The majority of this is lifted from
@jdarksun 's most excellent
previous thread until I can finish updating it!
First DLC info announced! More info here.SEASON PASS PRICE WILL INCREASE TO $50 ON MARCH 1.
What Is Fallout?
Fallout is a post-apocalyptic RPG franchise, with the first titles developed by Black Isle back in the early 90s. Fallout and Fallout 2 are turn-based isometric games with thematic roots in Mad Max & spaghetti Westerns, while Fallout 3, Fallout: New Vegas, and Fallout 4 are first person shooter/RPG hybrids developed by Bethesda (except FONV, which was Obsidian) & full of more modern pop-culture references. Survival is a strong narrative note throughout the franchise, although these are not really survival games; you do not need to consume food/water or refine blocks of wood into planks.
With Fallout 4's recent release, this OP is going to be devoted to Tips, Bug work arounds, and Fun Stuff from that game specifically. Feel free to comment on any part of the franchise here, just realize that Fallout 4 is currently the new hotness and is dominating the discussion.
Tips from the community:
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
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.
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.
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)
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.
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 it
railroad. 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
(Warning: Spoilers for the Minutemen faction)
Some very good info! Maybe for OP even! But possibly a spoiler for a cool feature, y'know?
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/?#
There is a quest that allows you to modify more clothing pieces, but it's somewhat obscure and easy to miss. Here's a spoiler on where to find it. Warning: Contains spoilers for the Main Quest as well as the Railroad faction.
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.
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.
Amazing building tutorial by Eurogamer
https://www.youtube.com/watch?v=8CR8nOTDhh8
Didn't know about the foundations, for example. Jeez. Those are neat!
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.
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.
A powered radio beacon (from Power -> Misc -> Radio Beacon) is required to attract settlers. Make sure the beacon is connected to a generator. You connect electrical systems by using (Y) on Xbox or the equivalent for other systems. The beacon is on when it has a green light, and off when it has a red light.
Got Bugs?
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
Armor:
Armorsmith Extended completely overhauls the armor system. Any item of clothing can be worn under any armor (some clipping issues apply)!
Craftable Custom Combat Armor adds a load of customization to that boring old combat armor. Change the paint, decal, or even upgrade that sturdy set to heavy!
Buildable Power Armor Frames The title is slightly misleading but this lets you scrap power armor frames and rebuild them later if you so wish. Excellent in dealing with the cell-reset bug, since script-spawned power armor is immune.
X-01 WW2 Airplane Paints adds several standalone paintjobs for the X-01 power armor based on WW2 fighter plane paint designs.
Military Power Armor Skin Pack adds many different paintjobs for ALL power armor types.
Weapons:
Any Mod Any Weapon lets you mix and match weapon mods from different weapon types. Create your own plasma SMG, or put a gauss rifle compensator on the missile launcher because it just looks cool, okay?
Button Lowered Weapons lets you lower your damn weapon without holstering it.
Settlements:
Homemaker adds an absolutely huge amount of items to your building pool. I can't recommend this one enough!
Scrap Everything allows you to scrap just about everything in a settlement. Tear down those crummy old buildings or just clean up the trash (seriously, people, why are there piles of trash next to your bed?)
Scrap Dead Things is kind of like Scrap Everything, but for the recently deceased. Great for getting rid of ash piles, dead ghouls, etc.
Snap'n Build adds several different building sets, such as the military bunker, all designed to snap together for easy building.
Craftable Dogs lets you add dogs and well...a few other animal types to your settlements.
Craftable Cats does the same thing, but for cats. Meow. Vomiting on carpet not included.
Settlement Raiding Mod lets you manually spawn a large variety of raids at any settlement you wish. Considerably more difficult than vanilla raids.
NX Pro Farming adds a lot of things to farming. Fresh versions of crops, planters, etc.
MOAR Turrets is my own creation and adds a large number of new turret types filling many different roles.
Robot Home Defence lets you add cool robots to your settlements, from the lowly Mr. Handy to the glorious Sentry Bot.
Visual Stuffs:
Fallout 4 Seasons is an amazing mod that completely changes the way the Commonwealth looks, and comes in 4 different versions, one for each season.
True Storms adds some great weather effects.
Darker Nights, unsurprisingly, makes night darker and has many different darkness versions to choose from.
General Quality of Life:
No NPC Greetings removes the incredibly annoying comments NPCs sling at you unsolicited. You hhhhhhope I'm not one of those synths here to spy on you? Well, now you'll keep it to yourself!
Full Dialogue Interface is, in my opinion, pretty much required. Rather than the silly, often misleading dialog selection system, it lists exactly what your character is going to say and even includes the sarcasm tag, lest you miss one. I can't stress how much better it makes the game feel.
Loot Detector makes corpses with loot on them glow if you have the first rank of Scrapper. Extremely useful for finding bodies that have fallen into the grass...or inexplicably flying 500 feet after being hit by a shotgun blast.
Ready to start using mods? MegaMek has you covered.
Looking to modify clothing? SirEtchwarts has posted a comprehensive list
From what I can gather it seems to affect people who install the game on SSDs, and the longer load time only happens when you do a building transition that involves the black screen with the vault-tec logo animation in the lower right corner of the screen. Loading screens with the game hints and rotating character models are not affected. It's bizarre because in previous versions the black screen loading is much faster than the game hint load screens.
Maybe this will make me actually use artillery. I tried it while defending the castle: it killed all my settlers because it went on for so fucking long they eventually all ran into it.
I tried it against the mirelurk queen when taking Murkwater Construction Site, and while it damaged her she also instantly aggroed and magically found where I was hiding and began spitting at me so I had to fight her while dodging the artillery.
I really wish there was a way to get settlers to not rush out. No wonder you have to defend them, they don't get that running out past the walls into the turret field of fire is a bad idea!
The functionality of Scrap Dead Things has been added to Scrap Everything. And it's superior to Scrap Dead Things in my opinion, for minor reasons I don't really care to get into.
The Snap n' Build greenhouse set is a motherfucker to work with. I tried the version of it that comes with Homemaker and eventually gave up in frustration. For less ridiculously tetchy greenhouse building, I recommend Craftable Glass Stuffs the author has a whole line of settlement mods ranging from really neat (like Glass Stuffs) to silly and unimportant. Homemaker also adds glass floors, ceilings, and walls to the Institute build set. These make extremely nice looking modernesque greenhouses.
Homemaker also has planters and greenhouse tables, making NX Pro-Farming non-essential (though it does have some additonal minor functionality). If you want to place corn or mutfruit planters on a planter table in a greenhouse that you built with Craftable Glass Stuffs or the Institute glass stuff from Homemaker, you will need a two story building with no floor on the second level right above your corn/mutfruit planters. Rather than being a drawback, I have found this makes for beautiful looking two-story buildings when you have a partial floor above a full floor and use railings on the exposed second-story floors.
For power armor I like the Operation Anchorage Power Armor mod which makes the vanilla winterized power armor look like complete shit by comparison (seriously). Note that this paint job becomes non-canonical if you put it on T-60 or X-01 power armor but who actually cares? Not me.
Don_Kain also did a nice job with his Enclave Power Armor Paints but his installation instructions do not appear to be correct. specifically, the line he asks you to add in your ini is, according to Fallout Mod Manager, incorrect. I stuck with the line added by archive invalidation in the mod manager and his mod works fine for me. I'm not crazy about the random green paint on the helmet breather though.
Vault Booty is a totally essential mod which everyone needs. The game is basically in an unplayable state without it. I'm using version 1.0 myself, as the later versions contain tweaks which de-hance the male booty. For people who like ladies the more recent versions might be better, I don't really know.
It burns out after you use it, so you can scrap it.
I have too many mods that are in love with making those perks requirements for everything.
I use them, it makes the difference between me having an adequate gun and having exactly what I want.
I think the higher tier mods can be really rare/non-existent in some instances. It depends on what you're going for, I guess. For example, on my melee stealth character, I've gotten all my armor to have the extra sneak modifiers without any kind of armor perks.
Really, it's just a time saver. Sure, you could save all the armor and weapon drops you get, part them out and store them in separate bins and then get them later if you want to switch weapons or upgrade armor/weapons. I did it. The perks just make it where you don't have to do that.
I hope the reset thing gets fixed before the GECK or that is going to be a biiiiig problem!
I normally choose dialog options that let me skip combat altogether.
But I really wanted Skinny Malone's hat.
It's just as well, the option to avoid combat doesn't seem to work very well. When I've tried it I haven't been able to get Vic out of there before Skinny goes hostile and end up fighting them anyway.
If you want more starting special points use dogmeat to duplicate the "You're Special" book.
https://www.youtube.com/watch?v=nxnrqeQ7Mh4
It's not difficult once you get the timing down. It's initially frustrating and then it's not.
One note: The magazine takes into account your current special stat with bonuses when letting you pick. So if you have a strength of 9 but are wearing an item that boosts it to 10, the magazine won't let you put the extra point into strength because it's already "maxed".
You're right, they patched it, the bastards.
I read someone post on reddit that it still worked after the patch, but of course that person was just flat out wrong. I just tested it, and once you have ordered dogmeat to pick up an item it won't let you pick it up which prevents the duplication.
Ah well, sucks to be on a console.
Whatever. I'll be upgrading my CPU in May anyway. I'll probably double dip and get the PC version then.
3DS: 1521-4165-5907
PS3: KayleSolo
Live: Kayle Solo
WiiU: KayleSolo
This is the way that I duplicate:
2. Get out of the Pipboy and highlight Dogmeat. Press X to command him.
3. Send him about 15 or 20 meters away up the road (Go). He will "Woof!" and run there.
4. Crouch (important? Maybe?) and back up a bit (about a meter) so that you can command Dogmeat to pick up the object.
5. Command him to pick up the object (Press X while highlighting the object). He will "Woof!". It may take another try if he hasn't finished running off and standing at ready, since queuing commands seems to be a bit unreliable.
6. Move forward a bit and get ready to grab the object, but don't do it yet!
7. Dogmeat will run or walk back to your position (near the object). He will stop at some point, briefly pausing (he's going to pick up the object now! Usually he's 1 or 2 meters away from the object).
8. Right after the pause, just before he dips his head down, you press X to pick up the object. This is your window of opportunity.
9. The object will now be in your inventory. Dogmeat will walk up and drop the duplicate at your feet.
10. If you are duping You're Special!, you have to pick up all of the copies on the ground, then drop all of them again. One of the copies you dropped will regain the "untouched" flag, and you will get the SPECIAL point again.
EDIT: If patch 1.3 does "ruin" this, for Xbox, you can actually just delete the patch manually. For PS4, you have to delete the application, then reinstall it (disc or download) without patching. Not that hard to get around.
35 synths all crammed into a tiny area - what could go wrong?
As is The Slog
I'll probably ditch the display racks, though, they don't look as cool as I thought they would.
Robot Guardians and Settlerand Robot Home Defence both add craftable gen 1 and 2s if you want to go that route.
Some settlers are secret synths. They may eventually sabotage your equipment and/or go on a killing spree.
It is safest to move them all into a settlement all by themselves or simply lead them away from other settlers and mercykill them.
I just tested it again while crouched, and I can confirm it no longer works on PC as of 1.3
According the wikia it will work if your fps is low enough (mine is not).
Having a NPC physically sitting there is a cool idea, but they should have added some failsafes to make damn sure he doesn't leave his post!
I ask because I may have accidentally helped all the settlements already just by my playstyle of methodically exploring the map and only doing quests when that spot falls within my patrol.