toxic (to the point of requiring a hazmat suit or power armour for companions), but more importantly, every creature living there should have a skull icon next to their name. I'm at level 64 and just went in for the first time, and the most challenging thing I encountered was a pack of mole rat brood mothers.
- Nerf the Gauss Rifle. Fully upgraded, it does 301 damage per shot and chews through anything - even a glowing deathclaw - in about three shots. A well-placed critical can pretty much bring a mirelurk queen down (hit the spouts, and it will prevent it from using its acid attack; you could then take it out with a stock pipe pistol). At the very least, it should use all of your AP with one shot; as it is, I can get the same number of shots off with a Gauss Rifle as I can with the Righteous Authority.
Yeah, it's weird because last time I played through, I got everything thrown at me; this time, I'm on a higher difficulty setting and only got mole rats. But I only had a brief visit; just enough time to get to Virgil.The only thing you found in the glowing sea were Mole Rats? You are lucky then, because I get pretty much everything if I wonder there for some time.
I'm at level 72 at the moment - I have been grinding to get companion perks - and have just started "The Molecular Level". I don't plan on starting Far Harbour until after the main campaign, so I will probably be at a significantly higher level by the time I do start.As for a bigger challenge, just as mentioned earlier, go to Far Harbor (if you have the DLC). Some creatures there are really a challenge, including one type of creature that is the most powerfull in the whole game.