Fallout 4

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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.
There's actually quite a few quests that you haven't completed yet. Finishing "Mass Fusion" for the Brotherhood shouldn't affect Minutemen quests, but it will close a whole lot of Railroad quests off, like "Underground Undercover", as they require a positive relationship with the Institute to be completed.
 
Waiting on a GTX 1070 to drop before I get back into this and finally finish the main game and start using my season pass DLC, rather than chug at 20-40fps with my GTX 570, after 300+ hours :)
 
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." :banghead:

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.
 
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." :banghead:

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.
Be glad you've got the ballistic weave now. Well, you may have to hang around Railroad HQ near Tinker Tom til he starts crapping on about a new thing he has.
 
For anyone who has played a lot of Far Harbor and has encountered the Children of Atom

Am I going nuts or is the head Children of Atom preacher guy voiced by John Hurt? I just got there but his voice is so unique...Googled but can't find a reference to it.
 
I got a rare third night in a row to play. :dopey:

I retrieved the nukes from The Glowing Sea with Danse and completed the reassembly of Liberty Prime. Now I'm told he's a synth and that I need to hunt him down. For a moment, I did have some thoughts on maybe saving him and ditching the BOS for the Railroad or Institute but I have decided to stand firm on my decision to see the plan through. I will find Danse and kill him for Maxson. I never got to full affinity with him though and that is the most disappointing part...
 
Having lots of fun with the robot workbench. First, I turned Ada into the most terrifying weapon imaginable - I gave her a laser gatling gun and a hammer saw and lots of voltaic parts. Then I created Dougie, a sentry bot with brutal parts so that he looks like a robot devil (I should make the Robot Devil from Futurama) and sent him to Mirkwater, because that's where I set up all my capture cages and so it needed better defence.

I never got to full affinity with him though and that is the most disappointing part...
The only way to get his perk is to spare him and to convince Maxson to stand down. You'll need maximum charisma to do it, because you have to pass a series of difficult charisma checks.

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?
 
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?

I've been thinking about this for a while and I see your points. Using Sean's pre-apocalypse DNA has made the synths more "pure" than the humans inhabiting the Commonwealth on a molecular level. It could be argued that humans have become hyper-aggressive due to the radiation exposure. It could also be argued that this behavior is a product of the harsh environment that they must survive in too.

The difference between the human and synth lies in the creation and principal of each being. Synths are intelligently and purposefully created by humans for human purposes; coursers, for example, made for specific tasks and honed into thoughtless killers. Commonwealth survivors are naturally created by humans with chance, risk and (in the least descriptive way possible to avoid getting into further discussions) the help of a higher being all involved. Synths can't be human because they are principally and inherently machines. The archaic definition of a machine is something constructed by man; this implies the conscience decision to create something with a purpose.

I haven't gotten far enough (or it isn't brought up in the game) but there are many questions I have left on how the synth is made. Is the brain a computer system of electrical wire or has the Institute learned how to construct an operable brain with human tissue? Is it powered by mechanical/non-organic means?
 
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.
 
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.
The nuclear reactor is so they have more power available to them without having to deal with blackouts. That allows them to get more researching done without having to take breaks due to lack of electricity. Otherwise it's never really answered.
 
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?
 
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?
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.
 
Not sure if I will download any mods, but there are a few that I would be interested in:
  • 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.
That's all I can think of for now.
 
Not sure if I will download any mods, but there are a few that I would be interested in:
  • 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.
That's all I can think of for now.


Not sure if you've had a crack at Far Harbor yet, but you will find some much tougher opponents there, in some random combinations, and I'm at level 74. A group of 4 or more Gulpers represents a good challenge and frequently some other creature will join the fray, or you might be in a firefight with some trappers (think raiders but usually much tougher) only for some monster to turn up, for example I sought some shelter in a bombed out building only to find a rabid Yao Guai chilling there.

In a lot of the sub-missions you get much tougher groups of super mutants and ghouls also. I've been using my best power armour for the whole of FH because of the radiation (didn't use it at all on mainland) and even my favourite fully-modded rifles aren't really up to muster a lot of the time, and I am having to bring out the gauss rifle. Valentine has a shredding mini gun. I'm enjoying the challenge, as well as the good variety of missions and characters, but I feel sorry for anyway relatively new to the game who may have gone straight there as soon as they were acquainted with Nick, as it can get tough.
 
Had an hilarious moment just now - a vertibird crashed for no apparent reason in the middle of a mutfruit plantation and no-one reacted to it.
 
The "snap and build" mod is awesome, I guess I now prefer building settlements to despatching waves of identikit Raiders :D
 
Eh, I find building settlements to be a bit of a chore. It's probably why I haven't explored it beyond getting achievements (though I suspect that I will never get the "Benevolent Leader" achievement - I have twenty settlers in Sanctuary Hills, over a hundred in food, water and defence, all of the emporiums and I have covered every surface imaginable with pictures and flags and I still only have 82 happiness). I usually just build a prefabricated barn and fill it with sleeping bags.
 
I got about an hour in last night but it was pretty eventful.

To start, I left the Prydwen instructed to kill Danse on sight and with a location from Haylen. She asked for me to at least hear out Danse and I obliged. Before heading to find him, I stopped off in Sanctuary to drop off supplies and pick up Dogmeat because I had no companion. When I left Danse with the nukes in the Glowing Sea (full of junk of course) it was the last time I could interact with him.

I was torn about what to do so I figured I would explore a little on the way to the outpost where Danse was and try to make a decision. I fast traveled from Sanctuary with Dogmeat to the Saugus Iron Works because it was the closest location to where I needed to go. Although it said "cleared" on the map, I was immediately set on fire by the Forged and had to run for my life. I ended up running down the road after taking a few of them out and ran into a Legendary Mr. Gutsy. While battling him, some Super Mutant hounds from the satellite array decided to also join in. Eventually, I was just throwing Molotovs into a crowd of enemies.

Once the smoke cleared, I headed the way I thought I had come from but ended up right at the outpost where Danse was. I decided I would go in while I was there and cleared a few protectrons and turrets to finally find Danse. I expected him to explain how he had been pretending he was human or at least to describe how human he had become throughout his life but instead to was trying to convince me to kill him. And he was right; he knew what he was and that although he ultimately became an enemy, he valued the brotherhood and its beliefs and was willing to die for them.

After I executed Danse and turned in his tags to Maxson, I was order to the Old North Church to destroy the Railroad. This automatically failed all my Railroad quests but I am going to play this out. I plan to help Preston at the Castle first and do a few more Minutemen quests but I'm done with the Institute and the Railroad. My next play-through on survival difficulty will definitely be with the Institute though.
 
The new DLC is quite good. And I love some of the new unique weapons we get from it.

  • 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.
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. Deathclaws aren't really the biggest thread there, since they usually wonder alone, while other creatures wonder in packs, are poisonous, faster, harder to hit, huge resistance, etc... Specially bugs, from the non-challenging Boatfly that come in packs (sometimes 4 or 5), to annoying bloodbugs and vicious Stingwings. Stingwings are sometimes worst than deathclaws, very fast, small and agile. The biggest problem with this insects is not the power of their attacks, while you really "feel" when a deathclaw slaps you (and you already know that you will loose a ton of health), with stingwings you don't notice how much health you are loosing when one of them stings, there is not really a huge "impact" when you get attacked, so you don't even pay attention to it, and then suddenly die because of the poison from multiple attacks that you didn't even notice in the middle of the fight. And then, Radscorpions... usually 2 or 3 together, and since I'm already high level, they show up not in a "normal radscorpion" form, but non other than the most powerfull versions, including the humongously strong Deathskull Radscorpion (apparently more resistant than a regular Behemoth, didn't know that until now lol).

The gauss rifle isn't OP, if you don't use it. I have the most OP weapon in game (as far as I know), the Explosive Minigun, and I could just be a God in the game, killing everything in seconds. So, it's really overpowered, but I choose to use it only in emergencies. The gauss rifle is supposed to be sort of a "giant killer", used to kill stronger creatures and/or enemies with power armor. Of course, you play whatever way you like it, but since it's such a specific "complain", it would be easier to use other weapons, and save that for bigger opposition. ;)

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.
 
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.
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.

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.
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.
 
I got in about an hour last night and cleared the Castle with Preston. I set up a field of land mines and finished it without any issues. Afterwards, I grabbed MacCready from Oberland Station (which was immediately having Raider troubles) and we headed off for Med-Tek Research. Just as we cleared the ghouls out front, my son got up crying so I had to cut my session short.
 
That moment when your window-shattering, fully modified .50 cal Sniper Rifle is weaker than your .44 revolver... Heck, I think I do more damage with my 10mm Suppressed pistol when sneaking. but hey, at least the rifle sounds freaking amazing when fired.

Again, I think I'm doing something wrong. Perks perhaps? I gut the Gun Nut at level 3, so I can't really modify the rifle any further. At least the receiver.
 
Finally got to the point where I could play "Ad Victoriam" and get the corresponding achievement ...
And it was one of the dullest quests I have ever played. Liberty Prime took care of everything; all I had to do was follow him.
 
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