Fallout 4: Now Playing

You know, I think this time they strove to make the soundtrack sound a lot more like the original Fallout.

This site answers my question about the Plasma weapons. The victim takes both the listed energy damage and the ballistic damage. Damn, I’ve been wasting pricey ammo on mooks. It does make for some of the most reliable one-shot kills. But on the bad-ass end, the second time I met a Mirelurk queen, things went a little different. I think it was about eight shots. Four for a deathclaw.

Just got caught in a lightning storm without the power armor. Took me way to long to figure out why I was taking rad damage. :smack:

I’m loving this game. I love the little details. :smiley:

I’ve tried to keep up to date with the thread, but I have a question that may have been answered.

With the voice acting, does the game still have low intelligence responses? I mean, can your character be extremely stupid with a low intelligence rating and did they include full voice-acting for those stupid responses?

No. The dialogue system is far less refined than in earlier games and mostly boils down to Yes/No/Sarcastic(This is literally what it says in the game.) and one choice for further questions. Think Mass Effect rather than Fallout 2 levels of discourse and you won’t be too far off.

The previous games also had SPECIAL levels of 1 = inferior, 5 = average, 10 = amazing. The new one (and shelter) appears to be 1 = normal, unexceptional. So INT1 might mean that you’re a high school dropout, but not that you can’t tie your own shoes.

That kind of blows. I guess that is what we get with fully voiced lead characters. Huh.

Even New Vegas sort of got away from that – I played a very low INT character one play through and only saw maybe two or three “dumb” speech choices throughout the game.

FO4 does have “high charisma” options where your chance of asking for more money or getting information is somewhat based on your charisma score. But with the new system, nothing is actually gated by your speech ability and you can just savescum all the speech victories you want.

I’ve been using the before mentioned mod to change “Yes/No/Sarcastic/etc” to show what you’ll actually say instead and I much prefer it to the basic “mood wheel” version.

I use that mod, but the details I get aren’t much less vague. They’re just in a list rather than a wheel.

I notice that it keeps track of stats above 10. I wonder if that means we’ll be dealing with, say, Chriz checks that exceed 10. Right now, after having developed into a sufficient combat Goddess, I think I’m just going to spend a few levels pumping up my Chriz so that I no longer have to restart an encounter in Agatha’s Dress if I find out there are speech checks involved. And the Power Armor seems to impose -2 Chriz, though I don’t see that accounted anywhere.

Are these higher stat levels relevant, or are they merely a cushion against de-buffs?

Assuming we’re using the same mod, you should get a list like this. Certainly more useful (to me anyway) than “Yes/No/Sarcastic”

I get the list, but nothing like the full write-out of what I will actually say.

If you play around with the console commands, you’ll find that stats above 10 certainly do have a substantial effect. As a clear-cut example, try “player.setav intelligence 1000” and you’ll gain XP many times faster than you would with an intelligence of 10.

I imagine that they uncapped the stats so that perks like Solar Powered and various drugs etc. stay relevant even if you’ve maxed out your SPECIALs.

Incidentally, it’s possible to legitimately raise a SPECIAL stat to 11 if and only if you get the bobblehead for it after raising it to 10.

That’s awesome. It means I don’t have to keep anything at 9 in the hopes that I find the bobblehead.

So, Bethesda has never been great at writing plot arcs for their Fallout games. I love 'em and all, but they’ve always been about exploration more than the story.

I think my favorite thing about these games are the little vignettes you find around the world - little stories told not by characters but by the environment.

Today I found a subway car that had a bunch of teddy bears lined up under a sign that said “all are welcome.” At the front of the car was another teddy bear next to some surgical equipment and empty blood bags. The story was clear - somebody had set up a makeshift childrens’ infirmary there, but that was a long time ago and they’re all gone.

Unfortunately, it also means that if you get the bobblehead before you have a stat at 10, you’re forever locked out of getting that stat to 11. I’d imagine that most players would grab the perception bobblehead early on. Then again, I’m not certain that this is what Bethesda intended; maybe it’ll be patched one way or the other.

I went ahead and installed a couple mods on 4. The first returns VATS to the classic “stops time” mode from the previous games. The second allows one to remove mods from weapons and place them in inventory at no materials cost from any weapons crafting bench. They can then be installed on any appropriate weapon. Say you find a hunting rifle that has a suppressor on it, but is otherwise inferior to a hunting rifle you already have. At the bench, you can choose the “no muzzle” option for the new rifle at no cost and the suppressor goes into your mod inventory. You can then scrap or sell the gun from which you took it. This is how the system should have worked in the first place.

After you start a romance with someone, I’m amused by the implication that you’re pausing to canoodle on some brownish stained lice-infested mattress in a raider’s den each time you just need to refresh your health bar :wink:

Nice, and I agree. I hate having to waste a valuable screw or something on removing a scope or suppressor. Do you know the mod name?

Do mods get scraped into all their component pieces?

No, the mods stay in one piece as a mod. At the bench, you see “install the mod” as the A-button option when you have it inventory and select it for the gun you want it on.
I don’t remember the name of the mod and can’t search the nexus from work. I’ll post the name when I get home. I think very highly of this mod. Screws, adhesive, etc. are still in short enough supply to make scavenging worthwhile, but now I feel like a pointless layer of fake difficulty has been stripped away.

I think it’s funny that the new beds you build in settlements come pre-stained. I assume the idea is that the mattresses were scrounged up from somewhere outside the settlement, but I’m not sure why they needed to grab the dirtiest mattress in Boston.

I think what he was talking about is when you scrap the entire gun using a workbench. (I do that to get a supply of springs and screws.)

I’m on the PC version, and if I scrap a gun that has mods on it, the mods do not detach, and the salvage award does not reflect any additions beyond what I would have gotten by scrapping the base/vanilla version of the gun. I only get gun mods as items into my inventory is when I have manually taken them off (changing them out for some other mod).