Current Events > I started playing Fallout 4 again.

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Alucard188
05/24/19 8:24:49 AM
#51:


DuneMan posted...
IHeartRadiation posted...
(I remember reading that the Tunnel Snakes CC content broke the starting quest of the game)

That's a persistent false conclusion.

That particular error existed before CC but gets exacerbated by CC because Bethesda loads a bunch of scripts into key starting points for characters to the extent that the engine can fail to keep up and it results in that particular break.

While not ideal, there are some basic workarounds:
- keep a separate save in the Vault before you pick up the Pipboy
- take a moment to equip the Eyeglasses to get certain character scripts to run earlier on their own
- leave your character idle as you leave Vault until all scripts finish running
- when talking to Codsworth check to see if his persuasion check repeats(if it does you've glitched and should reload the save from before picking up the Pipboy)


Is the running of scripts why my game repeatedly hangs for up to 30 seconds just after I start a game? It never did this before, but the last time I played was before any of the DLC even came out. I also downloaded the official HD texture pack from Steam.
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008Zulu
05/24/19 8:31:45 AM
#52:


DuneMan posted...
Alucard188 posted...
Whoever decided that fighting one of the penultimate wasteland monsters at level 3-4 was a good idea, even with a suit of power armour and a minigun, deserves to have all the wedgies in the world.

The dumbest part is that due to how the defense values work in the game the Minigun is terrible for that fight. You're better off leaving the Raiders alive to fight it, and detonating a car near it if you're lucky. Other than that, just spam a .38 pistol at it.

The Minigun is only worth using if you get an Explosive legendary. That's because as a Heavy Weapon it gets a double boost to the explosive damage, similar to the Missile Launcher and Fat Man, for putting ranks in Heavy Gunner and Demo. Expert. I suppose Wounding would be worth using too, since that works great on anything with a high fire rate.

There's a Fatman and Mini-nuke in that car yard just to the north east of Sanctuary.
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Hexenherz
05/24/19 9:19:00 AM
#53:


EverDownward posted...
I still think Fallout 4 is just a more polished, better Fallout 3 and for the life of me can't understand why people deride it as much as they do.

I mean...yeah, it's no New Vegas, but it's still a fine game.

Over-reliance on radiant questing, lack of roleplaying (even Fallout 3 had better roleplaying mechanics integrated into it lol). The mechanics they introduced were half-assed, like gear crafting was almost always pointless. Repetitive environments. Nothing like walking into a room full of zombies on the floor and pulling out your silenced pistol and just shooting them all in the head so you don't even get attacked.
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bover_87
05/25/19 5:46:46 AM
#54:


Hexenherz posted...
EverDownward posted...
I still think Fallout 4 is just a more polished, better Fallout 3 and for the life of me can't understand why people deride it as much as they do.

I mean...yeah, it's no New Vegas, but it's still a fine game.

Over-reliance on radiant questing, lack of roleplaying (even Fallout 3 had better roleplaying mechanics integrated into it lol). The mechanics they introduced were half-assed, like gear crafting was almost always pointless. Repetitive environments. Nothing like walking into a room full of zombies on the floor and pulling out your silenced pistol and just shooting them all in the head so you don't even get attacked.

-the radiant quests can be ignored, none of them are required for main quest progression
-I for one couldn't give a rat's ass about "roleplaying," I never understood why some people go so crazy over e.g. melee builds, and 4 gives you plenty of leeway to finish quests as you like, just like every other Fallout has
-lmao the crafting in 4 is OP as shit, the fuck are you talking about
-all FOs (even the Obsidian ones people go on and on about) had fairly repetitive environments. 4's world was generally better than 3's and infinitely superior to NV's
-that issue with silenced weapons applies to every 3D Fallout. The Ghoul AI is different (they normally don't start standing up like they used to), but they also do a much better job hiding themselves than before. Anyway don't pretend we didn't sit around sniping Deathclaws with a silenced Anti-Materiel Rifle in NV.

I think a lot of Internet people only check if Obsidian appears in the credits when they play a FO. Don't get me wrong, 4 does have some serious flaws (removing the skill system for instance), but so did 3 and NV, and I find 4's world much more immersive than NV's is, which is why I play Fallout games in the first place.
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Alucard188
05/26/19 8:59:26 AM
#55:


Fallout 4 had been hanging and lagging hardcore for me lately, so I looked up some info as to why. That led me to ENBoost, which _might_ be doing something. At least it got me to pay attention to my ram usage, because my performance evaluator showed me redlining my RAM at the full 8GB of its capacity. Once I closed Firefox (the stupid memory leaking shit that it is), my RAM usage fell to a more modest 6.3GB.

I need more RAM. *heads to downloadmoreram.com*
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IHeartRadiation
05/26/19 2:11:36 PM
#56:


Just posting this because whatever but a few days ago I lost several hours of game progress and sim settlement upgrades because the ending to a quest I waited an in-game week for was cut from the game can only be restored with a mod I can't find. I had to go back to a save that was at least 10 faction quests and +6 settlements behind. Fuck this game.
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Alucard188
05/26/19 2:36:20 PM
#57:


Which quest?

@IHeartRadiation
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IHeartRadiation
05/26/19 2:42:07 PM
#58:


Alucard188 posted...
Which quest?

@IHeartRadiation

Diamond City Blues -> Marowski Heist
It's not a big deal but for roleplay reasons it's really annoying and I just reset it until I can figure out how to restore it.
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MrResetti
05/26/19 2:46:28 PM
#59:


My first playthrough was with the brotherhood and as soon as I got that french named combat shotgun I was basically OP. I tried to go back and play as the railroad but red dead came out so I stopped around level 15
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Hexenherz
05/26/19 4:46:58 PM
#60:


bover_87 posted...
Hexenherz posted...
EverDownward posted...
I still think Fallout 4 is just a more polished, better Fallout 3 and for the life of me can't understand why people deride it as much as they do.

I mean...yeah, it's no New Vegas, but it's still a fine game.

Over-reliance on radiant questing, lack of roleplaying (even Fallout 3 had better roleplaying mechanics integrated into it lol). The mechanics they introduced were half-assed, like gear crafting was almost always pointless. Repetitive environments. Nothing like walking into a room full of zombies on the floor and pulling out your silenced pistol and just shooting them all in the head so you don't even get attacked.

-the radiant quests can be ignored, none of them are required for main quest progression
-I for one couldn't give a rat's ass about "roleplaying," I never understood why some people go so crazy over e.g. melee builds, and 4 gives you plenty of leeway to finish quests as you like, just like every other Fallout has
-lmao the crafting in 4 is OP as shit, the fuck are you talking about
-all FOs (even the Obsidian ones people go on and on about) had fairly repetitive environments. 4's world was generally better than 3's and infinitely superior to NV's
-that issue with silenced weapons applies to every 3D Fallout. The Ghoul AI is different (they normally don't start standing up like they used to), but they also do a much better job hiding themselves than before. Anyway don't pretend we didn't sit around sniping Deathclaws with a silenced Anti-Materiel Rifle in NV.

I think a lot of Internet people only check if Obsidian appears in the credits when they play a FO. Don't get me wrong, 4 does have some serious flaws (removing the skill system for instance), but so did 3 and NV, and I find 4's world much more immersive than NV's is, which is why I play Fallout games in the first place.


- You can ignore any content you want to in the game, but it's pretty shitty to skip a lot of the content just because it's meaningless repetitive shit, wouldn't you agree?

- Crafting in FO4 is OP with specific pieces of equipment, but in general it's a useless mechanic because there's no reason to use 90% of it. Again, just like radiant questing. It's filler.
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Alucard188
05/26/19 6:17:39 PM
#61:


For what it's worth, I play Bethesda Fallout games much differently than Obsidian Fallout games. If I just want to let loose and explore a world, I'll go to Bethesda. If I want more engaging storylines, characters, Quest, Etc. I'll go to Obsidian. I didn't like Fallout New Vegas at first, because I tried playing it like a Bethesda game. Once I started focusing on the characters and the quests, it became a much more engaging game.
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Alucard188
05/26/19 9:19:36 PM
#62:


I just completed - more or less - Diamond City Blues. I have no idea what Cooke's motivations were in this. Latimer was going to cut him out of the deal, so he decided to take the money and the chems for himself, then disappear. Then, after the ambush was complete, Cooke just lets me walk off with the caps and the chems. I... I don't get it.
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masterpug53
05/27/19 1:34:16 AM
#63:


Alucard188 posted...
I just completed - more or less - Diamond City Blues. I have no idea what Cooke's motivations were in this. Latimer was going to cut him out of the deal, so he decided to take the money and the chems for himself, then disappear. Then, after the ambush was complete, Cooke just lets me walk off with the caps and the chems. I... I don't get it.


Diamond City Blues just isn't a very well thought out quest. The Triggermen in general are probably the most underdeveloped and squandered faction in the game (apart from the Gunners, who actually managed to be a more bland version of Talon Company, but I don't really consider them a 'faction' so much as 'faceless shitsacks of EXP').

And it bugs me that Trish's Note gets stuck in your inventory for the rest of the game, even after you complete the quest in full. I just never pick it up and go to the lab on my own accord.
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DuneMan
05/27/19 7:30:27 AM
#64:


masterpug53 posted...
I just never pick it up and go to the lab on my own accord.

You get some mildly interesting dialog if you raid the lab yourself and THEN do the quest and force her to give up the location. She realizes just how totally screwed she is at that point.
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masterpug53
05/27/19 3:56:47 PM
#65:


DuneMan posted...
masterpug53 posted...
I just never pick it up and go to the lab on my own accord.

You get some mildly interesting dialog if you raid the lab yourself and THEN do the quest and force her to give up the location. She realizes just how totally screwed she is at that point.


Interesting, I might give that a go this time, since I haven't done DCB yet, and have explored areas close enough to the plant that I could get there without much fuss.
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masterpug53
05/27/19 4:14:24 PM
#66:


Alucard188 posted...
For what it's worth, I play Bethesda Fallout games much differently than Obsidian Fallout games. If I just want to let loose and explore a world, I'll go to Bethesda. If I want more engaging storylines, characters, Quest, Etc. I'll go to Obsidian. I didn't like Fallout New Vegas at first, because I tried playing it like a Bethesda game. Once I started focusing on the characters and the quests, it became a much more engaging game.


Pretty good general appraisal of it (though I think people tend to over-exaggerate the greatness of FO3's exploration compared to NV; there's a whole lot of unremarkable nothing in the Capital Wasteland as well). I've said before that if it weren't for settlement building and console mods, I probably wouldn't have bought FO4 in the first place, despite being a Bethesda rpg junkie. However, upon playing it I was inclined to give it a more favorable appraisal than I expected, and that still holds true.

Fallout 3 was...a genuinely bad game, on nearly every critical level. So my opinion of 4 was sweetened when it became more and more apparent that Bethesda actually (and quite surprisingly) addressed a number of problems I had with 3: a main quest that shoehorned you into a 'good' path with only random chances to be a dick just for the sake of it; a plot focal point that has no relevance to the actual game world; the paradox between DC getting 'hit harder' to justify the necessity for a super-purifier, and yet all the landmarks are still standing; companions who were nothing more than stock archetypes; power armor generally not being worth the trouble in both gameplay and aesthetics; and a laundry list of other things I'm forgetting.

FO4 wisely (and quite obviously) models its main quest structure on New Vegas, and while it still can't hold a candle to NV, it remains a marked improvement over 3's nightmare of a plot (even though Kellogg's subplot ultimately fell off a cliff, it was still a refreshing taste of decent writing on Beth's part). Instead of the plot revolving around a purifier which no one in the wasteland cares about other than the people fighting over who gets to have their name on it, the Commonwealth is downright saturated with paranoia and conflict over the synth problem (maybe even too saturated, but too much is better than too little in this case). Boston's warhead detonation was placed outside the city, which both made it plausible that much of Boston is still standing, and gave us the creepy glassed hellscape of the Glowing Sea. 4's companions were far from perfect, but actually had personality, backstories, and motivation that put them miles above their FO3 predecessors. And power armor is the one thing that FO4 can take pride in as being the best in the series: it actually feels unique and eventful, and there's a noteworthy difference of feel and effect between wearing PA and regular armor (ironically, this is the one game where the gating mechanic of PA training might have actually felt necessary).
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#67
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DuneMan
05/27/19 6:42:17 PM
#68:


Hairistotle posted...
the fuck is a toon

Roger Rabbit, that's a toon.
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UnholyMudcrab
05/27/19 6:42:52 PM
#69:


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Alucard188
05/27/19 11:50:53 PM
#70:


I remember that one of the reasons I stopped playing last time was because I ran into a bug where I couldn't recruit settlers. Has that bug been fixed?
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Mister_Sister
05/27/19 11:54:32 PM
#71:


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#72
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IHeartRadiation
05/28/19 1:47:59 AM
#73:


Alucard188 posted...
I... I don't get it.

He was talking about using the ambush as a coverup to escape and was willing to let you and Paul keep the money to keep quiet.

masterpug53 posted...
And it bugs me that Trish's Note gets stuck in your inventory for the rest of the game, even after you complete the quest in full. I just never pick it up and go to the lab on my own accord.

It's basically mandatory to play F4 with console commands.
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DuneMan
05/28/19 7:31:14 AM
#74:


Alucard188 posted...
I remember that one of the reasons I stopped playing last time was because I ran into a bug where I couldn't recruit settlers. Has that bug been fixed?

I've never heard of that bug. If you're talking about Radio Beacons they have a few unlisted rules:
- you get bonus Settlers when going from 0 Settlers
- RNG is rolled once per day for a new Settler
- no roll is made if you have 5 idle Settlers at that location(Brahmin count as idle Settlers until you physically visit the location after their initial spawn)

With that in mind the best way to use a Radio Beacon is to have a Feeder Settlement, a sort of processing station with 1 permanent Settler(producing 6 Food) that you check back on once per week or so.
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Alucard188
05/28/19 9:07:57 AM
#75:


@DuneMan
No, I mean I tried to recruit Tina De Luca for my settlement, and she absolutely refused to go there, despite me having adequate stats to recruit her. That's what I meant. My understanding was that a lot of the unique settlers were bugged as all hell. I'm just wondering if that's been fixed within official patch or the Fallout 4 unofficial patch.
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DuneMan
05/28/19 9:21:54 AM
#76:


Oh, the unique settlers. Nah, a lot of them are still bugged to hell. Even if you get some of them to show up, assigning them to a task may temporarily remove ALL Settlers from tasks. When that happens you have to leave the Settlment for a day or so, taking a huge hit to Happiness, then regain the ability to assign everyone again.

Most people just skip that and use the armor/weapon keyword mod to shuffle legendary effects around themselves, making the unique Settlers unecessary.
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masterpug53
05/28/19 9:50:36 AM
#77:


Alucard188 posted...
@DuneMan
No, I mean I tried to recruit Tina De Luca for my settlement, and she absolutely refused to go there, despite me having adequate stats to recruit her. That's what I meant. My understanding was that a lot of the unique settlers were bugged as all hell. I'm just wondering if that's been fixed within official patch or the Fallout 4 unofficial patch.


Ah, glad you clarified, I didn't know of any more general settlers not spawning bug. Tina de Luca is still bugged iirc: the only way to successfully recruit her is to trash talk her brother about his addiction until he attacks you and then kill him. After that, she should get the proper recruitment prompts. Other unique settlers like Sheffield and the Vault-Tec Salesman should work without issue. The Level 4 Merchants got a patch at one point to keep them from vanishing from your settlement, but they're still more trouble than they're worth to track down and recruit. Anne Hargraves and Trader Rylee are the exceptions here. Anne's pretty straightforward to recruit, and with Rylee I think there's a sequence of steps you can do to successfully recruit her at Longneck Lukowski's Cannery instead of having to track her down in the world (might want to check her wiki page if you're interested).
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#78
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bover_87
05/28/19 10:07:44 AM
#79:


DuneMan posted...
Hairistotle posted...
the fuck is a toon

Roger Rabbit, that's a toon.

Who framed Roger Rabbit?!
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#80
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creativerealms
05/28/19 10:19:43 AM
#81:


I'm starting to regret taking the Brotherhood path. I didn't realize how bigoted they were. I'm turning out to be the token good member. Still the minute men are annoying, the railroad might as well not exist and the institute, it feels wrong joining the institute after fighting against them for half the game.
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IHeartRadiation
05/28/19 11:20:49 AM
#82:


creativerealms posted...
the minute men are annoying,

WATM mod is mandatory

https://www.nexusmods.com/fallout4/mods/6443
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masterpug53
05/28/19 12:13:24 PM
#83:


creativerealms posted...
I'm starting to regret taking the Brotherhood path. I didn't realize how bigoted they were. I'm turning out to be the token good member. Still the minute men are annoying, the railroad might as well not exist and the institute, it feels wrong joining the institute after fighting against them for half the game.


I appreciate having them as an option and am glad they're a bit deeper than Wasteland White Knights this time around, but I just can't see going BoS as an endgame route. From a story / RP perspective I don't think I can rationalize that my character would be so into the Brotherhood's beliefs to go against and kill their own son over it; in that regard, a Railroad endgame would make more sense. Gameplay-wise, I have no interest in playing through a Fallout 3 2.0 final battle with Liberty Prime hogging all the fun again. And since I'm never playing the game unmodded, cheevos aren't a factor.

I've only ever beaten the game on an Institute run, and I gotta say, it was a blast: singlehandedly taking on all the named and unnamed soldiers at the airport and rewiring LP to shoot down the Prydwen was surprisingly lengthy and satisfying, at least for a Bethesda final battle.
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Alucard188
05/28/19 2:12:59 PM
#84:


IHeartRadiation posted...
creativerealms posted...
the minute men are annoying,

WATM mod is mandatory

https://www.nexusmods.com/fallout4/mods/6443


This intrigues me.
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DuneMan
05/28/19 2:39:22 PM
#85:


Hairistotle posted...
i know roger rabbit's a toon but what is toon in the context of fallout jargon

Nothing. Toon is Diablo jargon for character. From there it occasionally spreads like an infectious disease.
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#86
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masterpug53
05/28/19 2:53:36 PM
#87:


I've always found the term 'toon' irritating as well, but not half as irritating as this topic being repeatedly derailed over it.
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#88
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Alucard188
05/29/19 12:12:51 AM
#89:


I unlocked Curie as a companion. That brings my companions up to 5: Preston, Dogmeat, Codsworth, Ada, and Curie.

Tell me - how do you guys typically spread out your companions as you recruit them and leave them in your settlements?
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IHeartRadiation
05/29/19 6:03:08 AM
#90:


Alucard188 posted...
I unlocked Curie as a companion. That brings my companions up to 5: Preston, Dogmeat, Codsworth, Ada, and Curie.

Tell me - how do you guys typically spread out your companions as you recruit them and leave them in your settlements?

I use Sim Settlements so I just try to give them leadership jobs in settlements where it makes the most sense (Ada is in charge of Red Rocket rn) unless I need them open for quest reasons in which case I usually just leave them wherever.
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Alucard188
05/29/19 6:24:52 AM
#91:


Explain Sim settlements to me. I've seen it on the Nexus, but I didn't look too in-depth into it.
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IHeartRadiation
05/29/19 6:44:38 AM
#92:


The main sim settlements allows you to build zones for settlers to work that upgrade overtime like Sim City.
It has expansion packs, and Rise of the Commonwealth lets you set companions as city leaders that will auto-build a planned city for you overtime. I don't like spending too much time in the settlement workshop and it gives real utility for idle companions besides being an extra settler so I use it a lot.
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DuneMan
05/29/19 7:44:40 AM
#93:


Alucard188 posted...
Tell me - how do you guys typically spread out your companions as you recruit them and leave them in your settlements?

For half of them I usually don't. If you cancel out of the screen that asks where you want to send them it sends them back to their default location. E.g. Piper goes back to Publick Occurrences, MacCready goes to the Third Rail Bar, etc. I do move a few of them: Dogmeat gets to join Sanctuary, Cait and Strong go to Hangman's Alley.

In the case of Strong, if you don't send him to a location he doesn't quite go back to Trinity Tower. Instead he stands in the middle of a street intersection, making it possible to mistake him for an enemy when outside of VATS.
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masterpug53
05/29/19 9:32:20 AM
#94:


Alucard188 posted...
I unlocked Curie as a companion. That brings my companions up to 5: Preston, Dogmeat, Codsworth, Ada, and Curie.

Tell me - how do you guys typically spread out your companions as you recruit them and leave them in your settlements?


In the pre-mod days I usually just had them all live in Sanctuary. You can get some unique dialogue between companions if you ask a new one to follow you while one's already following you, which auto-dismisses your current companion (my favorite being Cait asking Piper if she wants to be in a threesome with the PC). You don't have to have them all living together to get this dialogue, it's just a convenience thing.

In the post-mod game where my settlements are always teetering on being overloaded, I tend to split them up, since settlers are the biggest drain on settlement RAM. Though I'm planning to do a nice rebuilt Sanctuary this time with Snappy Housekit and a clean slate for the buildspace, so I'll probably have Piper, Preston, and Codsworth living there, with Cait and Dogmeat at the Red Rocket (incidentally, Codsworth doesn't work very well as a settler at other settlements, so it's best to just keep him out of the system and have him default to Sanctuary). Curie always lives on my private Spectacle Island research complex.

As far as MacReady goes, it's always really bothered me from an RP standpoint that he doesn't go back to his son once his personal quest is over. So from now on, as soon as I've got his perk, I'm gonna just default him back to the Third Rail and pretend that he traveled back to the Capital Wasteland.

Strong can go fuck himself. Giant pain in the ass, always bitching about me moving PA suits.
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IHeartRadiation
05/29/19 9:58:25 AM
#95:


masterpug53 posted...
Strong can go fuck himself. Giant pain in the ass, always bitching about me moving PA suits.

Get Amazing Follower Tweaks, you can disable his dislike & hate reactions alongside his commentary.
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masterpug53
05/29/19 12:02:16 PM
#96:


IHeartRadiation posted...
masterpug53 posted...
Strong can go fuck himself. Giant pain in the ass, always bitching about me moving PA suits.

Get Amazing Follower Tweaks, you can disable his dislike & hate reactions alongside his commentary.


Wintermute is one of my staple mods, and I'm always afraid that a companion overhaul might conflict with it. I'm also leery of overhauls in general given how damn unstable the game is on XB1. Still, if I'm ever feeling confident and have all my settlements built, I might give it a try, thanks for the recommendation.
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Simple questions deserve long-winded answers that no one will bother to read.
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Alucard188
05/31/19 12:45:44 AM
#97:


I spent a decent amount of time running around in Boston Commons area. I forgot where to get Cait, so I've been killing Raiders and super mutants, while trying to find which building she's in. I did Kill Swan to get the super power fist, though. I tried to go into Good Neighbor, but Curie didn't like me threatening the people threatening me.
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Face it Cloud is a gaming icon and has appered in lots of games while mario has only appeared in 2 games sunshine and 64~xSlashbomBx
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masterpug53
05/31/19 1:56:07 AM
#98:


I remember a simpler time, when I could tool around downtown Boston without the game freezing up every fifteen minutes.
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Simple questions deserve long-winded answers that no one will bother to read.
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#99
Post #99 was unavailable or deleted.
DuneMan
05/31/19 4:32:13 AM
#100:


Alucard188 posted...
I forgot where to get Cait

Just walk around Diamond City until one of the guards mentions the Combat Zone. Then you'll get a quest marker in your miscellaneous section pointing towards Cait.
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"I'd rather betray the world than let the world betray me." -Cao Cao
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