Fallout - Support for Pets was added to fallout 4 with the latest patch. |
- Support for Pets was added to fallout 4 with the latest patch.
- Everyone in all of the Wastelands/Commonwealths is terrified of:
- Gameplay stats aside, no kill runs are impossible in the entire series, even New Vegas.
- FO4: In a World Where the Sole Survivor dies, Who Would Win?
- Does New Vegas have the best player character interactions?
- Finally playing Fallout 1
- I think we'd all agree that a Fallout feature film is a terrible idea, but what about an anthology show?
- Why Synths are abominations *SPOILERS*
- Modiphius' Fallout: Wasteland Warfare pre orders for shipping at launch ending tomorrow (03/01/18)
- Locations that tell a story in Fallout 3?
- Is there an ACTUAL reason why there's a red filter at the Legion's encampment at The Fort, or is it purely mood lighting for the player?
- Let's chat about some missed opportunities that can be found in New Vegas' DLC.
- Will Bethesda Have A E3 Press Conference in 2018?
- 573MB update on Steam - F4SE users backup your .exe! - new CC stuff incoming (x-post r/fo4)
- Favorite Wasteland Whisperer Pets?
- Gunslinger build..
- [Spoiler] Can't read the Recall Code to Deacon?
- What if: Legion turned Rome
- Settlers refuse to go on top of the Red Rocket [Xbox]
- [Update] Fallout 4 February 28 2018
- Is FPS loss possible when rolling back to an older version of the game? (FO4)
- Ryan Alosio (Deacon's VA) has specifically requested players kill him in unique ways. What was the most unique or notable way he died in your playthroughs?
- Discussion: what is the state of the capital wasteland during the time period of fallout 4?
- [fo4] Console command to disable robot attacks?
Support for Pets was added to fallout 4 with the latest patch. Posted: 28 Feb 2018 07:10 AM PST https://bethesda.net/en/devnote/4R4q7Pz46kAsgEm84ciuU0/fallout-4-update-1-10-75-0 Pets are most likely the creation club content this month. This could let mods function proper pets and PS4 could have actual functioning followers. [link] [comments] | ||
Everyone in all of the Wastelands/Commonwealths is terrified of: Posted: 28 Feb 2018 09:31 AM PST •Raiders •Supermutants •Feral Ghouls •Radiation storms •The Legion •The Powder Gangers •Venturing into the Wasteland •Synths •The Institute I am terrified of Vault-Tec. I think that premise would make for a great game - more or less 'investigating' Vault-Tec. Getting to the source of the owner/founder, the hub of it all. Maybe breaking into a terminal and seeing records of ALL the Vaults ever built and the experiments each has. And maybe there were some vaults never put into effect, and you stumble upon one and get to check it out, an untarnished vault. Or maybe there are some vaults that have been radio silent since the Great War, and you're sent to check on the 'progress' under the guise of delving deep into Vault-Tec's secrets. This was something I just thought about, I'd love some opinions. [link] [comments] | ||
Gameplay stats aside, no kill runs are impossible in the entire series, even New Vegas. Posted: 28 Feb 2018 12:04 PM PST And I'm not event talking about indirect kills where you contribute to a conflict resulting in deaths, or get someone else to kill for you. Fallout 1 Blowing up Mariposa is plot required. Killing super mutants and human children of the Cathedral alike. Fallout 2 Setting off the nuclear explosion destroying the oil rig, killing hundreds. Further, the only way to get past Frank Horrigan is his death, if you don't want to fight him directly, the only way you have a hope of getting past him is hacking the turrets. That requires the presidential keycard, which can only be retrieved by killing Richardson. Fallout 3 The tutorial requires you to kill a single radroach, later you are required to kill the super-mutants at the purifier. Depending on how you classify super mutants, this is the only game that does not require you to kill humans. Broken Steel Breaks 3's record in it's ending, which requires you to reign a hellfire of 36 orbital missiles on either the Enclave or the Brotherhood. New Vegas The House and Legion routes require blowing up (or massacuring) the Mojave Brotherhood. The NCR, Yes-Man and Legion routes require killing house. But wait! You could say you only have to disconnect House, but even that is a direct act of murder. House confirms as much: Player:
House:
Fallout 4 Every faction line requires atleast one big explosion, killing hundreds. [link] [comments] | ||
FO4: In a World Where the Sole Survivor dies, Who Would Win? Posted: 28 Feb 2018 02:12 AM PST Wow that title had a lot of W's. Anyways another post I read recently got me thinking about this and I thought it might make a fun discussion. Let's say something goes wrong in the 60 years after Kellogg steals your baby and you die in your cryopod. Or maybe you simply get shot by raiders in Concord before you can get to Preston and co. Whatever explanation you prefer. The meat of the question is thus: without the intervention of the player character (because they're dead), how do you think the events of the story would play out, and why? Would the Institute win? Would the Brotherhood? Would they even come to the commonwealth without you helping Danse at ArcJet? What about the Railroad? The only thing I'm comfortable confidently saying would happen regardless of other factors is the Minutemen would be history. You can learn from Preston that he more or less has a death wish until you saved them and turned things around. Without that intervention he probably would have gone down fighting at Concord. But what are your thoughts? Do you see the story diverging in any major ways from how it happens in-game? [link] [comments] | ||
Does New Vegas have the best player character interactions? Posted: 28 Feb 2018 09:52 AM PST This has been on my mind since playing through FO4 recently. In Fallout 3, your character is your character literally from birth. You get to decide everything in their life, really. Which is great. The opening to Fallout 3 has incredible atmosphere and I feel like it helped those nervous about the transition from Fallout 2 really accept the game as a Fallout game. In Fallout 4, your character has an entire life that you really don't get to know much about. The husband is a solider and the wife is a lawyer, they have a son, and that's really it? There doesn't feel like much to form your character into, well, a character, besides the events that take place after the beginning of the game. Yet, in New Vegas, I noticed how you get to have dialogue options that imply your character has or hasn't done actions or seen things. You can say you've been to the Strip, you can say you haven't. You get to form this character based on these options and it is so neat to me how it is letting you build a character as you go on. You get a fantastic start - shot in the head. Go find him - but you also get to continue developing. I guess some people might not like this since it can take away from immersion if your character suddenly says something you don't recall doing, but at the same time, it makes you feel like a character, doesn't it? Instead of a protagonist, you're a guy or girl living life in the wasteland. Does anyone else feel this way? Or does anyone think the other games are better at developing the player? [link] [comments] | ||
Posted: 28 Feb 2018 02:43 PM PST So, I recently downloaded the original Fallout after playing 3 and NV on and off for years. Needless to say, I struggled with it at first. I had to start a new character after I was an hour into the game because I only gave 4 for agility. Lots of set backs because I was used to having auto saves. Stuff like that. But it eventually grew on me. And it made me realize the problem that I have with modern FO. In 1, I was wandering into the Hub for the first time, when I notice a loan shop downtown. I go in and speak with the owner, who lets me in on his shady business practices. I proceed to tell him that his shop is a rip off, and he responds by telling me that his guards will rip my arms off. I walk outside to fight and get decimated. In the context of the universe, that event felt so insignificant, and I loved it for that. I'm just a vault dweller, so who cares? That's the feeling that I want out of a modern Fallout. I don't want the game's world to revolve around my character, I want a world that can function just fine with or without my character. [link] [comments] | ||
Posted: 28 Feb 2018 08:34 AM PST With the popularity of Black Mirror (and Amazon's "Electric Dreams") the standalone hour-long format is making a comeback, and I feel like that would be the perfect medium for a Fallout property. They could use the opportunity to patch up some holes in the canon and jump around to more interesting, specific moments behind various parts of Fallout lore, rather than trying to tell one two-hour narrative that somehow encompasses everything that is Fallout. What are some parts of the Fallout universe that you think would make for a good episode of TV? [link] [comments] | ||
Why Synths are abominations *SPOILERS* Posted: 28 Feb 2018 03:31 PM PST It's 2018 and I feel compelled to make a post on a moral issue from 2015. For some when playing through the game, The Brotherhood was our undisputed bag of dicks. They hate everything, all Ghouls, Minutemen, your opinions, but most controversial of all Synths. There are pretty good arguments that Synths are okay, mean no harm, are humans too, but they aren't any more than simply abominations. That was pretty bold, and what do I mean by that? The problem with Synths lie in several factors, first of which is their means of origin. Gen 3 Synths will usually appear in the place of another on the surface. The Institute doesn't always do the killing them self however, the random encounter with Art shows that deployed units will seek out and eliminate on their own meaning every Gen 3 Synth likely has kill programming. This makes the Synths in these cases dangerous, and especially has repercussions both on small and large scales. Largely this means every settlement is at risk of a berserk attack, like the Broken Mask incident, where anyone including armored guards could suddenly lash out and attack. On a personal level, Synths will go through emotional trauma upon the possible realization of who they are and the person they killed to get here making them insecure and more likely to be discovered, which leads to the removal of potentially important figures in a community. What if Hancock was discovered as a Synth and killed or ran away? Goodneighbor would collapse and all it's residents would be left to the super mutants. This was even true in Diamond City with Mayor McDonough, luckily McDonough could be replaced through election but not all Fallout communities are so fortunate to have a system like that. Then there's a hardly spoken part of the problem, the mental health of the Synths themselves. Captain Avery and Paladin Danse were shocked to the point where Danse accepted execution and Avery began to fear for her life in Far Harbor. When a Synth discovers the truth for them self they immediately feel distant from others around them. Some even already know what they did. They are nearly perfect copies of the human body: bone structure, flesh, and senses are fully replicated in the Institute. They taste, they love, they endure pain... They suffer, the same anguish natural humans feel. Their existence to the Institute is to be merely tools, effectively slaves with factory reset codes. The Institute doesn't care that they suffer any problems because it was all fake, made up by the mind of a machine. They don't think a Synth feels pain, it imitates what pain would look like. It's because of this that the most hardened of Synths, the Coursers, are medical sociopaths that don't care for the feelings of them self or others. Synths that escape through the Railroad commit effective suicide by erasing themselves so that their bodies live on in a 'second life'. Not even children are spared from this; what happens when Synth Shaun realizes he's been living longer than all his now dead friends. Endless goodbyes that will change him to that of another Courser, forever tinkering with old cameras and hot plates as time becomes a concept, and everyone around him withers and dies. Synths are ultimately abominations, not only because of the infiltration and sabotage, but because the mind within will ultimately suffer, forever. [link] [comments] | ||
Modiphius' Fallout: Wasteland Warfare pre orders for shipping at launch ending tomorrow (03/01/18) Posted: 28 Feb 2018 06:32 AM PST This is quoted from the Facebook group "Fallout: Wasteland Warfare" so I can't post a link (can't do that regardless but you get the idea): "Hi everyone remember tomorrow is the deadline for fallout wasteland warfare orders if you want guaranteed shipping at launch otherwise we'll ship them in date order as stock is ready. We sold out of our first planned production run of the 2 player pvc starter box and so have increased the production run by 50% so there shouldn't be any issues with that however the resin sets are almost sold out for our first wave of production. We will be producing more of course but resin production is a slow process. We will get weekly production deliveries so if your order is say next week it might go out a week or two weeks after launch."
Link to some sites: Information site - https://www.modiphius.com/fallout.html Store page - https://www.modiphius.net/collections/fallout-wasteland-warfare [link] [comments] | ||
Locations that tell a story in Fallout 3? Posted: 28 Feb 2018 02:23 PM PST I have almost 100%ed the game at this point (all uniques, all non-leveled perks, all locations) and looking for stories I could've missed. My personal top 3: 1) Dunwich Building. 9 tapes, a flashback, and something straight out of The Elder Scrolls at the end. It was so good, they even tied it to another DLC - something they never did before or again. Oh, also the main actor of the story is a guy who was looking for his father, killed some raiders, saved some merchants, so his karma is Very Evil. #logic 2) Vault <number> where Vault-Tec gathered prominent musicians and tested white noise on them. That Jewish violinist's notes on her PC are the creepiest thing up to date I've seen in games (ok, maybe after Dunwich Building). There's also a Stradivari violin there, tying it to another quest. 3) American geological expedition in Point Lookout. The quest is very difficult to find in the first place, features 3 tapes, 3 locations, and just feels like a perfect sidequest. Ok, no maybe the reward is too small. But other than that - yes. 4) The Velvet Curtain in Point Lookout. (About the Chinese spy) Had to mention it, since I've been telling that story IRL (replacing China with USSR) and people believed, which probably means it's very well-written. Also THREE! entirely new mechanics - vocal locks, cryptochromatic vision and The Room. [link] [comments] | ||
Posted: 28 Feb 2018 10:49 AM PST | ||
Let's chat about some missed opportunities that can be found in New Vegas' DLC. Posted: 27 Feb 2018 08:36 PM PST With all the posts about Fallout 4's perceived missed opportunities that have occurred in this subreddit, I feel that it is a good idea to reflect on the previous game of the series, Fallout New Vegas, particularly its DLC. For a lot of people, NV is their favorite Fallout, due to the game's replayability, open-ended nature, and more. However, no game is perfect, and some might feel that there are missed opportunities that could lead to even better experiences. Given the short development time, however, I feel that it might be sort of unfair to nitpick the main game (and a potential minefield) since only so much could be reasonably conceived (some might even argue that the developers tried to do too much).To my knowledge, the DLCs weren't on a strict deadline outside of having to be finished before The Elder Scrolls V: Skyrim released, so there was relatively more room for opportunities. Note: I'll be strictly talking about MOs for the main DLCs (Dead Money, Honest Hearts, Old World Blues, and Lonesome Road). The main game is murky territory given the short development that was planned from the beginning (some believe that Bethesda shortchanged Obsidian, while others believe that Obsidian had mismanaged their time; your mileage may vary on this), Courier's Stash is all the pre-order bonuses bundled in a single package, and Gun Runner's Arsenal is an item pack. If you wish to bring up perceived MOs for them in the comments, by all means. I'll be going in order in which the DLCs were released, starting with Dead Money. Dead Money: Needless to say, this is easily the most divisive NV DLC, and maybe even for the entire franchise. The developers had gone on record to say that many of the contentious deign choices, like the Cloud and bomb collar, were deliberate, so I won't be talking about how they should've been removed. This will be mainly about gameplay tweaks from the way you set your character up.
Honest Hearts: Given the nearly five month gap since Dead Money, the developers had more time to work on this one. As a result, the MO that I'll be proposing is far more substantial in order to reflect that longer development time.
Old World Blues: To be honest, I had a much harder time thinking of some MOs with this one. The DLC is so well rounded and full of content that my issues with it are more related to certain gameplay elements (such as bullet-sponge enemies) than with how it could've done more. This MO is admittedly very nitpicky as a result.
Lonesome Road: This DLC had the distinction of not only being delayed by a month, but it was also the one that had been hyped up from the base game and the other DLCs. Much like Dead Money, however, this also had a mixed reception, particularly about whether or not it managed to live up to all that hype. One of the MOs is something that also affects the rest of the game, and the other is something of a minor gameplay tweak.
This was all the main points that I had. Feel free to discuss them or add more in the comments! [link] [comments] | ||
Will Bethesda Have A E3 Press Conference in 2018? Posted: 28 Feb 2018 03:43 PM PST Bethesda are yet to announce that they are having a Press Conference at e3 this year, so I go through the possibility of it happening in this video I made. I hope you enjoy it! [link] [comments] | ||
573MB update on Steam - F4SE users backup your .exe! - new CC stuff incoming (x-post r/fo4) Posted: 28 Feb 2018 07:20 AM PST
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Favorite Wasteland Whisperer Pets? Posted: 28 Feb 2018 04:46 AM PST What great moments have you had with the Wasteland Whisperer perk? [link] [comments] | ||
Posted: 28 Feb 2018 02:19 PM PST I'm starting a new character in Fallout 4, and I'm thinking about going for a Specific build, namely the Gunslinger. Are there any reasons as to why I shouldn't do this? Also are there any other builds anyone would recommend? Thanks. [link] [comments] | ||
[Spoiler] Can't read the Recall Code to Deacon? Posted: 28 Feb 2018 08:13 AM PST So I read the recall code through the inventory, yet I can't actually read out the code as a dialogue option. Instead it shows me that I can dismiss Deacon, or just answer him about reading the code. I don't know if that's the only solution, but going back to the mandatory railroad quest is impossible at that point because it's too far back for me to accept going back to. [link] [comments] | ||
Posted: 28 Feb 2018 11:20 AM PST So I've been thinking back to Fallout New Vegas for a while now, and despite Fallout 4 being my favorite of the franchise, I have very fond memories of New Vegas as well. With that in mind however I remain disappointed in just how little Legion content there is in Fallout New Vegas whether in regards to a lack of positive towards the Legion companions, I think Raul is the closest we get, or the lack of lands/ towns under their control that we see in the game. So with that in mind I figured why not try and think about how things could be IF the Courier joined the Legion and helped Caeser Sallow create his new Rome. The government, the citizens, the laws, the transfer of Conscripted tribes to Citizen Soldiers. All the kinds of things that a Nation needs in order to survive and be self-sufficient as Caeser wishes. Or perhaps the same idea if Lanius is forced to take control, or as an further extrapolating though Vulpes Inculta or Lucius. [link] [comments] | ||
Settlers refuse to go on top of the Red Rocket [Xbox] Posted: 28 Feb 2018 09:12 AM PST Ive been trying for hours to get my settlers on top of the Red Rocket. Anyone know how to get them to go up with or without mods? [link] [comments] | ||
[Update] Fallout 4 February 28 2018 Posted: 28 Feb 2018 02:12 AM PST Does anyone have info on the 2.6G update? Maybe CC stuff? [link] [comments] | ||
Is FPS loss possible when rolling back to an older version of the game? (FO4) Posted: 28 Feb 2018 04:19 PM PST Fallout 4 updated and I was too unlucky to catch it before it did so now F4SE doesn't work. I rolled back to the recent version before this update and now my game is running like garage. The frame rate is none existent and the game crashes when I try to close it out. Has anyone experienced this before? This is my first time rolling back to an old version but I followed the steps like everyone else said. And yes, the game was fine before the update occurred. [link] [comments] | ||
Posted: 27 Feb 2018 08:59 PM PST Link to the video in question. I've only killed Deacon intentionally in my 2nd playthrough where I sided with the BOS. The late game quests were a blur, but Deacon probably died to a headshot from Overseer's Guardian when I assaulted the Railroad's HQ. Personally, hearing Ryan's request is ironic, as I've liked Deacon as a character and didn't like being forced into killing the Railroad for a BOS or Institute victory. I chose a Railroad and Minutemen victory on my 3rd and 4th playthroughs for this very reason. Those who dislike Deacon or the Railroad will have no problem fulfilling his strange request. Regardless, I'd like to know your experiences on this. Also, here is Ryan's twitter where you can send him a DM, ideally with picture attached. [link] [comments] | ||
Discussion: what is the state of the capital wasteland during the time period of fallout 4? Posted: 28 Feb 2018 08:36 AM PST I know The super mutants took over the citadel but is there anymore lore? I assume Madison Li went to the institute after meeting zimmerman. But what happened to rivet city after losing there star doctor? What happened with any remnants of the bos that believed in Lyons way of the brotherhood? The outcasts rejoined maxsons group I'm sure?. So many questions I'm really looking for anything. Any kind of lore associated with the Capitol wasteland: post fallout 3. [link] [comments] | ||
[fo4] Console command to disable robot attacks? Posted: 28 Feb 2018 04:00 PM PST I don't want to disable the add-on altogether, especially since I just finished it and I don't want to reload a save from approximately six hours previous... but this has been driving me up a wall. Every single time I fast travel to a settlement, it's being attacked by robots. All of my named settlers (the Abernathys, the Finches, the Warwicks, the people at Covenant, and the ghouls at the Slog) have all been killed by these robots that my defenses (all 150+) seem to do nothing against. So I'm wondering if there's a console command that'll disable the robot attacks, short of removing the Automotron DLC. It's driving me absolutely crazy and is just a huge burden on what I'm trying to do in the game at the moment. Anyone got any ideas? I searched the sub first but didn't find anything relevant to what I'm asking. Thanks in advance. [link] [comments] |
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