Fallout 4

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I have not done the Glowing sea and reading posts on it like yours has put me off, anyway last night I came across a chem which does -35000 rads, yes that is right. I have seven of them so might give the Glowing sea a go.
I don't know how to do the hidden spoiler to say what it is.
There's a pretty interesting quest tied to that chem.
 
Took down the Institute Courser, Z2, with no problem at all. He does use a stealth boy to go invisible, but he backed himself into a corner where myself and Piper had blocked his only escape route. At that point it was just a matter of shooting at the hazy area firing blue laser back at me.

Also, a tip for fusion cores. You can (essentially) have infinite cores if you exit the armor, remove the fusion core, and then put it back in. You'll have 100% and the same amount of cores remaining.
 
Also, a tip for fusion cores. You can (essentially) have infinite cores if you exit the armor, remove the fusion core, and then put it back in. You'll have 100% and the same amount of cores remaining.

How does that work? I've taken my cores in and out all the time and have never seen that happen?
 
Took down the Institute Courser, Z2, with no problem at all. He does use a stealth boy to go invisible, but he backed himself into a corner where myself and Piper had blocked his only escape route. At that point it was just a matter of shooting at the hazy area firing blue laser back at me.

Also, a tip for fusion cores. You can (essentially) have infinite cores if you exit the armor, remove the fusion core, and then put it back in. You'll have 100% and the same amount of cores remaining.
Are you sure it's not putting in a new core? When I take a core that's been used, it seperates it from the rest of the cores in my inventory, and sorts them from the ones with the most energy to the ones with the least.
 
Took down the Institute Courser, Z2, with no problem at all. He does use a stealth boy to go invisible, but he backed himself into a corner where myself and Piper had blocked his only escape route. At that point it was just a matter of shooting at the hazy area firing blue laser back at me.

Also, a tip for fusion cores. You can (essentially) have infinite cores if you exit the armor, remove the fusion core, and then put it back in. You'll have 100% and the same amount of cores remaining.
Pretty dang sure that it is actually putting in a NEW core. Your old core will say 1/100 in your inventory. Or at least that is how it is on the X1.
 
Are you sure it's not putting in a new core? When I take a core that's been used, it seperates it from the rest of the cores in my inventory, and sorts them from the ones with the most energy to the ones with the least.
Maybe that's what it is then. I've not looked at my inventory to see that.
 
Pretty dang sure that it is actually putting in a NEW core. Your old core will say 1/100 in your inventory. Or at least that is how it is on the X1.
Cores only disappear once they loose their charge. so what you're doing is putting a fresh one in their, but because you're old fusion core still has charge it being counted as well. it to do with the item codes. however as long as the core still has a bit of charge you can sell them full price to a vendor.

i found that out the hard way with my power armor and gatling laser.
 
Just got the perk from Deacon, this gives 40% extra stealth boy duration and 20% stealth damage.
That makes Deacon, Codsworth and Nick valentine, Dogmeat is level based. Working with Curie now
 
I received a dire message from one of my settlements that they need my help. So, I fast traveled to the affected Settlement. And the game drops me right in the middle of the band of Gunners, so they all shot me at once. Very nearly died but luckily I was wearing souped-up armor (not power armor).

I have not done the Glowing sea and reading posts on it like yours has put me off, anyway last night I came across a chem which does -35000 rads, yes that is right. I have seven of them so might give the Glowing sea a go.
I don't know how to do the hidden spoiler to say what it is.

Isn't it that Mysterious Serum from the Cabot quest? I think the -36000 Rads is actually -10 rads per second for an hour.
 
I received a dire message from one of my settlements that they need my help. So, I fast traveled to the affected Settlement. And the game drops me right in the middle of the band of Gunners, so they all shot me at once. Very nearly died but luckily I was wearing souped-up armor (not power armor).

Well you should put down a fast travel target mat in a safe place, like high up near your sentry guns :)
 
The mirelurk hunters aren't a problem. It's the mirelurk queens that pop up behind you with no warning.

I need to take on Swan at some point. Just need to figure out the best way to attack him. I've got X-01 power armor and 77 fusion cores so I'm pretty sure I'm set for anything at this point.
I ran into Swan by pure accident and I was not prepared at all while on hard difficulty. Plus I was not in power armor. After throwing out several cryo mines, taking jet along with psycho, multiple saves, and a fair amount of luck, I finally beat him. Just wow did not see anything like that coming at all and it was at night. :eek:
I took him down with a modified laser rifle worth 50 damage. Lured him into a group of raiders which preoccupied him long enough for me to wound his left arm, the one he uses to throw rocks and interrupt your attacks. After that, it was pretty straightforward.
 
I spammed synth grenades to take out Swan, I had about 10 synths circling him while I used my quad missile launcher from a distance.
 
I lured Swan towards the Subway Station and I just stood in the tunnel, far away enough for him not to reach me, but close enough for him to try and hit me, and just layed into him with my Rapid Pipe Rifle. I encountered him fairly early, on Day One actually, it was a bit of a wake up call, if I'm honest.
 
I took him out using an explosive combat shotgun. Circled around a tree/shrub by the pond so he couldn't use close range attacks and continually shot his legs.
 
Still haven't killed Swan.
Level 31 on my second play-through, 38 on my first, never took the time, just didn't seem like I needed to do it and I doubt there is much of a reward other than knowing it can be done.

Atm I'm just running around doing quests that aren't part of the main story, mostly raider control and random encounters.
 
On the subject of power armor, I mentioned that MacCready can use one without a fusion core, which is very economical.

This was going fine until on one quest, he became separated from me, and when we finally met up, he was as naked as the game allows him to be. Not only was the power armor gone, but all other items of clothing.

So I searched the entire building with no result.

Fast traveled back to Sanctuary, and there was the power armor sitting exactly where it was ages ago when I first told MacCready to get into it. Probably 10 or 12 levels ago! :eek:

This is more bizarre than the disappearing mines on quicksave.
 
Question: what does poison damage do?

Ballistic damage is just straight damage. Radiation damage limits your maximum HP. Butning damage saps your HP over time. And freezing damage paralyses you and lets your enemy deal more damage. But what does poison damage do? I have run into stingwings south-west of Malden that spit green goo at me - the same green goo that bloatflies shoot at me - but the stingwings blur my vision while the bloatflies don't. So what does poison damage do?
 
Question: what does poison damage do?

Ballistic damage is just straight damage. Radiation damage limits your maximum HP. Butning damage saps your HP over time. And freezing damage paralyses you and lets your enemy deal more damage. But what does poison damage do? I have run into stingwings south-west of Malden that spit green goo at me - the same green goo that bloatflies shoot at me - but the stingwings blur my vision while the bloatflies don't. So what does poison damage do?
It just reduces your health over time like weapons with a bleeding effect. it's useful for stealth.
 
That's a bit of a let-down. The last role-playing game I played was the Final Fantasy series, where status effects are unique.
 
I found Swan rather easy at level 25 on hard, he's like level 50.
Only took 5 secs or so from my 100+ damage combat shotgun to take him down.
And no power armour




A hazmat suit has 1000 Rad resist which should be enough.
Otherwise just add lead plating to your power armour parts like I did. Took me over 1200 Rad resist

If my second experience is the norm, then only the pools of fluid have a lot of radiation.
But maybe the Rad storms there elevate the overall level of radiation, like in my first trip there.

Where does one most easily acquire a hazmat suit anyway?
IGN had an article the other day about ballistic weave armour which is aparrently the toughest non-power armour in the game. It also just happens to only work on cloth clothing apparently. Very interesting I must say, and it's a rather wierd process to unlock it.
 
Where does one most easily acquire a hazmat suit anyway?
Do the "Freedom Trail" mission. You will need to look for a series of markers around the Boston area that will lead you to the Railroad. It does hinge on a knowledge of Civil War history, and it is easy to miss markers, so you might just want to skip to the end:
Find the Old North Church in the East End of Boston. Go down into the catacombs and fight off the ghouls. You will find a dead end with a seal that you can interact with. You need to twist the dial to spell out the password; it's RAILROAD (the markers around the city will spell this out for you).
Once you finish the quest, you will have an exchange with Desdemona and you will unlock a new quest. You will have to join Deacon, a Railroad agent, somewhere north of Graygarden and west of Lexington. During this mission, you will explore "the Switchboard", an abandoned Railroad safe house to retrieve a piece of equipment. When you get to the vault holding it, there is an antechamber to the left where you should find two hazmat suits. Completing the mission will make the Railroad quests available, and Deacon can be your companion.

Just be aware that the quest is sometimes glitched; there are a few inaccessible terminals inside the Switchboard which Deacon is supposed to open for you, but he doesn't always do it. So save regularly in case you need to re-load.
 
Where does one most easily acquire a hazmat suit anyway?
IGN had an article the other day about ballistic weave armour which is aparrently the toughest non-power armour in the game. It also just happens to only work on cloth clothing apparently. Very interesting I must say, and it's a rather wierd process to unlock it.

Well I bought it from the lady that sells clothing at Diamond city.
Her shop is in a dug out, down a short stairs, behind where those mannequins are in the market area.
It might not be in her shop all the time, but it will eventually spawn, if you wait enough days.

I think you can also find it out in the world/quest
But it was one of the first things I bought. Helps a lot when doing various quests in water.

speaking of mannequins....
The creepy mannequin mod http://www.nexusmods.com/fallout4/mods/1986/?

 
Has anyone been able to enter the building that the USS Constitution ends up in? It's a tall tower adjacent to Haymarket Plaza, and if you go up there before you do the Constitution quest, it's an elevator ride to a big empty space. But it appears on your map as a discoverable location. Even after finishing the Constitution quest, you cannot discover it.

Or is it like the bunker thst you find Paladin Brandis in at the end of "The Lost Patrol", inaccessible until you complete a specific quest?
 
Nice settlement guide - lots of stuff I didn't know. Bethesda should have put this out...
The more water/food a settlement makes, the higher the chance of getting attacked, vs defense level.

https://www.reddit.com/r/fo4/comments/3vv1te/psa_how_to_make_functional_settlements/


Hello. This is a list of all I've learned. I've built quite a few and I've read a few tips here. Please feel free to add you own in the comments and I'll tack them up here. Please not this is not intended as a 'How to 100% happiness' guide. This will however keep your settlements above 80 easily. I am also continuing to edit as more people share their experiences.

Perks:

  • Gun Nut 1 - Allows Heavy Turrets
  • Science 1 - Allows Industrial Water Purifiers
  • Science 4 / Gun Nut 3 - All the fun Turrets. Not "needed," but, hot damn, Missile Turrets and Heavy Lasers are awesome!
  • Local Leader 2 - Needed for Supply lines and for trade stands.
  • Cap Collector 2 - For Level 3 stands
  • Medic 1 - Clinics
Basics: Settlers need 1 food and 1 water and a bed to stay at 50% happiness. The higher your happiness the more productive your settlers will be. If happiness falls too low, you can lose control of a settlement.

  • Food: The more you feed your settlers, the happier they will be. Each will consume up to 2 food before excess is stored in the workshop. So if you have 20 settlers and want them to be really happy, have at least 40 food. If you grow Corn, Mutfruit, and Tato you can make adhesive at a Cooking station. Requires Purified Water as well.
  • Water: There is a bit to consider here. Water is good. Purified water is even better. Settlers will always drink from a local water source, then draw water that is needed from a supply line. This is important. If you want a settlement to be very happy, and it does not have a place for a water purifier, you must connect a supply line, delete Water Pumps in the settlement, and produce excess purified water at another settlement. Fortunately, Sanctuary, The Castle, and Taffington Boathouse are capable of HUGE amounts of water production and a large defense to keep it safe.
  • Beds: Each settler needs their own bed. Any bed is enough. A bed with a roof over it will make settlers a lot more happy. Beds with frames may or may not increase happiness.
  • Supply Lines: Supply Lines connect the workshops of settlements. They will transfer food, water, and junk between settlements. They will not transfer stored constructed items. What this means is dumping junk in any workshop will allow it to be used for parts in any connected workshop. Also, if a surplus in food or water exists at a connected settlement, it will supply a deficit to a connected settlement.
  • Supply lines make a network. Only 1 connection to the network is needed per settlement. Settlers assigned to supply lines become Provisioners. Provisioners can not be killed, thought they may be mortal on Survival difficulty. Like all settler they can be equipped including guns, grenades, and Combat Armor. To assign a Supply Line enter the Workshop and highlight the settler. The key will be displayed in the list at the bottom of the screen and varies by platform.
  • Stores: All except Weapons and Armor add happiness. Bars and Medical seem to have the most effect. All stores make a moderate amount of caps which are deposited into the Workshop under 'Misc'.
  • Defense: Your settlement has chance of being attacked. To deter attacks, build defenses. A base with less defense than the total of its combined resources is likely to be attacked. A base with 2X Defense to Resources is almost never attacked. In sum, if sum(Resources) > sum(Defense): increased chance of attack else if 2*sum(Resources) == sum(Defense): Decreased chance of attack.
  • Make your defenses high up and hard to access. The last thing you need is a Supermutant bashing your Spotlight with a Super Sledge. Make him run through a hail of gunfire and die on the way.
  • Create a firing line. Line your turrets up where they can support each other.
  • Use the terrain. Build or use natural choke points and defend them heavily.
  • Defend the inside of your base, too. A perimeter is not sufficient. Enemies can and will spawn inside your walls.
  • Put your generators well behind your defenses. They are primary targets keep them safe.
  • Turret and generator noise may decrease happiness of settlers. Keep beds away.
Power:

  • Medium Generators are the lowest net junk cost per power produced. Use large generators if you are at your build limit and need space.
  • Lights do not consume power but must be near a Power Coupler to work. Imagine a sphere of 2 prefab units in radius. If it is inside that sphere it should light up. Make sure a power line is strung to the power coupler.
  • Lights increase a settlement's happiness.
Tips:

  • Use Wooden Floor #5 with the concrete foundation to level off an area. Place a Wood floor #1 at the level you want, and snap the foundations to it.

  • You can keep a tight perimeter for beds / traders and put your farms outside of it. Turrets have a very long range.

  • Build a Food / Drink stand and surround it with a chair for each of your settlers. They will hang out at night and socialize.

  • Settlers who are not assigned a job will sit at the Food / Drink stand after 9 am.

  • Settlements with a powered beacon can gain one settler per day. If your base is full, you can move a settler to another settlement, and that settlement can grow again.

  • A Bell or a Siren will alert settlers to danger. Your settlers will use it on their own when they see danger.

  • Brahman might, one day, for a few seconds, hang out at a Brahman Feeding Trough.

  • Once your settlers are nice and well fed, assign excess settlers to the Scavenger Stations. #1 under Resources, Misc.

  • You can trade your settlers weapons, ammo, armor, and even grenades (if you're daring), but you must equip them yourself. Key is listed on the bottom of the screen in the trade menu and varies by platform.

  • Flags are located under wall decorations and are available based on your allegiances.

  • Decorations may add a very slight increase to happiness. Once your base is set up feel free to decorate liberally. Cat pictures are under wall decor.

  • Caravans can be added to your settlements by completing a quest chain in Bunker Hill. First clear the National Guard Armory for Deb, then talk to Kessler to get the quest Kill Zeller. Rescue the captured caravan survivors, then complete. You will be able to build a caravan post in your settlement. This will cause the traders from Bunker Hill to stop at your settlements.

also stacking foundations




Then using it to rebuild the castle walls



 
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Has anyone been able to enter the building that the USS Constitution ends up in? It's a tall tower adjacent to Haymarket Plaza, and if you go up there before you do the Constitution quest, it's an elevator ride to a big empty space. But it appears on your map as a discoverable location. Even after finishing the Constitution quest, you cannot discover it.
Well that's odd as I discovered it just fine. All I had to do was go up through the building that it landed on after it's failed flight, and there it was.
 
Rotating things.

I discovered this by accident, maybe it's documented somewhere.

Did you know that when you're building things in settlements, you can rotate components using the left and right triggers (Xbox) before finally placing them in position? No doubt there are equivalents for PS4 and PC.
 
Rotating things.

I discovered this by accident, maybe it's documented somewhere.

Did you know that when you're building things in settlements, you can rotate components using the left and right triggers (Xbox) before finally placing them in position? No doubt there are equivalents for PS4 and PC.

Yeah rotate exists on all platforms. On PC, you can also hold E and then rotate. The rotate speed is slowed down a bit.
 
Has anyone been able to enter the building that the USS Constitution ends up in? It's a tall tower adjacent to Haymarket Plaza, and if you go up there before you do the Constitution quest, it's an elevator ride to a big empty space. But it appears on your map as a discoverable location. Even after finishing the Constitution quest, you cannot discover it.

Or is it like the bunker thst you find Paladin Brandis in at the end of "The Lost Patrol", inaccessible until you complete a specific quest?
Like @NW48 mentioned, I had no problem getting it to work properly as well.

Rotating things.

I discovered this by accident, maybe it's documented somewhere.

Did you know that when you're building things in settlements, you can rotate components using the left and right triggers (Xbox) before finally placing them in position? No doubt there are equivalents for PS4 and PC.
How did you build anything without doing this? It must have taken some patience :lol:
 
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