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SubRosa
QUOTE(TheCheshireKhajiit @ Dec 5 2016, 01:24 PM) *

QUOTE(Lopov @ Dec 5 2016, 04:06 AM) *

QUOTE(SubRosa @ Dec 4 2016, 09:13 PM) *
They removed the skills from game, which I think really hurts it.
Wow, I didn't know that. kvleft.gif Of all the things I've read about FO4 so far, this one is the most disappointing to me. There's a general trend at Beth about removing skills.

They didn't really remove the skills though. They simply changed the format. Instead of putting points in a skill, you put the point in a skill perk. It's the same thing.

I disagree on that. I could put my skill points in lockpicking, and pick any lock in the Wasteland by level 5 or 6. While at the same time I could be spending my perks on things like doing more damage with my weapons, or to the opposite sex, increasing my DR, etc... In F4 I can slowly get better at lockpicking and that is it. Half of our ability to customize our characters and make them unique individuals is gone.
mALX
QUOTE(SubRosa @ Dec 4 2016, 03:13 PM) *

I have had some time to play F4 for a while now, and have been able to formulate some opinions.

My initial reaction had a lot of negatives. I was even tempted to want my money back. There were a lot of things that just jumped out and slapped me in the face.

The way the game is blurry whenever you move if you have anti-aliasing on, or looks just atrocious with it turned off is a big one. I mean, how can this pass QA? A silly question, since we all know Bethesda does not have a quality control department.

The character creation is just plain bad. You are supposed to run your mouse over various head parts, and then you can edit those parts. But it was often a pixel hunt, where the slightest motion of the mouse sent you to another part of the face. Even when I did keep it selected, half the time I could not tell if anything was even changing or not. The "old" system of sliders in Skyrim worked very well. So they had to stop using it. Thankfully the LooksMenu mod fixes that somewhat, by giving you a list of every head part you can edit.

Then the game starts and I am forced to be married. No, I don't want to play a character who is married. Then I am forced to be married to a guy. Ewww, gross! Why not force me to be married to a garden slug? On top of it I am forced to have a kid? Umm, no. Going through the house I click on a pair of army fatigues, and hear my character say "I'm so proud of him." Him? WTF? If anyone was in the military it was me. I found it all to be very insulting. I really wanted to smack Bethesda silly.

When I finally got to playing the game things did improve. Seeing the pre war world was a nice change for the Fallout world, with everything so shiny and new. Once out of the vault and into the wasteland things were back to normal, guns, corpses, monsters, looting. Ok, this I like. The gunplay took a while to get used to. I am not sure exactly why, but I had a lot of trouble hitting things, especially the small critters that jump around, like bloatfiles and mole rats. I still do have trouble with them. I don't know if it is the iron sights (which I have never really liked), or something else.

The look of the world itself is something I love though. Finally I have something truly positive to say! It is a combination of leafless trees, brambly undergrowth, and the decaying detritus of the old world scattered all over. It isn't a desert-like world such as New Vegas or FO3. Rather it looks like November, when the leaves have all fallen of the trees, but before the bright blanket of winter's snow has come to cover the land. Also unlike FO3, the trees don't look like burned up hulks that have magically sat there for 200 years without falling down. Instead they just look like trees in late fall.

The lighting is good (well, once I disabled the god rays in the game options, and the Depth of Field and motion blur in the .ini file). The latter annoyed me to no end though. I do not know why Bethesda goes out of its way to make its games look ugly. It is like going to a car dealer and finding them intentionally throwing mud over all the cars on sale. I shouldn't have go through all these hoops to make the game look as good as it can be. But at least Beth didn't add even more insult by putting a green tint over the entire world like they did in FO3. Or a yellow one like Obsidian did with NV.

The sad thing I have to keep fixing things to make the game playable. I don't know how people can play this on a console.

The cooking is really nice. So far it looks like everything you kill can be cooked and turned into a useful healing item. Many have handy buffs as well, like more action points, or higher carry weight, and so on. So being a wasteland huntress is a good thing. I rarely use Stimpacks. It is almost always food items I have cooked. Cooking meat also magically removes radiation from it, so all this stuff is safe to eat. The only glaring omission is that you cannot cook any of the prewar food like instamash and salisbury steak. So I never eat them, as they give you rads, and have no buffs.

The crafting is mostly better than the other games. But not in all ways. A very blatant omission is that for some reason you cannot craft ammunition. You can literally build a fortress with laser cannons, but not a single .308 Winchester round. What is wrong with that picture? The other crafting is kind of odd. You can modify weapons and armor, but as far as I can tell you cannot actually create any new. In fact the only workstation that can create new items is the Chem Station. So every mod uses it to craft their items.

Most of the crafting seems to be dedicated to building settlements. The game seems to expect you do this all over the place. I personally do not give a crap. If I want to play Sim City, I will play Sim City. I play the Fallout games because I want post-apocalyptic adventure. Not civil engineering and social administration. But I understand a lot of people like the settlement building, so that is a big draw for them.

The powered armor is well done. In FO3 and NV power armor was really under-developed. It was just a heavy suit of armor with some very small buffs and negatives. In F4 wearing PA really makes you feel superheroic. For starters you are gigantic. You can jump off of anything and take zero damage, like in all superhero movies. For the most part bullets seem to just bounce off you. Though you still take some damage. You can fight hand to hand with a deathclaw and not die after the first hit, which really is saying something. To balance all this out you need fusion cores to power the armor, and they run out over time. So you cannot go crazy wearing it.

That said, there is a lot of powered armor suits in the game. I am still in the top left corner of the map, and I have already found about 4 suits of armor. I have also collected about 6 or so fusion cores. If you follow the proddings of the game and go straight to Concord after leaving the Vault you will be almost immediately be give a suit of powered armor. It makes for a very dramatic moment, you need the armor to fight off a horde of Raiders, and then a Deathclaw rises out of the street. I am not worried about spoilers here, because everyone who has seen a video of the game has seen that particular scene. They were showing it months before the game came out.

But all in all, as much as I like how they do powered armor, I think they put too much of it in the game, and give it to you too soon.

I am still getting used to the weapons in the game. Being low level I still have not seen them all. Most of what I come across are Pipe guns, which are homemade firearms tinkered together from junk. On one hand I should applaud Bethesda, because they do look like something that low lifes would cobble together in their ruined garages. But I found back playing FO3 that I prefer seeing real world weapons in my games over generic ones. That is why I replaced the generic assault rifles in FO3 with M16s. I would rather see a Raider with a Glock 17 or a Beretta 92 than a pipe with a handle taped to it. So I am becoming underwhelmed with the guns. I have found a lot of good firearm mods, I am thinking of trying to replace the vanilla weapons with them. But I still don't understand how the firearm creation works, given all the gun customization in this game.

Like FO3, this is still a small arms kind of game. I have found some energy ammo, but it is few and far between. Likewise, it took me a while to find an energy weapon. Partly that is my fault, because I avoided following the game's prodding and going straight to Concord. Instead I wandered around a a lot, and didn't find even one laser pistol. OTOH, at Concord you can a laser musket laying in the street. If you see it that is (I passed it right by my first time in the town. I had to go back for it.). Instead I did not start seeing even laser pistols start showing up in the leveled lists until I got to around 8th level or so.

There is an energy weapon right in Vault 111, but it is locked up in with a super hard lock that you cannot even try to pick until you are high level. Which found very insulting. Why did they even put it there, if we have no chance to get it?

If you want to play an energy weapons character you are going to have to use the console to start with a laser weapon. You are also going to have to create a mod to craft energy ammo, or use one that increases the amount of it you find in loot and from vendors.

As far as the world itself goes, F4 is really good. Bethesda has really outdone themselves in terms of world design. All of the small buildings you find have interiors that are part of the outdoor cell. So there are no loading screens from going through the door, and you can literally see through the windows and shoot at whatever is inside. Only the larger interior areas are in separate cells. Lexington was fantastic, with half a dozen raised highways all converging over the city, combined with tall buildings with blasted open sides and roofs. It is like a jungle where you can go up and over and down half the town without touching the ground.

Now monsters have new ways of getting at you too. Feral Ghouls will often lay motionless on the ground with the prewar corpses. Then when you get close they rise up and attack you like zombies. Worse they can climb in through windows to get you. Mole Rats can literally tunnel underground where you cannot shoot them, then pop up behind you to bite you in the back. You really have to be on your toes. I used to think Mole Rats were cute in FO3. Now I hate those blasted buggers!

They removed the skills from game, which I think really hurts it. The Special attributes are still there, but their only purpose is to govern which perks you can take. You can only choose the perks of the same level or lower of its governing Special attributes. So if you have a Luck of 5, you can only take the first 5 perks under Luck. In the other games your Special meant a lot more, and having high skills really defined your character. All of this means the game is definitely not a Role Playing Game. It is a First and Third Person Shooter with some RPG-like elements is all.

So far I am enjoying exploring the new land that the game offers, and shooting and looting and eating things. But once that wears off I don't think I will be spending much time in F4. Already I have a hankering to go back to FO3 to play Hecate there. She feels like a real person there, but not so much so in the Commonwealth.


I was also turned off immediately by being shoveled into a marriage and baby; and those things that were supposed to make me identify with what Bethesda thought my character should be (aka = and to use your example: "I'm so proud of him.") - then them trying to fork me to Concord for THEIR storyline. (I haven't played since the opening scene, but even I knew about the Concord thing because it was in every vid).

This is not how I play, someone else deciding where I should go; who I should be. It was a total turn off to me. I didn't even know about the loss of skills, but that is offensive too.

Like you, the whole reason I enjoy post apocalyptic games is to survive against all odds in extreme situations like rads in the food you eat, the air you breath; the feral ghouls; the other adventurers who would kill you for what little treasures you may have amassed - to find a place to sleep where you can survive the night. I love to explore the land and see how I can get by in it.

The whole baby kidnapped and must find it after 200 years in a cryopod story does not grab me in the least; it feels extremely contrived.

And I am not big on settlements and politics either; I just enjoy building a house for my own character - not the masses.

So I'm pretty sure my son won't have to worry about me sneaking into his room while he is at work to play FO4, laugh.gif





QUOTE(SubRosa @ Dec 4 2016, 07:12 PM) *

One more nice thing I can say about F4 is that it includes full HDT physics. That means that the trailing end of a longcoat will flap in the breeze, hair will flow naturally, ponytails will bounce around, etc... It makes the hair especially look lively and real.



I love the moving hair thing and flapping coats too, it makes a game feel more immersive!




QUOTE(SubRosa @ Dec 4 2016, 10:23 PM) *

The female player voice was done by a good VA, so I don't mind the voiced protagonist. I am used to a partially voiced protagonist from the old school RPGs like Neverwinter Nights and Baldur's Gate. I even used mods to add voices to Oblivion and Skyrim (mostly using the dialog from Baldur's Gate).

I have not looked for an alternate start mod. I should. Or just figure out how to do it myself. It was not hard creating my own alternate start in Skyrim.



Baldur's Gate voices were spectacularly done.




QUOTE(SubRosa @ Dec 4 2016, 10:32 PM) *

It is easy doing your own Alternate Start. I just did one as a test between now and my last post in this topic! I'll start a new thread to explain how.



AWESOME !!!!!





QUOTE(SubRosa @ Dec 5 2016, 05:28 PM) *

QUOTE(TheCheshireKhajiit @ Dec 5 2016, 01:24 PM) *

QUOTE(Lopov @ Dec 5 2016, 04:06 AM) *

QUOTE(SubRosa @ Dec 4 2016, 09:13 PM) *
They removed the skills from game, which I think really hurts it.
Wow, I didn't know that. kvleft.gif Of all the things I've read about FO4 so far, this one is the most disappointing to me. There's a general trend at Beth about removing skills.

They didn't really remove the skills though. They simply changed the format. Instead of putting points in a skill, you put the point in a skill perk. It's the same thing.

I disagree on that. I could put my skill points in lockpicking, and pick any lock in the Wasteland by level 5 or 6. While at the same time I could be spending my perks on things like doing more damage with my weapons, or to the opposite sex, increasing my DR, etc... In F4 I can slowly get better at lockpicking and that is it. Half of our ability to customize our characters and make them unique individuals is gone.



Grrrr, that sucks!



TheCheshireKhajiit
QUOTE(SubRosa @ Dec 5 2016, 04:28 PM) *

QUOTE(TheCheshireKhajiit @ Dec 5 2016, 01:24 PM) *

QUOTE(Lopov @ Dec 5 2016, 04:06 AM) *

QUOTE(SubRosa @ Dec 4 2016, 09:13 PM) *
They removed the skills from game, which I think really hurts it.
Wow, I didn't know that. kvleft.gif Of all the things I've read about FO4 so far, this one is the most disappointing to me. There's a general trend at Beth about removing skills.

They didn't really remove the skills though. They simply changed the format. Instead of putting points in a skill, you put the point in a skill perk. It's the same thing.

I disagree on that. I could put my skill points in lockpicking, and pick any lock in the Wasteland by level 5 or 6. While at the same time I could be spending my perks on things like doing more damage with my weapons, or to the opposite sex, increasing my DR, etc... In F4 I can slowly get better at lockpicking and that is it. Half of our ability to customize our characters and make them unique individuals is gone.

Ah but it also doesn't matter as much in Fallout4 because you aren't capped at lvl 30 or whatever.
SubRosa
QUOTE(TheCheshireKhajiit @ Dec 5 2016, 06:11 PM) *

QUOTE(SubRosa @ Dec 5 2016, 04:28 PM) *

QUOTE(TheCheshireKhajiit @ Dec 5 2016, 01:24 PM) *

QUOTE(Lopov @ Dec 5 2016, 04:06 AM) *

QUOTE(SubRosa @ Dec 4 2016, 09:13 PM) *
They removed the skills from game, which I think really hurts it.
Wow, I didn't know that. kvleft.gif Of all the things I've read about FO4 so far, this one is the most disappointing to me. There's a general trend at Beth about removing skills.

They didn't really remove the skills though. They simply changed the format. Instead of putting points in a skill, you put the point in a skill perk. It's the same thing.

I disagree on that. I could put my skill points in lockpicking, and pick any lock in the Wasteland by level 5 or 6. While at the same time I could be spending my perks on things like doing more damage with my weapons, or to the opposite sex, increasing my DR, etc... In F4 I can slowly get better at lockpicking and that is it. Half of our ability to customize our characters and make them unique individuals is gone.

Ah but it also doesn't matter as much in Fallout4 because you aren't capped at lvl 30 or whatever.

The lack of a level cap is a good thing. That really hurt FO3.
TheCheshireKhajiit
QUOTE(SubRosa @ Dec 5 2016, 06:28 PM) *

The lack of a level cap is a good thing. That really hurt FO3.

Khajiit agrees! Though he still had a blast (no pun intended) playing Fallout3/NV.
SubRosa
QUOTE(mALX @ Dec 5 2016, 06:08 PM) *

The whole baby kidnapped and must find it after 200 years in a cryopod story does not grab me in the least; it feels extremely contrived.

To be honest, trying to find a baby that could have been snatched at any point over 210 years just seems utterly futile to me. Odds are that kid grew up, and even if it lived a long life, died of old age a long time ago.

I am sure it is still alive though, and an adult. My reasoning is that I have seen it said multiple times that your baby looks like a cross between what your character and your pre-war spouse look like. That does not really mean anything when it is an infant. It only matters if the kid is grown up. So I am sure if you follow the main quest you will find grown-up baby, probably older than you are (since that is the way it usually goes in these sorts of stories).

But even given that suspicion, I feel even less desire to go off in search of the kid. He or she is a grown-up, has lived in the Wasteland all of their life, and can sure as heck take care of themselves better than I can!
TheCheshireKhajiit
QUOTE(SubRosa @ Dec 5 2016, 06:35 PM) *

QUOTE(mALX @ Dec 5 2016, 06:08 PM) *

The whole baby kidnapped and must find it after 200 years in a cryopod story does not grab me in the least; it feels extremely contrived.

To be honest, trying to find a baby that could have been snatched at any point over 210 years just seems utterly futile to me. Odds are that kid grew up, and even if it lived a long life, died of old age a long time ago.

I am sure it is still alive though, and an adult. My reasoning is that I have seen it said multiple times that your baby looks like a cross between what your character and your pre-war spouse look like. That does not really mean anything when it is an infant. It only matters if the kid is grown up. So I am sure if you follow the main quest you will find grown-up baby, probably older than you are (since that is the way it usually goes in these sorts of stories).

But even given that suspicion, I feel even less desire to go off in search of the kid. He or she is a grown-up, has lived in the Wasteland all of their life, and can sure as heck take care of themselves better than I can!

Khajiit is most definitely not fond of the story. Would've much preferred a blank slate type character like in TES games.
SubRosa
I restarted Hecate, and noticed something that was nagging at me since my first time playing her.

In the opening part of the game, set in the Pre-War days, the Vault-Tec salesman says some odd things. He hints that nuclear war is going to come sooner rather than later. As if he is somehow privy to the actual knowledge of when the war is going to begin. It gave me the impression that Vault-Tec started the war. Which I would not put past them.

He also says that the Player and their family have been pre-selected for a spot in the local vault. That is odd, because people had to pay to get into the vaults. But you get in free? They seem to specifically want you and/or your family. The kidnapping of your child in the intro reinforces this. Especially since the head kidnapper looks at you and says "We still have a backup." Obviously that is you. So they wanted the kid most of all, but you too, from before the war.

I am sure playing the main quest will reveal everything about the second part, and just what they (I am guessing the Institute) wants with the kid. But I wonder if the Vault Tec salesman's interesting statements ever get answered as well?
mALX
QUOTE(SubRosa @ Dec 11 2016, 01:26 AM) *

I restarted Hecate, and noticed something that was nagging at me since my first time playing her.

In the opening part of the game, set in the Pre-War days, the Vault-Tec salesman says some odd things. He hints that nuclear war is going to come sooner rather than later. As if he is somehow privy to the actual knowledge of when the war is going to begin. It gave me the impression that Vault-Tec started the war. Which I would not put past them.

He also says that the Player and their family have been pre-selected for a spot in the local vault. That is odd, because people had to pay to get into the vaults. But you get in free? They seem to specifically want you and/or your family. The kidnapping of your child in the intro reinforces this. Especially since the head kidnapper looks at you and says "We still have a backup." Obviously that is you. So they wanted the kid most of all, but you too, from before the war.

I am sure playing the main quest will reveal everything about the second part, and just what they (I am guessing the Institute) wants with the kid. But I wonder if the Vault Tec salesman's interesting statements ever get answered as well?



Yeah, there is a pretty big meatball hanging out there, and I wondered if there was ever a valid reason why YOU were so important; why your baby was so important to them = and how they knew in advance it would be so.

I would have found it more believable if they were kidnapping ALL the infants to start a new world or something; not just yours.



QUOTE(SubRosa @ Dec 5 2016, 07:35 PM) *

QUOTE(mALX @ Dec 5 2016, 06:08 PM) *

The whole baby kidnapped and must find it after 200 years in a cryopod story does not grab me in the least; it feels extremely contrived.

To be honest, trying to find a baby that could have been snatched at any point over 210 years just seems utterly futile to me. Odds are that kid grew up, and even if it lived a long life, died of old age a long time ago.

I am sure it is still alive though, and an adult. My reasoning is that I have seen it said multiple times that your baby looks like a cross between what your character and your pre-war spouse look like. That does not really mean anything when it is an infant. It only matters if the kid is grown up. So I am sure if you follow the main quest you will find grown-up baby, probably older than you are (since that is the way it usually goes in these sorts of stories).

But even given that suspicion, I feel even less desire to go off in search of the kid. He or she is a grown-up, has lived in the Wasteland all of their life, and can sure as heck take care of themselves better than I can!



I know, right? He'd be old enough to be your grandfather since you were cryo-preserved. And so there is no inner drive to find/protect a BABY; like we were total idiots and wouldn't have figured that out - another massive fail plan on Bethesda's attempts to jack us into following a main questline, rollinglaugh.gif

I think what it will boil down to is building an enemy and friends; then at the last moment having to choose your friends over your child or vice versa as the game's moral dilemma. Contrived. Good thing they had the back up Minefield game settlement building to make up for the mind warp storyline flaws.

Oh well, maybe there will be some fun side quests to do? I found one I like so far.



TheCheshireKhajiit
The story is just awful. It's so restrictive. Khajiit thought before it was released that maybe you'd be able to forget about your family and use it as motivation towards what kind of character you'd be in the Commonwealth wasteland. This would've been acceptable to Khajiit, because after all, you had a preset background story in Fallout3 and New Vegas. Nope. Not only do they . Bethesda claims to learn things after every game they release. This one hopes that the lesson Beth learns from Fallout4 is that the backstory should NEVER affect what happens in the future of their open world RPGs (unless the player chooses to engage in it and is not forced into it) as it restricts player options.
SubRosa
My impression is that it is not just you and your family that Vault Tec wanted, but everyone in Vault 111. The staff was supposed to evacuate the vault after six months, but their orders were to never open the cryo tubes. They were supposed to just leave everyone frozen. The tubes themselves could be opened remotely. They don't say where from however. So it seems that the Vault was basically a Pre-War stash of humans. All I can guess was the idea to have the genetic material of people who had never been exposed to the radiation and toxicity of the post war world. But there might be other reasons.
mALX
QUOTE(TheCheshireKhajiit @ Dec 11 2016, 08:35 PM) *

The story is just awful. It's so restrictive. Khajiit thought before it was released that maybe you'd be able to forget about your family and use it as motivation towards what kind of character you'd be in the Commonwealth wasteland. This would've been acceptable to Khajiit, because after all, you had a preset background story in Fallout3 and New Vegas. Nope. Not only do they . Bethesda claims to learn things after every game they release. This one hopes that the lesson Beth learns from Fallout4 is that the backstory should NEVER affect what happens in the future of their open world RPGs (unless the player chooses to engage in it and is not forced into it) as it restricts player options.


THIS!!!!!


QUOTE(SubRosa @ Dec 11 2016, 08:59 PM) *

My impression is that it is not just you and your family that Vault Tec wanted, but everyone in Vault 111. The staff was supposed to evacuate the vault after six months, but their orders were to never open the cryo tubes. They were supposed to just leave everyone frozen. The tubes themselves could be opened remotely. They don't way where from however. So it seems that the Vault was basically a Pre-War stash of humans. All I can guess was the idea to have the genetic material of people who had never been exposed to the radiation and toxicity of the post war world. But there might be other reasons.


But there must have been some selection process for "better genes" if they were selected for saving. Not just any genes would be worth preserving; traits like intelligence would have to factor in.

They kind of dump a half baked story on your character without a well thought out background. It is one of the things I liked better about Obsidian's New Vegas = extremely well thought out and in depth background stories on the characters.





SubRosa
I just heard a utility worker Protectron say: "This work site has gone, zero days without an incident." laugh.gif
hazmick
QUOTE(SubRosa @ Dec 12 2016, 02:59 AM) *

My impression is that it is not just you and your family that Vault Tec wanted, but everyone in Vault 111. The staff was supposed to evacuate the vault after six months, but their orders were to never open the cryo tubes. They were supposed to just leave everyone frozen. The tubes themselves could be opened remotely. They don't way where from however. So it seems that the Vault was basically a Pre-War stash of humans. All I can guess was the idea to have the genetic material of people who had never been exposed to the radiation and toxicity of the post war world. But there might be other reasons.


I presumed that your family (urgh) was chosen because of your spouse's (urgh) military background, since everyone is so proud of Him. I think I remember something being mentioned about a meeting or event of some sort that He is getting ready for at the start of the game. Sanctuary Hills also seems like a pretty fancy neighbourhood, so perhaps all of the residents there are worth preserving.

Knowing Vault Tec, the cryo freezing was probably just some sort of vaguely scientific experiment. It's not the wackiest Vault out there.
mALX
QUOTE(SubRosa @ Dec 20 2016, 06:22 PM) *

I just heard a utility worker Protectron say: "This work site has gone, zero days without an incident." laugh.gif



laugh.gif
SubRosa
QUOTE(hazmick @ Dec 21 2016, 09:26 AM) *

QUOTE(SubRosa @ Dec 12 2016, 02:59 AM) *

My impression is that it is not just you and your family that Vault Tec wanted, but everyone in Vault 111. The staff was supposed to evacuate the vault after six months, but their orders were to never open the cryo tubes. They were supposed to just leave everyone frozen. The tubes themselves could be opened remotely. They don't way where from however. So it seems that the Vault was basically a Pre-War stash of humans. All I can guess was the idea to have the genetic material of people who had never been exposed to the radiation and toxicity of the post war world. But there might be other reasons.


I presumed that your family (urgh) was chosen because of your spouse's (urgh) military background, since everyone is so proud of Him. I think I remember something being mentioned about a meeting or event of some sort that He is getting ready for at the start of the game. Sanctuary Hills also seems like a pretty fancy neighbourhood, so perhaps all of the residents there are worth preserving.

Knowing Vault Tec, the cryo freezing was probably just some sort of vaguely scientific experiment. It's not the wackiest Vault out there.

The male character (or your spouse if you playing a female) was scheduled to speak in Concord at something like the VFW Hall. The game implies that he is a war hero of at least a little repute.

I also got the impression that Sanctuary Hills was special. I suspect that Vault Tec engineered who got into the neighborhood, so it was stocked with people it wanted for Vault 111. I keep going back to genetics, or something organic about them. Maybe they are all compatible organ donors for high level Vault Tec execs? Vault 111 might be a blood/organ bank they are keeping on ice for whenever they need a spare kidney or liver? Or stem cells?
SubRosa
I just figured something out. The color of your Pipboy light (which you turn on and off by holding down Tab) is the same as the color you have the Pipboy screen. You can change it in the Display Settings, down at the bottom where the three Pipboy color settings are. To make it an ordinary white light set them to the following:

Pipboy Color R = Move 9 clicks from the far right
Pipboy Color G = All the way to the right
Pipboy Color B = Move 7 clicks from the far right

Or go to your My Documents\My Games\Fallout 4 folder and edit your Fallout4Prefs.ini. You will find these three lines, set them like so:

fPipboyEffectColorB=0.6500
fPipboyEffectColorG=1.0000
fPipboyEffectColorR=0.5500
hazmick
Heh, that's one of the first things I did when I first got the game. The standard green pip-boy colour that Bethesda is so fond of gives me headaches
mALX
QUOTE(SubRosa @ Dec 22 2016, 05:39 PM) *

I just figured something out. The color of your Pipboy light (which you turn on and off by holding down Tab) is the same as the color you have the Pipboy screen. You can change it in the Display Settings, down at the bottom where the three Pipboy color settings are. To make it an ordinary white light set them to the following:

Pipboy Color R = Move 9 clicks from the far right
Pipboy Color G = All the way to the right
Pipboy Color B = Move 7 clicks from the far right

Or go to your My Documents\My Games\Fallout 4 folder and edit your Fallout4Prefs.ini. You will find these three lines, set them like so"

fPipboyEffectColorB=0.6500
fPipboyEffectColorG=1.0000
fPipboyEffectColorR=0.5500



This is Awesome info !!! Leave it to you to find out secrets like this!


Winter Wolf
Yes it is very neat that you can change the pipboy color and light.

However, I prefer to keep the green color and instead use this mod- Tactical Flashlights to add a side mounted light that can be crafted in many colors.
mALX
QUOTE(Winter Wolf @ Dec 25 2016, 01:03 AM) *

Yes it is very neat that you can change the pipboy color and light.

However, I prefer to keep the green color and instead use this mod- Tactical Flashlights to add a side mounted light that can be crafted in many colors.



WINTER WOLF !!!!!! WOOOOOOOOOOOOOOOOT !!!!!!!!!!!!!



*mALX's head explodes*


You are so missed! I hope you have an AWESOME Holiday Season !!!!! Hug_emoticon.gif I miss you!



Winter Wolf
That is some crazy font you have going on mALX. laugh.gif

Merry Xmas and happy new year to you as well. smile.gif

I always leave Chorrol and head off every few months. But I always come back eventually. There are so many dedicated Bethesda gamers here that I enjoy chatting with!
mALX
QUOTE(Winter Wolf @ Dec 25 2016, 11:17 PM) *

That is some crazy font you have going on mALX. laugh.gif

Merry Xmas and happy new year to you as well. smile.gif

I always leave Chorrol and head off every few months. But I always come back eventually. There are so many dedicated Bethesda gamers here that I enjoy chatting with!



laugh.gif It is the same font, just ... bigger and bolder, lol.






SubRosa
I had a few interesting encounters in the last few days, all concerning Deathclaws. The first was when Hecate was exploring the northern edge of the map. She was going through a twisting and turning ravine and came across a big pile of bones, rotting flesh, and other grossness. I got close enough to mouse over it, and it revealed itself to be "Deathclaw Nest"!!! ohmy.gif

"Time for me to leave!" Hecate whispered in my ear, and she got out of there as fast as possible while still sneaking. Thankfully the residents were not around.

Not long after she found a Raider camp and cleared it out. There was a tall stone tower in the middle of the Raider camp. So she climbed up and found a siren on top of it. Naturally she pushed the button.

The next thing I knew I heard Raider voices from ground level, and gunfire. Oh great, I thought, I just summoned more bad guys. At first I thought they were shooting at Hecate. But then I took a look and saw the new Raiders were shooting at two Deathclaws that had also arrived at the sound of the siren!!! Apparently they came from the previous Deathclaw Nest. Hecate waited for the Deathclaws to finish off the Raiders, then put the 'claws down with grenades and liberal use of her sniper rifle.

Finally she was exploring the Museum of Witchcraft in Salem, which had a neat little sidequest associated with it. Apparently some Gunners (basically Talon Company for the Boston area, but even less savory) had stolen some Deathclaw Eggs from the very same nest. Guess who came after them? At the end I had the choice of selling the one surviving egg, or returning it to the nest. While Hecate is no fan of Deathclaws, her maternal instincts took over.

She took it back to the nest, sneaking all the way. But as she neared it, a Deathclaw appeared out of the cliff above her. That was a tense moment. Hecate continued on and put the egg back, and thankfully the Deathclaw did not attack. She sneaked out of there as fast as her feet could carry her.
hazmick
I loved that quest, the Museum of Witchcraft was so spooky and tense when Alice and I first explored it.

Deathclaws are my absolute favourite wasteland creature - Alice has a pet 'Claw that keeps an eye on Red Rocket Truck Stop while we're out on adventures.
SubRosa
QUOTE(hazmick @ Dec 27 2016, 01:00 PM) *

I loved that quest, the Museum of Witchcraft was so spooky and tense when Alice and I first explored it.

Deathclaws are my absolute favourite wasteland creature - Alice has a pet 'Claw that keeps an eye on Red Rocket Truck Stop while we're out on adventures.

I love the Deathclaws too. They are the Dragons of the Fallout world. Like real dragons, not those oversized cliffracers in Skyrim. In Fallout Tactics you could recruit them into your party! smile.gif

Do you get a lot of Deathclaw attacks on the Red Rocket? I read that having a creature in a settlement attracts more of the same type to attack you.
hazmick
Nope, not yet. I once had a group (herd? flock?) of Deathclaws attack Sanctuary Hills when I had a pet one there (back when I used to use SancHills as my home base). That was pretty exciting.

The few times Red Rocket has been attacked, it was Super Mutants or raiders.

Winter Wolf
I remember that button at the top of the tower. That was really cool!

I was running a heavy fog weather mod at the time and visibility was next to nothing as I descended the tower. All I could hear was screaming and shooting and much dying out there. laugh.gif I didn't quite know what was going on.

Sounds like you need a Deathclaw follower mod, SubRosa. I have one installed at Red Rocket cave and it is a blast to use. Everyone regrets fighting you after that. biggrin.gif He snacks on the mole rats while he is waiting. laugh.gif
hazmick
I've spent the past couple of days re-installing FO4 onto my Xbox after I deleted it a few months ago to make room for other stuff.

Some of the mods I'd been using are no longer available, and when I loaded up the game I found that some of the stuff I'd built has vanished. Fortunately Alice's home at Red Rocket is all there, but poor Abernathy Farm needed to be worked on. Alice is going to check on some of her other settlements - hopefully it won't be too much work.
SubRosa
I have noticed some things about F4.

First is blocking is different from other Bethesda games. You can no longer hold a block indefinitely. When you press the block key, it basically plays a blocking animation. Which lasts for only a few seconds. Then you drop the block and go back to normal. So in order to effectively block you have to wait for your opponent to start their attack and press the block key before they hit you. Needless to say, that is not always easy.

Second, blocking deflects all damage from on incoming melee attack. It does not reduce it like other games, it stops it all. Which is nice when you are blocking. Not so nice when someone blocks your melee attacks however.

Super Mutants are even more fun than the other FO games. Now when they are searching for you, they will say things like "Here human, human, human..." Just like a person will say when trying to find a cat. biggrin.gif
SubRosa
After playing Elektra for 63 hours, I finally found Diamond City. It turns out I walked almost right past it a few times without even knowing it. There were a few times where if I had walked one more block in another direction I would have been there. But downtown Boston is such a maze, that every city block is like another world. You never know what is behind every alley or side street.

I finally got going on the main quest. I had to use the console though, as one quest just sort of derailed and stopped. I got the first Act of it finished. It turns out that triggers the arrival of the Brotherhood of Steel in force. That was a cool moment, seeing them flying overhead. Elektra looked up and thought: "Things just got a whole lot worse..."
SubRosa
I discovered something important with companions. When you dismiss them you then have to choose which of your settlements to send them to. But if you press the Tab key to cancel out of the settlement choice screen, they will instead return to their original home. This is the only way to send Piper back to Publick Occurrences in Diamond City, Valentine back to his detective agency, and so on.

It is because if you cancel out of the send to screen they go back to their last home. If you have already assigned them to a settlement, that becomes their last home. So if you have done that already, you can never send them back to their original home. sad.gif
Kane
Yeah, that irked me when I first played. I'd much rather have them return to actual homes, especially with Pipes, who has a little sister to look after.
SubRosa
I made another discovery about Fallout 4. After leaving the vault there is only one place in the game where you can change your face - The Mega Surgery Center in Diamond City. The first doctor who does face changes might die, depending on what you do in a quest. If he does the second doctor will then do the face changes. To find him you have to go inside the Surgery Center. This confused me, as I thought it meant in the basement. But there is a red door next to the open air area. It took me a week to figure out it was a door! I thought it was just a sign painted red. If you go through that door on the ground level, it will take you to the second doctor.

Also, the vanilla face presets only work during character creation and the vault exit. After that you cannot pick from any of the original presets. But you can otherwise change you face. If you are using LooksMenu (and you should be!) then you can still use modded face presets through that.
hazmick
If you have the Vault-Tec Workshop dlc you can build a surgery chair for yourself, though it's just as easy to get a mod for it.

The mod I use gives you a ring, which opens the character editor window when you put it on. If you equip the ring on a follower, you can edit them too. I like to use it to remove all the dirt and grime from people's faces - apparently nobody in the wasteland owns a face cloth or washbasin.
SubRosa
I created a mod that adds the surgery chair to the player house in Sanctuary Hills. But the ring sounds interesting. Especially since it allows you to change the NPCs faces.
SubRosa
QUOTE(mALX @ Dec 11 2016, 10:33 PM) *

QUOTE(SubRosa @ Dec 11 2016, 08:59 PM) *

My impression is that it is not just you and your family that Vault Tec wanted, but everyone in Vault 111. The staff was supposed to evacuate the vault after six months, but their orders were to never open the cryo tubes. They were supposed to just leave everyone frozen. The tubes themselves could be opened remotely. They don't way where from however. So it seems that the Vault was basically a Pre-War stash of humans. All I can guess was the idea to have the genetic material of people who had never been exposed to the radiation and toxicity of the post war world. But there might be other reasons.


But there must have been some selection process for "better genes" if they were selected for saving. Not just any genes would be worth preserving; traits like intelligence would have to factor in.

They kind of dump a half baked story on your character without a well thought out background. It is one of the things I liked better about Obsidian's New Vegas = extremely well thought out and in depth background stories on the characters.

I have gotten far enough in the main quest to find out why the Institute wanted your son, and why you were "the backup". It turns out I was right on the nose when I guessed that it was all about Pre-War genetic material, that had not been exposed to radiation and/or other toxicities of the Post War world. That is just the Institute's reason for taking the baby though. Why Vault Tec put everyone in cryo tubes remains unanswered.
SubRosa
I finished out the Main Quest/Railroad faction questline, and have some observations to share.

Fallout 4 is very different from Bethesda's other games where the Main and Faction quests are concerned. In F4 the Main Quest is truncated. It basically has two Acts, and is solely geared to getting you to to your missing son. As soon as you meet him, the Main Quest ends. Well sort of.

In addition to the MQ there are four major factions that each have their own questline - The Institute, The Railroad, The Brotherhood of Steel, and The Minutemen. But you can only do about a third or a quarter of each before they stop dead. But you can also do radiant quests in addition to the regular quests, which sort of pads them out.

To go farther in the Faction questlines, you have to finish the Main Quest and find your son (and enter the Institute). At that point you can continue the Faction quests. Naturally all are geared somehow toward the Institute. You can do multiple Faction questlines to a certain point. In fact you have to do many of the Institute quests. But there comes a point where you will be forced to side against all the other factions. Possibly even destroy them.

I narrowly escaped this doing the Railroad questline. It has an Institute quest you have to do to retrieve a scientist. If you have joined the Minutemen he is guarded by other Minutemen, and you have to kill them and make them enemies, or kill the Institute guys and make theme enemies. I got lucky because I had not gone any farther than saving Preston and company and taken them to Sanctuary. Because of that the scientist was guarded by mercenary scum, who I could kill to my heart's content without ticking off the Minutemen.

I find I really do not like this approach of joining the Main Quest with the Faction quests. I like playing the other games and ignoring the Main Quest, but instead doing the Mages Guild, or Fighters Guild, etc... You cannot really do this here, as there is very little you can actually do in the faction quests without doing the MQ. I never really cared much for Bethesda's Main Quests. I almost always ignore them entirely. But I usually liked doing faction questlines. Until now, since the faction quests are basically neutered if you do not do the Main Quest with them.

I also don't like the way you are forced into making enemies of the other factions. I was never fond of the way Oblivion or Skyland allowed you to join and become the leader of every single faction. It sounds completely unbelievable to me and totally breaks my immersion. But there is a big difference between allowing you to do every faction questline, and forcing you into only one by destroying all the other factions. Some of these conflicts really do not make any sense either. I mean, why would the Brotherhood care about wiping out the Railroad?
hazmick
I'm in the same boat. I only ever do the main quest of a Bethesda game once, and subsequent characters just do faction quests.

In FO4, due to the issues you mentioned, my current version of Alice hasn't touched any factions or gone near the main quest at all. The game tries to push you into it right from the start by giving you a baby, and it feels a little heavy handed in a game that's supposed to be open world. Fortunately I can make my own fun with the settlement building and wandering around the Wasteland.
TheCheshireKhajiit
Hellz yeah! Steam put Fallout4 on sale for $29.99. Downloading now. Khajiit will get the season pass later; he'll have for real mods to play with!
hazmick
It's even cheaper on CDkeys.
SubRosa
Congrats! That is about the same as I paid over Thanksgiving. Now you can fix the game with mods! laugh.gif
TheCheshireKhajiit
QUOTE(hazmick @ Feb 25 2017, 08:13 AM) *

It's even cheaper on CDkeys.

Khajiit has never heard of CDkeys! Must investigate...

QUOTE(SubRosa @ Feb 25 2017, 10:39 AM) *

Congrats! That is about the same as I paid over Thanksgiving. Now you can fix the game with mods! laugh.gif

Oh how Khajiit would love to remove most everything about the intro from existence. Afraid there wouldn't be much of a game left if you did that though.
Kane
QUOTE(SubRosa @ Feb 24 2017, 08:58 PM) *
I mean, why would the Brotherhood care about wiping out the Railroad?

That irked me to no end, and I was happy as hell to find a mod that allows a hard speech check to persuade Tuvok from sending you to kill off the RR.

It is kind of lame the way you are forced to choose a side, though.
SubRosa
I discovered something a few days ago. There are a number of little low sandbag walls in places, like the Concord main street. Those are normally static. But if you are in power armor, you can smash right through them and destroy them. That was really cool.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 3 2017, 04:48 PM) *

I discovered something a few days ago. There are a number of little low sandbag walls in places, like the Concord main street. Those are normally static. But if you are in power armor, you can smash right through them and destroy them. That was really cool.

Oh yeah! That startled the hell out of this one the first time he ran over one!
TheCheshireKhajiit
Holy crap! If you go off course during the intro, the bomb falls and you die!
SubRosa
QUOTE(TheCheshireKhajiit @ Mar 4 2017, 01:25 AM) *

Holy crap! If you go off course during the intro, the bomb falls and you die!

Isn't that great! I tried that with my second character just to see what would happen.
TheCheshireKhajiit
QUOTE(SubRosa @ Mar 4 2017, 11:00 AM) *

QUOTE(TheCheshireKhajiit @ Mar 4 2017, 01:25 AM) *

Holy crap! If you go off course during the intro, the bomb falls and you die!

Isn't that great! I tried that with my second character just to see what would happen.

Yep, it would be interesting to see how far you could get in the pre war world.
SubRosa
I started Hecate all over again using Start Me Up. I initially started in the Ranger Shack. But then I realized that I should have gone with the start near Diamond City. So far all of my characters have used Sanctuary Hills as a base. I would like to try using Homeplate for a change. So I used the console to COC her near the Mass Pike Tunnel, and she worked her way to Diamond City.

Well she owns Homeplate now. But I ran across something weird. Half the floor inside is covered with wooden boards, half is not. The Workshop will not let me build anything in the half without boards. So how do I fix that? I don't see an option to add in a hardwood floor. The best I can see are some rubber mats.

Edit:
Apparently this is a bug. I did find Rebuilt Home Plate to fix it.
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