Fallout - Why is every Protectron terminal in FO4 completely useless? |
- Why is every Protectron terminal in FO4 completely useless?
- Why is getting cancer from radiation never mentioned in the whole series?
- What is your favorite instance of environmental storytelling in a Fallout game?
- FALLOUT: THE WANDERER: Part 1: A Ranger Walks Into A Bar [Live-Action] Wayside Digital
- My Disappointment with Nuka World
- [Shitpost] My new favorite interior design style is precariously placing Mini-Nukes around my house.
- Spoiler, Album: No relevant mods, no console commands used, fought my way through over 60 synths
- Took a trip to Las Vegas
- Rotating character in Fallout 4 LooksMenu
- You should be able to hire caravans for survival mode.
- Stealth suit in FNV?
- If you could create your own pieces of Fallout merchandise, what would it be?
- [FALLOUT 4] Unable to complete Trouble Brewin' [PS4]
- *Spoilers* Radiation will never stop spreading if everyone is as dumb as the games recently portray.
- Would anyone be interested in a Fallout 4 Neo-Noir style comic video series?
- Any Tips for Playing Fallout 1/2
- A studio makes a Fallout movie. What genre would you like it to be, and why?
- What Could Contribute to The Regional Differences Between Mutated Creatures of The Same Type, or Lack of Certain Mutated Creatures in Regions When Others Are Present in All of Them?
- Mods that expand Legion content?
- Question about the quest "The Molecular Level"
| Why is every Protectron terminal in FO4 completely useless? Posted: 17 Jun 2017 12:17 AM PDT I've activated like maybe twenty of these things and literally every single one has been a massive waste of time. Either one of two things is true: 1) The Protectron's area of patrol is an area with absolutely no enemies, or 2) The area it patrols had enemies, but you have to kill your way past them to get to the terminal, at which point #1 becomes true. I'm sitting in the Suffolk Charter School and turned on the medical protectron. It literally walks in a five foot circle and goes nowhere else. I just turn them on to blow them up for scrap now but seriously, what the hell. Even the super-weak protectrons in FO3 that died from a sneeze felt like they were more useful because they'd at least engage enemies. [link] [comments] |
| Why is getting cancer from radiation never mentioned in the whole series? Posted: 17 Jun 2017 08:01 AM PDT Just seems like something that would happen a lot since there's radiation all over the place. [link] [comments] |
| What is your favorite instance of environmental storytelling in a Fallout game? Posted: 17 Jun 2017 11:05 AM PDT The use of environmental storytelling is one of the components used by Bethesda and Obsidian that made me fall in love with the Fallout series. I can remember seeing implied history in the bombed out pre-war homes in Fallout 3 and feeling as though the environment had truly existed long before I was a part of it. One instance that stands out for me is the bomb shelter in the scrapyard near Diamond City in FO4. The story that can be discovered through reading the computer terminals and seeing the remnants of the family that once occupied the shelter is truly heartbreaking. What are some of the best instances of environmental storytelling in the Fallout universe that you have come across? [link] [comments] |
| FALLOUT: THE WANDERER: Part 1: A Ranger Walks Into A Bar [Live-Action] Wayside Digital Posted: 17 Jun 2017 02:22 PM PDT The Newest Fallout saga from Wayside Digital FALLOUT: THE WANDERER: Part 1: A Ranger Walks Into A Bar https://www.youtube.com/attribution_link?a=ybhHsFnCyIw&u=%2Fwatch%3Fv%3D6IrXGjfDenk%26feature%3Dshare [link] [comments] |
| My Disappointment with Nuka World Posted: 17 Jun 2017 11:33 AM PDT When Nuka World was announced I thought it would be an extensive raider overhaul. Imagine my disappointment when not only did it fail to affect raiders in the commonwealth, but also failed to properly characterise raiders as groups of people willing to do awful things to keep the people they love alive. I had hoped that they would be treated like real people with real reasons for doing what they do. Now, I don't believe in criticising without addressing what I would've done differently, so I'll talk about that too. Personally, I would have replaced a lot of the raider holds in the commonwealth with the Nuka World factions (they'd be hostile until you start Nuka World) in order to liven up the world and give you more places to visit without it becoming yet another shooting fest. It'd also give the various raider gangs in the commonwealth personality and spice up the aesthetic variety. You could then add new raider characters with emotional side quests. It all could've worked towards enhancing the base game without altering anything important. My only hope towards having something like that now is mods, but no one seems to carry the same passion for this specific idea. Perhaps Creation Club could remedy this, but I don't have high hopes. Any of you share similar feelings on this? Edit: No, not a love story. A survival story. Raiders are groups of people working together to keep eachother alive and ensure further survival. What I want is to see their human elements expanded upon, as opposed to seeing them constantly aggro on you without actual dialogue confrontation despite their idle chatter telling a different story about who they are. Even then, I'm not asking for sappy quests, just additions to make them seem like actual people driven to their circumstance and not generic enemy number one. I want proper conversations and skill checks that allow for alliances and the ability to understand them more as individuals. It'd add proper depth to the world. [link] [comments] |
| [Shitpost] My new favorite interior design style is precariously placing Mini-Nukes around my house. Posted: 16 Jun 2017 09:00 PM PDT |
| Spoiler, Album: No relevant mods, no console commands used, fought my way through over 60 synths Posted: 17 Jun 2017 12:53 AM PDT So here I am doing my first minuteman play through and I decide that my character would go crazy, kill me son and shoot up the entire institute, I died a few times even though I was a high level because it is still survival and the coursers in the institute pack a punch, so I made sure to take them all out through stealth. I mean the fight wasn't super hard, only a few moments where I fought more than 3-4 enemies at once and I found myself thinking, I wish this game had made it harder to shoot up the entire institute single handedly. That is until I went up the elevator and found at least 61 synths waiting for me! Thanks to the great survival quick save mod I was able to get through them after a few tries but unless its supposed to be like this, this glitch is actually more realistic because if the institute really was under attack they would want to bring back everything they had and you would expect dozens of synths to be coming from the teleporter. [link] [comments] |
| Posted: 17 Jun 2017 09:37 AM PDT New Vegas has me calling everything in Las Vegas by its' Fallout name. I call the city New Vegas, the airport Camp MacCarran, and a bunch of other thing is I'm doing it unintentionally. [link] [comments] |
| Rotating character in Fallout 4 LooksMenu Posted: 17 Jun 2017 12:47 PM PDT Is this possible, or is there a mod for this? I am currently using the LooksMenu mod, but as I have some overlays I would like to apply, it would have it immensely easier if I could rotate my character like you could with Skyrim RaceMenu. [link] [comments] |
| You should be able to hire caravans for survival mode. Posted: 16 Jun 2017 07:49 PM PDT It'd be pretty nice not to have to prioritize and dump loot constantly on low or medium strength builds, while still being to keep some of the more collectible items you find. Hiring caravans that dropped off you loot at a steady rate per weight per distance seems balanced and interesting. All of the would have a max weight minus what they are already carrying avaliable. They would have set routes that intercept settlements and other hub locations, and maybe even be open to attacks depending on their routes / default guard status, upgradable for caps or if you travel yourself with it you can offer protection. Not sure what a penalty would be that wouldn't be too annoying for random attacks is though, maybe reclaiming the gear will cause a new caravan to come pick it up, and finish the journey. Anyways once it You can grab your gear after a certain amount of in game time (depending on attacks, distance, and weight carried) you find your gear at some safe location, at your destination. [link] [comments] |
| Posted: 17 Jun 2017 03:19 PM PDT I'm looking for a mod that puts the Chinese Stealth Suit from F3 into FNV. I know there's a similar one already in FNV, but without the stealth field, but that's the part I'd really like! The googles have sadly let me down on this, anyone know where I can find a mod like this? [link] [comments] |
| If you could create your own pieces of Fallout merchandise, what would it be? Posted: 17 Jun 2017 03:04 AM PDT I think Nuka-Cola bottles would be cool. Maybe even those robot models that you get in Fallout 4. Or even different faction flags. [link] [comments] |
| [FALLOUT 4] Unable to complete Trouble Brewin' [PS4] Posted: 17 Jun 2017 01:52 PM PDT I found the Drinkin' Buddy and I sent him to Sanctuary Hills. I later found Rufus and spoke to him about the Drinkin' Buddy. After a while I decided to sell the Drinkin' Buddy to Rufus. I've got as far as getting Buddy to Hotel Rexford and my objective is now to talk to Hotel Staff to confirm delivery. The problem is that none of the highlighted staff members, including Rufus, have anything to say about Buddy. I also can't get Buddy inside the hotel, he's just standing outside. If I reconfirm that I want him to go to Hotel Rexford, he returns to the Shamrock Taphouse. I can then send him to a settlement and tell him he's been sold to Rufus to get him to go back to Hotel Rexford, but I still can't confirm delivery with any of the Hotel Staff. Is there a way to fix this or have I broken this quest forever? [link] [comments] |
| *Spoilers* Radiation will never stop spreading if everyone is as dumb as the games recently portray. Posted: 16 Jun 2017 07:17 PM PDT Think about it, no one even cares about it. Shootouts are blowing up nuclear cars, fatmans going off, couriers blowing shit up to hell, and the same faction keeps rebuilding a nuke-throwing crazy commie-killing robot the size of a building to bust in and blow up their enemies nuclear reactors, the same people who are suppose to "Protect the people from themselves." by hoarding all the good stuff. It really just make you wonder why half these factions even try if they will just blow everything up because their too stupid to even protect what they want, especially the "Protectors" of the dangerous stuff. It also makes for a great reason as to why everything is still nuked. [link] [comments] |
| Would anyone be interested in a Fallout 4 Neo-Noir style comic video series? Posted: 16 Jun 2017 07:55 PM PDT Some of you are probably confused as to what I'm trying to say here. And that's okay! It'd be a video that just plays narrated and sound mixed comics like in the original Max Payne. Example. It would take some effort and work but it's an idea I had and I have the capability to make it look good (I believe). Let me know what you guys think! I've been a big Fallout fan since Fallout 2, and I'm open to suggestions. [link] [comments] |
| Any Tips for Playing Fallout 1/2 Posted: 17 Jun 2017 08:23 AM PDT I've been thinking about playing The original Fallout games but it's a big change for me so i just wanna get some tips for playing it for the first time [link] [comments] |
| A studio makes a Fallout movie. What genre would you like it to be, and why? Posted: 17 Jun 2017 08:10 AM PDT So I study "film" and the other day I had a test, so I had to study stuff like film noir and the beginnings of Hollywood + studio system. I remembered a film we had watched a portion of in class, Once Upon a Time in the West, and thought "what if instead of a typical action film, a Fallout film was a western?". You don't look at Blade Runner and say "it's a Blade Runner film". It's simply a neo-noir film set in the future. Likewise, maybe a Fallout film could simply be a western set in the post-apocalyptic future, with a story fit for a western. Or it could be a noir type of film as well, very much like Blade Runner, but set in the universe we all know and love. If instead of ACTION FILM you were given the choice of making a movie in the Fallout universe, what would you make it be? Feel free to suggest ideas on what would you make it about. It could be almost anything, a comedy about a guy looking for a sexbot, a drama about a boy (Lone Wanderer) looking for his father, a detective (Valentine) who has to solve a homicide. Or a love story about someone who falls in love with a robot. [link] [comments] |
| Posted: 17 Jun 2017 12:23 AM PDT Having played through New Vegas five times (including the playthrough I'm currently doing) and being on my first playthrough's of both Fallout 4 and Fallout 3, I've realized something. Mutated by radiation or not, it's clear consistency applies fuck all to the mutated creatures in Fallout. One example I'll use is the Mirelurks. In the Capitol Wasteland, Mirelurks evolved bipedal forms, in the Commonwealth, they're quadrupedal. And in the Mojave, they never surfaced at all, the closest thing to them being Lakelurks. Another example, Ghouls. Feral ghouls farther west of Boston are more withered, and tougher to kill, meanwhile, feral ghouls in the Commonwealth and it's surrounding regions appear to not be quite as withered away and skeletal, but are about as hard to kill as tissue paper. Example: Fallout 4 'normal' feral ghouls die in one shot to anything more powerful than your starting pistol in my experience, Fallout 3 and New Vegas normal' feral ghouls can survive two shots from fairly powerful guns such as the survivalists rifle in New Vegas and combat shotgun in Fallout 3, in my experience. Hell, if you look closely, you can spot differences in Deathclaws and Super Mutants between all three of the regions I mentioned, and out of all the creatures, those two have the most consistent forms I've seen. So from an in-universe perspective, what could caused such differences, both drastic and minor, between creatures of the same type from region to region? [link] [comments] |
| Mods that expand Legion content? Posted: 16 Jun 2017 07:56 PM PDT Id love to do a legion character build for New Vegas but was hoping to find some quest or maybe even companion mods that are legion based. Just mods that add more to the legion experience. [link] [comments] |
| Question about the quest "The Molecular Level" Posted: 16 Jun 2017 06:07 PM PDT It says you can build the reflector platform in any settlement. Im trying to build it in Vault 88. The objects to build are not showing up under the special category. I am doing a one only settlement run (for Roleplay reasons) and I really don't want to have a workshop above ground just for this one quest. I have already cleared out a space in Vault 88 for the building of the reflector platform, the beam emitter, and the signal relay. I am completing this quest with the Railroad. Ill use an above ground settlement as a last resort. TL:DR- Trying to complete the quest "The Molecular Relay" using Vault 88. [link] [comments] |
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