Fallout 4

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Thanks. I missed the set in the yellow container, probably because I approached from Malden on the opposite side. I got into the Armory with the officer's password, thankfully, because MacCready won't hack.
I went to the armoury first, then when being attacked I ran around the back into the container and found the other set. It's in a cage, locked with a terminal, if I remember right it's advanced.
 
I went to the armoury first, then when being attacked I ran around the back into the container and found the other set. It's in a cage, locked with a terminal, if I remember right it's advanced.
Ok I'll have to check it out. Not a top priority however, as I rarely use power armor and I have not been actively searching for it. That's probably why I was surprised to find two sets of X-01 so close to each other but apparently there are three. I figured that was rare.

Funny story about that Sentry bot at the National Guard. The thing scared the crap out of me and almost landed on us after we walked out of the armory. I ran for the nearest building and started popping off rounds at it while it was attacking MacCready. To my surprise, on the first cool down, MacCready ran behind it, pulled out the fusion core and dropped it like a rock. [\spoiler]
 
@88GTA I'm not a lover of power armour, I tend to get them to stop others getting them, daft I know.
I knew you could do that about fusion cores, never tried or seen it done on a sentry bot though, must have been good to witness. That sentry bot scared me as well, that's why I legged it, though running into the container was not the best idea I've had.
 
Indeed. It's not quite a spoiler this far in, I think; you can pickpocket a Fusion Core to deactivate the suit causing the wearer to exit. Just as much fun is getting a critical hit on it. Boooom :)
 
Indeed. It's not quite a spoiler this far in, I think; you can pickpocket a Fusion Core to deactivate the suit causing the wearer to exit. Just as much fun is getting a critical hit on it. Boooom :)
I have the penetrator perk so I can focus on the fusion core, the person can stay and blow up, or exit and make dealing with them that little bit easier, this is how I've got a gallery of 56 armour suits, and yes it is fun.
 
@88GTA Whoops, my mistake. The other set is in a Green not yellow container, behind expert lock. I was in the neighbourhood so checked in on it. The armour was gone obviously, but could still pick the lock for extra XP as they all reset after awhile.
 
@SJC ALPHA
No problem, I'll check it out one of these days when I'm in the area. I have work to do at Finch Farm and County Crossing still.

I got in about an hour and a half last night but only managed to get my XP from Rhys for cleansing the commonwealth and then talk to everyone on the Prydwen. After I got my power armor, Danse and I started clearing Easy City Downs but I had to stop there. Next stop will be Fort Strong.
 

From what I have read, Far Harbor is bigger but less content than Shivering Isles, which is how they priced it I believe.

Has anyone else sided with the Institute ?
Now I cannot go hardly anywhere without getting ' help defend checkpoint' messages, they are everywhere.
Automatron
The commonwealth is definately more dangerous. The new faction and robots are everywhere and attacking everything.
 
From what I have read, Far Harbor is bigger but less content than Shivering Isles, which is how they priced it I believe.

Has anyone else sided with the Institute ?
Now I cannot go hardly anywhere without getting ' help defend checkpoint' messages, they are everywhere.
Automatron
The commonwealth is definately more dangerous. The new faction and robots are everywhere and attacking everything.
Regardless of which faction you side with, you'd end up having to defend checkpoints with them.
 
Cleared Easy City Downs and Fort Strong last night in the hour or so I had to play. Afterwards, Danse basically walked out on me and said go see Maxson, even though he was carrying all my excess junk, armor and weapons. Now I need to search the Prydwen to find him and get it back.

It sounds like I'll need to head into the Glowing Sea to progress with the main BOS quests. There are only side missions for some of the Proctors to do for now. Before doing that, I plan to drag Danse to the bunker up north and try to finish The Lost Patrol with him.
 
Yea, that's where he was. He and I finished The Lost Patrol last night and it was pretty anticlimactic. Afterwards, we did Duty or Dishonor for Capt. Kells which took up the rest of my playing time.

I wanted to stay in character while doing the BOS missions with Danse so I've been in power armor for these last few sessions and I'm starting to get used to it. The Pip-Boy is a chore when in power armor though the rad and damage resistance make up for it. I also had a stockpile of 41 full fusion cores in my inventory which I'm glad I hadn't sold.

I've been trying to use only the Righteous Authority as well but it lacks punch and I'm finding myself flying through fusion cells. I don't have Science 1 yet so I can't upgrade it either. I just hit level 31 before I wrapped up but I used it on Riflemen 3.

Question for you guys. Did you use a companion in the Glowing Sea and if so, who? I have the Lone Wanderer perk already.
 
@88GTA The Glowing Sea isn't as bad as you might think, you're just in a permanent rad storm.
I went alone as I hate the companions with a passion, once I have the perk I dump them straight away.
Take it easy and you'll be ok, how you describe your game play seems what you do anyway, going alone or with a companion, either way you'll be fine.
 
@88GTA The Glowing Sea isn't as bad as you might think, you're just in a permanent rad storm.

Depends on A) Your own level and B) The difficulty setting. On "Normal" or "Hard" it's no problem. Gets dicey above there though :)

In other news; that awkward moment when you realise that one of your settlements is simply one big Pet Shop Boys video...

PetShopBoys.JPG
 
^ Nice.

Side note: April Fool's smileys!?! :guilty:

Also nice. :gtpflag:

Edit:
The Survival Mode beta is out for PC and details the illnesses and required remedies coming soon to the updated difficulty level.

This video explains some of the diseases and healing items introduced to make the game much harder.

 
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It will be epic, if very difficult!
It certainly will be. I'm wondering if we will be able to switch the difficulty to this new survival mode in the pause menu or if it will need to be selected before starting a new character. It seems like a lot of settings will change and we may not be able to just toggle them on/off like the current survival mode.
 
@88GTA The Glowing Sea isn't as bad as you might think, you're just in a permanent rad storm.
I went alone as I hate the companions with a passion, once I have the perk I dump them straight away.
Take it easy and you'll be ok, how you describe your game play seems what you do anyway, going alone or with a companion, either way you'll be fine.

Agreed. It's my location of choice when I want to go face some higher level creatures while looking for legendary weapons and gear.
 
I've been trying to use only the Righteous Authority as well but it lacks punch and I'm finding myself flying through fusion cells.
Get the Science! perk (requires an Intelligence score of 6), and you will be able to upgrade it. Righteous Authority is pretty powerful when you first get it, but if you don't upgrade it, it becomes obsolete quickly - and the extra bonus of filling your critical meter is very handy.

Otherwise, you can cannibalise other laser weapons for parts. If you pick up a laser pistol with a sniper barrel - which boosts damage - you can downgrade to a standard barrel and attach the sniper barrel to the Righteous Authority. You won't need the Science! perk, and it won't cost you many materials to build the basic mods. Of course, the stripped-down weapon won't be worth much, and you won't really get anything of value if you scrap it.

Did you use a companion in the Glowing Sea and if so, who? I have the Lone Wanderer perk already.
It's not so much a case of taking the right companion as it is taking the right weapons. My main character is at level 82, so most of the enemies I meet are scaled - instead of a radscorpion, I will encounter a deathskull radscorpion, or a charred fearl ghoul instead of a withered feral ghoul - but I have a two-shot gauss rifle that obliterates anything that it is aimed at. They're rare, and it's dumb luck if you find one, but a standard gauss rifle is easy enough to come by. Ammunition (the 2mm electromagnetic cartridge) is expensive, though.

Just make sure you stock up on Rad-X and RadAway. The Glowing Sea looks terrifying, but is pretty much a glorified radstorm - but there is a lot to explore. It's very easy to get lost and spend hours searching everything.
 
Decided to take advantage of the free data day to purchase a season pass for Fallout 4, update Metal Gear Solid V: The Phantom Pain and Rise of the Tomb Raider, and get the "Cold Darkness Rising" DLC for Rise of the Tomb Raider. Also tried to download Assassin's Creed Unity - which was included in the price of the console - but it's so big and the network so sluggish due to the free data day that I only managed to download about 40% before I realised that it was never going to finish before midnight.

As for Fallout 4, I am now the proud owner of "Automaton", but with Dirt Rally launching on Tuesday - it's been ages since I have had a decent rally game - I think I will wait until "Far Harbour" before I dive back into Fallout 4.
 
Need a little guidance finding Emogene Cabot, hoping you guys can oblige.

So I went to visit the crackpot preacher guy, and persuaded him to unlock the room, but Emogene wasn't there. No comment from him, then checked Data/Map to find it was directing me back to Cabot House. So i've gone back there but she appears to be locked in an upstairs room, which needs a specific key. Dr Cabot again makes no specific comment regarding her return, and neither does his henchman (Jack?).

Just want to know if this is the correct turn of events, and not some glitch? Seems odd there was no comment from the Preacher man when it seems she escaped. Please avoid spoilers as to how to actually get to her, though it does seem a little weird, as she is home now anyway. I've tried looking for keys, checking the safe in the basement, Jack's pockets etc. but no cigar. I've even tried getting on the roof somehow, going as far as the Haymarket Mall to see if I can get up onto the freeway, then jump down to Cabot House with power armour, but no luck. Anyway for now please confirm my game hasn't glitched, would google but bound to contain spoilers. Cheers!

EDIT: It is a glitch, eventually caved and checked Youtube, looking into the solution now. Do find it odd how long it takes Bethesda to address such things though.
 
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Do find it odd how long it takes Bethesda to address such things though.
It's an enormous game, so it's entirely possible that they're unaware of it simply because the conditions for tripping the glitch are so specific. I have run into a similar one before - when you go to Salem, you get a miscellaneous objective to meet with Barney Rook, which opens up a minor quest with a neat little reward at the end. But when I got there, Barney was dead and the quest inaccessible (but I still got the rewards).
 
It's not so much a case of taking the right companion as it is taking the right weapons. My main character is at level 82, so most of the enemies I meet are scaled - instead of a radscorpion, I will encounter a deathskull radscorpion, or a charred fearl ghoul instead of a withered feral ghoul - but I have a two-shot gauss rifle that obliterates anything that it is aimed at. They're rare, and it's dumb luck if you find one, but a standard gauss rifle is easy enough to come by. Ammunition (the 2mm electromagnetic cartridge) is expensive, though.

Yeah the Gauss rifle is overall a very good weapon, specially if you overcharge every shot, and in VATS is a very accurate weapon. I use one with the "Penetrating" perk, nad it works really well for me. Haven't found the Two Shot yet, but I already have the most OP weapon in game, the Explosive Minigun since around level 15-20 (kills a behemoth in seconds, and I haven't fully leveled up the Demolition Expert perk).

I usually have 10 to 12 weapons in my inventory, from the Explosive Minigun, to a single Melee weapon, pistols, rifles, energy weapons, you name it. I know it's a lot to carry, but gives me the chance to save the ammo of the best weapons for the though fights. My Wounding 10mm Pistol is more than enough to kill pretty much any low level enemy with ease. The rest depends on the context (enemies, close quarters, longe range, nearby friendly's, etc.).

A very important tip if you want to use your melee weapon more efectively, eat Yao Guai Roast. It raises the damage of your melee weapons by a lot. Probably someone alreade said this, but is always good to remember.

As for companions, the best you can get are the robots that you craft from the Automatron DLC. You can make them really overpowered, if done right.
 
A fully-upgraded Gauss Rifle with a critical shot to the acid glands of a Mirelurk Queen is absolutely devastating. It's practically essential for "Taking Independence" because it robs the Mirelurk Queen of its strongest attack and enables you to clean up the Mirelurks and their hatchlings without having to worry about poison damage.
 
Just out of interest, general question regarding Shaun (spoilers if you didn't side with Railroad)

So I always believed that Father was Shaun, who was working, among other things, on a Synth modelled on his young self. So when I destroyed the Institute and the Railroad guys found "Shaun", I assumed him to be the successfully finished version of the synth, and perhaps in a funny way, a gift or legacy left by Father to me.

However most people seem to think the kiddo *is* Shaun, and that Father was a total phoney who kidnapped Shaun just to use him as the basis of his synth. I guess all of this hinges on when exactly Kellogg took the kid from the cryo chamber, not sure if this is ever fully clarified. Thoughts?
 
Just out of interest, general question regarding Shaun (spoilers if you didn't side with Railroad)

So I always believed that Father was Shaun, who was working, among other things, on a Synth modelled on his young self. So when I destroyed the Institute and the Railroad guys found "Shaun", I assumed him to be the successfully finished version of the synth, and perhaps in a funny way, a gift or legacy left by Father to me.

However most people seem to think the kiddo *is* Shaun, and that Father was a total phoney who kidnapped Shaun just to use him as the basis of his synth. I guess all of this hinges on when exactly Kellogg took the kid from the cryo chamber, not sure if this is ever fully clarified. Thoughts?
As I sided with the Institute I know the "answer" to that.

Father wanted to create a child synth model and decided to base it off his younger self. He also claimed that it had been 60 years since he was taken from the cryo chamber but I can't quite figure that one out because Kellogg was still around, and even with the synth upgrades he had, it wouldn't have stopped him from aging. Unless.... I don't remember that being explained... but I guess it's possible that the Kellogg we encounter as the sole survivor was a synth that already replaced the aging human Kellogg because the Institute valued his usefulness to them.
 
but I guess it's possible that the Kellogg we encounter as the sole survivor was a synth that already replaced the aging human Kellogg because the Institute valued his usefulness to them.

He does have cybernetic parts, that's for sure, including his hippocampus.
 

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