Moridin889 wrote: »Don't know if anyone mentioned it but switching weapons auto reloads the previous gun. Useful for big guns.
VERY early free SPECIAL point (not a story spoiler)Go find the SPECIAL book in your son's bedroom after you leave the vault. Free skill point! Spend it wisely.
Dogmeat can equip a few items! Give him a bandana or some welding goggles and you can manually tell him to 'equip' them from the trade window.
Spoilered for size from here out, no actual spoilers.
Settlements
- Local Leader Perk (Charisma 6)
- -Rank 1 allows supply lines, which means you can share the workshop inventory between two settlements (ie, all of that steel in site A can be used to build in site B. Connecting site C to site B makes it one shared pool of stuff). Once you have the perk, you establish a supply line by selecting one of your residents from one of the settlements while in the Workbench mode and one of your options will be 'Supply Line.' Once you've got that going, you can view your supply lines on the map by hitting a button (C or Q on PC, I forget)
- -Rank 2 allows you to build shops and workbenches. Shops will generate passive income based on the population of the settlement. Haven't had the chance to play with these much yet, but others may know more.
- Don't worry about placing walls/floors to match the foundation of that house you just scrapped. If you lay your floor or prefabs down first, you can snap the walls to those and it should fit pretty easily.
- However, you can place walls wherever you want. So you can absolutely fence in your entire settlement if you want to. The walls can be annoying when they snap to each other, and especially when trying to do this on hills. Where I can't make a direct connection, I at least use smaller objects to block entry.
- The game advises you to keep the defense rating of a settlement at least as high as the combined food+water production. Failing that, you'll be an easier target and see more attacks on the settlement.
- There are magazine racks (under shelving) and a Bobblehead stand you can place to hold your shit.
- The scavenging bench needs someone assigned to it, and then it will generate components for crafting
- Tip for keeping track of which settlers you've assigned to a job: Give them either a hat (which they'll probably equip) or a single piece of ammo as a marker. Anyone without the hat still needs a job!
Power Armor
- The individual parts on your armor take damage and eventually break. When they break, you're not longer getting their benefits, but you don't lose them. Repair your power armor at your settlement (need a power armor station). It's pretty damned cheap to repair (mostly steel, maybe circuitry on the torso/helm).
- Power Armor can be stolen! Someone reported that a raider actually jumped into his suit and he was unable to recover the frame with the raider dead inside (ie, he could loot the individual parts, but couldn't use the actual power armor). Consider removing the fusion core when you're not using a suit.
- That also works the other way: your enemies can't operate their power armor without a fusion core. Pickpocket the core and voila, easier target.
- Watch your hp. You might be taking some damage even if the suit's still trucking along. The HP shows on the dial on your bottom left, but I found the companion app on my phone was actually kind of handy for this too (and keeping track of how full my inventory was).
- Apparently fusion cores will sell for their full price value, even if they're 99% depleted. An empty fusion core is simply ejected from the suit, so swap yours out when it's almost done and you can sell it.
- The fusion cores last a little longer than you might think, and if you're like me and scrounging in every nook and cranny, they're more common than you might expect. Don't be afraid to use the damn thing
Modding/Crafting
- Adhesive is used in fucking everything with crafting. Thankfully, you can cook 'Vegetable Starch' which gives five adhesive per item. You'll need mutfruit, corn, tatos and purified water. The vegetables you can plant at your settlements, and dirty water can be condensed at cooking stations to make purified. If there's another way to get water I haven't seen it yet, so I advise you don't use water to restore hp unless it's your last resort.
- There is a 'tag for search' option while you're crafting things that will mark stuff out in the world. So if you have aluminum tagged, that TV dinner tray will have a magnifying glass next to its name. Try it out.
- Tag for search is a little wonky from the crafting bench, but if you view your junk in your pipboy there is an option of 'component view' and that's a little easier to work with.
- Remove any nice mods from weapons before scrapping the weapon (edit: IF YOU WILL USE IT, don't just do this willy-nilly and waste adhesive). You can swap mods in and out instead of having to craft the mod every time.
Legendary enemies and loot
- Legendary enemies drop cool shit. Kill them.
- Oh, more? OK. If you see one at the end of a 'dungeon' or whatever, you can come back later and they should be there. However, if you bump into one out in the wild, that's probably a random spawn and you either kill it now or it's gone. (reported. Haven't seen confirmation from others)
- Those Legendary weapons will have random properties, kinda of like legendary items in Diablo 2/3. Example: A rifle that does more damage as the night goes on and less in the day, or a pistol that uses 25% less AP in VATS, or a melee weapon that does more damage when your health gets low.
- You can modify them! Just take the mods off of your old 10mm pistol and slap them onto this legendary one and voila!
ini tweaks for PC users to potentially improve performance:For those having performance issues on PC, this worked wonders for me. Blurry textures much less often and little to no more random stuttering.From Reddit - https://www.reddit.com/r/fo4/comments/3sdyu7/the_old_ini_tweaks_still_work/
I played around with my fallout.ini a bit, and it seems like all of the following still work (they go under [General]):
uInterior Cell Buffer=12
uExterior Cell Buffer=144
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseThreadedAI=1
bUseMultiThreadedFaceGen=1
bUseMultiThreadedTrees=1
iNumHWThreads=8
iPreloadSizeLimit=524288000
MundaneSoul wrote: »Hi everybody, hi!
I wanted a way to make sure that I didn't leave a location without grabbing any magazines or bobbleheads in the area, so I made this thing.
I hope it helps some of the rest of you as well. Let me know if I need to change/update anything for accuracy.
UncleSporky wrote: »I made this checklist. Location info is from a random site I found just searching for the locations.
The intent is that when you collect something, you put a 1 in the first column, which adds to the totals at the top of each section. Also with sheets like this, I like to highlight the row and change the color to bright green or whatever to show that you collected it.
For adhesives, I recommend y'all get some overalls and a straw hat and start farming corn, mutfruit and tatos. Also, horde purified water.
Then go check your cooking station.
surrealitycheck wrote: »timed food buffs are real world time, not in game time
ive had radstag carry bonus on for multiple in game days, which makes it much less worthless
A list for materials and where to find them. Right here. You can craft oil in the chemistry lab under utility.
Settlements share junk, but nothing else. Each settlement that generates a resource, like food or caps, will place it resource in the misc tab of the workshop.
Crafting gives you XP! So don't forget to cook and chemistry your way to higher levels. (Especially after a certain quest loads you up with a ton of drugs.)
(Some?) companions can wear power armor. Just issue them a Go command like you normally would, but point at the Power Armor. Apparently, they do not deplete the fusion core either. (https://www.youtube.com/watch?v=BGnIyVn41Cs)
DemonStacey wrote: »OP tip: Ammo types available are based on level. If you are wondering why you can never find an ammo type at vendors you problem aren't the correct level. There are random set spawns and small chances for them to spawn on vendors early but once you get the proper level they start appearing more regularly at both vendors and in boxes.
TalonZahn wrote:If you want to get into a locked house, find and open window and use a piece of furniture inside.
You can sit on a chair and it will pull you inside the house, where you can then unlock the door.
Settlements tip: You can move people between settlements. It's easier to take care of 4-5 high-pop settlements than 2 people everywhere. The settlers with unique names generally cannot be moved - so make those your high-pop settlements. To move people: once you have access to workbench, go into build mode and select "Move" (default: R i think) when highlighting a settler.
So clothing and outfits are upgradeable. Potentially very highly. Naturally it's locked behind a random ass sidequest for one particular faction because where else would you put itrailroad. Jackpot quest from Pam. Talking to the tinker guy opens the upgrades up.
On the bright side, it potentially seems available pretty early. Should make early game a lot less rough on other play through
Exactly which clothing is upgradeable seems largely random because why not
of course a newsboy cap can be armored and not a beret
UncleSporky wrote: »Some very good info! Maybe for OP even! But possibly a spoiler for a cool feature, y'know?
Demi Gourd wrote: »The mod below adds about 110 new objects to build and place in settlements. Enjoy. I0 think this would be good for the OP.
http://www.nexusmods.com/fallout4/mods/1145/?#
EnclaveofGnomes wrote: »I'm a little mixed up on what order things occur or should occur as I did a bunch of the main quest line before making contact with the rail road.
I think after you take down kellog they let you into the base proper, soon afterwards drummer boy will give you a tip to talk to P.A.M who'll give you the Jackpot quest. Finish it. Then go talk to tinker tom and pray he gives you the line about ballistic vests, you'll then be able to buy armored bits from him and/or customize your own.
For anyone who was wondering what perks affect which weapons, I just did some tests;
The minigun and gatling laser are only affected by the heavy weapons perk. Commando does not affect their damage in any way.
The missile launcher is affected by both the heavy weapons perk and the demolitions expert perk, but demolitions expert does not double the missile launcher's damage; max rank demolitions expert increases the missile launcher's damage to 285.
The cryolator is a heavy weapon. The railway rifle is a rifle. If there's anything someone wants specifically checked, feel free to ask, tho everything else should be pretty self-explanatory now.
MayGodHaveMercy wrote: »Your companions can use Power Armor without a Fusion core, so... always have them in a suit.
Tip for settlements: If you want the happiest settlements, you need the Local Leader perk at level 2, and Cap Collector at level 2. When you get Local Leader to Level 2 you can start creating shops within the settlement that will generate income and happiness based on the number of unassigned settlers, and the level of the shop.
The first level of shop only requires Local Leader 2. The second one also requires Cap Collector, and the later ones require leveled versions of that.
Each level of shop creates more income and more happiness. You want to minimize the amount of shops and maximize the amount of unassigned workers while also providing enough food, water, and defense for the town.
Shop income is accumulated every 2 in-game days and stays in that settlement's workshop until you collect it. It is not collectable from other workshops connected by supply lines, but it is available for building at any connected settlement (though shops and mines may be the only things that require caps).
Slight building tip for shops, the shops are taller than the wall height when building, so if you want one indoors you need to leave the space above it open to the second level. If you build chairs, stools and couches close to the drinks vendor then settlers, including assigned ones, will occasionally stop what they're doing, grab drinks and food from the vendor and sit down. So it's really easy to make a bar. Right after sundown all of the settlers will do this.
It's possible to get your SPECIAL attributes to 11. Do it like this:
- Level your SPECIAL to 10
- Find SPECIAL bobble head
- SPECIAL is now 11
If you find and pick up a SPECIAL bobble head before that attribute is 10, you can not increase it to 11 after.
BranniganSepp wrote: »Amazing building tutorial by Eurogamer
https://www.youtube.com/watch?v=8CR8nOTDhh8
Didn't know about the foundations, for example. Jeez. Those are neat!
WACriminal wrote: »When renaming items, some HTML tags can be applied.
https://www.reddit.com/r/Fallout/comments/3tbssc/psa_you_can_use_html_tags_when_renaming_weapons/
You can get purified water by having an overabundance of water resource at your settlements. I have the big 40 water purifiers sitting at a few of my settlements and the workstation inventory always has about 30+ purified water when I give it a while to fill up. Also, I tend to have an overabundance of food at most of my settlements, and I get whatever I've planted in that inventory as well.
https://taleoftwowastelands.com/content/fallout-4-complaints-and-their-solutions
Look under Settlement Building for some cool stuff.
Steel Angel wrote: »Tried out using a sniper barrel on a laser pistol. Felt like I wasn't getting many shots off in VATs, then did a test swapping in the previous barrel. Can now confirm that sniper barrels increase the AP cost of VATS attacks significantly.
I want to start compiling a list of all the best PC mods for those who are interested. I'm going to start with mods I'm personally using (or have heard good things about), then I'll take any submissions you all would like to add.
First Things First:
You don't need to get a mod manager, but they make things so much easier. I'm using Fallout 4 Plugins Manager, as it was one of the first, but now Nexus' platform independant mod manager supports Fallout 4, so that is also a good option.
Also, you may want to nab the Fallout 4 Configuration Tool. It makes altering INI options easier than doing it manually.
All the pages I'm linking to explain how to install their respective mods, but you all (should) know the deal; you mod at your own risk.
Now, on to the mods. First up, this is a Bethesda game so you may want some UI Tweaks:
Let's start with a bang: Full Dialogue Interface. This mod changes the dialogue interface, displaying the choices as a list instead of a wheel and also displays what your character will actually say. I, personally, don't mind the original interface, but this is a wildly popular mod nonetheless.
Next up, for those that are getting annoyed by all the bleeps and bloops coming from the interface, we have Silent UI, which, by default, removes all UI sounds (such as the XP gain CHA-CHING! and the Idiot Savant giggling). Can be modified to target certain sounds individually as well.
This next category is the kind of stuff I live for; Immersion Mods:
We'll start with what is actually literally my favorite mod: Lowered Weapons. Nothing fancy, just changes your 1st person default stance to show that your weapon is lowered and not pointing at everyone's face (until you want it to be).
And next, my second favorite mod: Powered Armor Movement Sounds. This mod simply makes the powered armor much louder while in motion. The default sounds are a little wimpy IMO.
Next, this was my favorite mod in Skyrim and New Vegas; Darker Nights. Not much to add here, tho maybe now you'll actually use you lamps. Remember that the mining helmet has a headlamp like your power armor!
Not sure this belongs here, tho there really isn't anywhere else to put it... Create Your Own Survival Rebalance! This mod let's you change the damage variables of NPCs and yourself in survival. I'm running double damage for enemies and normal damage for me.
Next up, we got some friggin Quality of Life Mods:
First up: Craftable Ammo. Nothing to say here, really.
Oh hey; this is the first mod I got! Configurable Power Armor Fusion Core Drain does what it says. Has many options so that you can tweek this to your desire.
I know a lot of people wanted something like this, tho honestly it's probably faster to just use the console. In any case, Carry Weight Modification lets you modificate your weight carry.
Next, the only one in this category I consider absolutely mandatory: Faster Terminal Displays. If you played Fallout 3 or New Vegas you probably grabbed this at some point for sanity's sake.
This next one is for those that hate playing games inside games. Easier Hacking, Easier Lockpicking, Guaranteed Pickpocketing, comes as 3 seperate mods so you can, for instance, use the first two and not the last one (which is literally cheating). I ended up using a similar mod in New Vegas somewhere around playthrough 20; not quite there yet in Fallout 4, but maybe someday.
And finally, Just For Fun Mods:
We'll start (and end) with Settlement Supplies Expanded (SSEx), which adds a bunch of craftable things to your workshop list, so you can really spruce up your settlements.
That's it for now. I've personally tested everything I've listed here (except for Silent UI and Easier Hacking), so I know for sure that they work, and work together. If anyone wants to add to this list, just @ me and I'll get to it at my earliest convenience.
EnclaveofGnomes wrote: »For those that missed the <quest> that unlocks clothing customization...which is easy to do
If you're on pc: set RailroadClothingArmorModAvailable to 1
WhiteZinfandel wrote: »If you're upset that there's no perk to reveal all the map markers like in previous fallouts, type "tmm 1,0,0" in the console. Every location you haven't discovered yet becomes visible but still technically undiscovered, just like locations added by dialogue. You can see them but not fast travel to them. This has no effect on previously discovered locations.
So the crashing to desktop with no error problem I am having is becoming more widely reported by other people, and on console versions too. It's corrupted cells triggered by... something, and prevents a few important quests from being finished. It's tied to save file and occurs after a certain point in the game so there's no way to know you'll get it until it starts happening.
For PC users some workarounds have been found, however these involve using the console to teleport or just mark the quest finished so you are going to miss out on the actual content of the quests in some cases.
The best thread I found on it is here http://forums.bethsoft.com/topic/1546438-fallout-4-crash-in-specific-area/
Posts
bethesda
sometimes it can fly
-lack of skill checks in convos
-Not being able to mod the appearance of weapons even if just camos
-I want more settlements decor and things to do on them.
-Ammo should be craftable. I think it was suppose to be cause you can break down lead but it isn't used for much.
-More interesting options for moddable armor. Most of the nice looking stuff is non-modular.
That said I'm sure most of this stuff will be addressed in patches/DLC if Skyrim is any indication.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
... Also often times the mods did it better.
Enjoying just wandering. The main story is boring. Settler stuff doesn't interest me. Finding more stuff to loot and people to shoot is pretty great.
Well. Someone clearly doesnt appreciate the hover technologies of 2287
the barber in vault 81 can do you an undercut
dankkkj
Also regarding dialog. I romanced Piper. It was like 4 lines between her and myself. Ugh.
...what do you mean, 'outpost is under attack'? Wh-why am I getting text popups now? Kind of in the middle of something here; where the hell is that place? How do I even know about this?
Suffice to say it did not last. They could have done something interesting here, they clearly put effort into it, but it feels like the game distracts itself in the attempt.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
Well, once when I fast traveled to one there was an attack in progress, but that almost seemed intentional, a way to introduce me to what settlement attacks are like and what super mutants are. Another time there was a fight when I fast traveled and I think it was a random event because a "farmer" was there too, not one of my settlers.
So yeah. No attacks.
I've been cycling out companions as I get the perks since I'm assuming it's the latter.
Oh wait it's a laser musket. *Tosses it to Trashcan Carla*
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Perk is max affinity and from what I seen you get no more conversations outside of quest stuff.
I'm actually annoyed cause I maxed out Danse but didn't get his perk.
I'm up to five cranks and I haven't run into anything that could withstand it yet.
They're better snipers than regular snipers tbh.
Going to exile them to a settlement near the bottom of the map. Enjoy trying to fend off deathclaw hordes with no walls or turrets, assholes.
if you don't have SCIENCE! to upgrade the cranks laser muskets are pretty junk.
But if you do, and get a shot off from sneak then they just do insane damage.
So it depends on what sort of build you got.
Some time after maxxing out Piper and leaving her in Sanctuary, she did approach me for a conversation about stuff. Wasn't much though. Dialogue is sparse as usual.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Yes.
Your stash will periodically fill up with the plants you've planted that they harvest under Aid (also, your Water generating structure will do the same by putting Purified Water in your workshop). But you can also pick the plants you planted to gain more than what they generate if you want.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Armchair: 4098-3704-2012
i always forget it
and ive been stuck like 4 times so far l0l
I don't know if that applies to other objects that are destroyed as well or if it's just things that settlers are assigned to.
Also, has there been confirmation yet on how ammo works with settlers (not companions)? I want to give them something better than their shitty default pistols, but I'm tight enough on ammo as it is. Heard rumours of one piece of ammo in their inventory being enough?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
I have really terrible luck with laser muskets just not assigning damage. I'd blame it on my terrible aim, except I do just fine with the ballistic snipers.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Is there a way to check your affinities other than conversations?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Eh I've got a silenced .50 sniper that does double damage to full health guys. Unless it's a boss it's dead.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I just realized you can put followers in power armor... just now...
At level 30...
Welp.
btw, I found a particularly cool set of power armor and have questions:
You can say the same thing about most unmodded weapons, so I don't see how that is a mark against laser muskets.
Armchair: 4098-3704-2012
Just the one for sale in diamond city. but if you need a cheaper room a free one can be gained from vault 81 for doing quests.
or you can do minuteman quests for other settlements and then kick all the settlers if their are any out of one of them and use it just for yourself.
player.additem 00055F10
summons another copy of the cure
apparently if ur companion gets hit and u get blood splashed u get infected even so
very troll
Problem is that it ends up just breaking the power armour, in my experience. Unless future power armour is significantly less breakable than the first set you get?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Though I mostly find myself using the .45 combat rifle with a reflex sight. I might take one or two potshots from extreme range if I see an opportunity, but usually I just sneak in and start popping heads with the combat rifle.
I also found a silenced 10mm pistol that I need to use more.
Give them a gun and one bullet, and they get infinite.
It's easy to verify with a minigun.