They couldn’t…because “Elvis” is trademarked, whereas “the King” is not.
My kingdom for a power armor left leg. Thanks to stupid mines I have 6 or 7 power armors now, but none have left legs.
Let’s not speak ill of the King of Freeside, if you please. ![]()
I certainly won’t refute your assertion; while I’ve never seen it confirmed, I’m perfectly willing to believe that Obsidian was too cheap to license the Elvis catalog and likeness rights. Especially since they could easily half-ass their way around it with the whole cargo-cult ignorant tribals thing, and therefore did.
You never had left legs (of any type??) for power armor, or you had them and now you don’t? If it’s the latter you can repair the damaged leg…they automatically detach when they get to a zero but they are still in the inventory (either of the power armor exoskeleton or in your inventory if you were wearing it when it broke). You just need a crafting table to fix it. After it’s fixed you simply need to re-equip it to put it back on. This happens all the time when you give power armor to your followers (I recommend just giving them raider power armor, as it only takes steel to fix).
If you really never found a whole set (the first set was a whole set) or dropped the broken piece for some reason you can go to the Atom Cats to buy pieces for, IIRC, T-45, 51 and 60.
I’ve been experimenting with this and trying to do as many quests as I can with all 4 factions before committing to any of them for the end-game. I’ve never seen it say in advance that you are making an enemy, only once you get to certain points in certain quests it will say after the fact, “Faction X is now your enemy!” Which sucks, and then I have to reload from the last save. So far, this is what I’ve found (refer here to a list of all the quests - not especially spoilery since it’s just the quest names):
Minutemen: can do everything prior to Nuclear Option with no impact to other factions.
Brotherhood: can do everything prior to Tactical Thinking. You can accept Tactical Thinking, but once you do the first “talk to this guy step”:
You are declared an enemy of the Railroad.
Railroad: can definitely do everything prior to Underground Undercover, but I’m a bit fuzzy on this one because:
[spoiler]It seems that this quest is meant to make you an enemy of the Institute, but I read these notes on the wiki about it and haven’t tried it yet:
"If you don’t dispatch of all the guards quickly in the tunnels, the Institute will become hostile to you. It is possible to kill them all at once with a mini nuke, thus preserving your status in the Institute.
It is also possible to sneak attack kill them all to preserve your status in the institute. This is best done by killing them from outside the room in the rocky area. Kill the first one with a headshot from outside the room then the other synths will help you. It is then possible to pick off the others one at a time while they combat the friendly synths."[/spoiler]
Institute: can do everything prior to Mass Fusion. This includes the part of Battle of Bunker Hill where:
[spoiler]You are given the optional objectives to inform both the Railroad and the Brotherhood about the impending attack on BH. You can (and should) do both of these, as it makes all the factions fight each other and none of them will be hostile to you during the mission. Despite the fact that you informed on them, this will not affect your standing with the Institute, as long as you allow the escaped synths to get teleported back. If you do what the Railroad wants and let the synths escape, I believe this will make the Institute an enemy, but not doing it will not affect your standing with Railroad.
Once you are on Mass Fusion, you will be given a choice again to inform the Brotherhood of the plan - this time it’s a side picking thing as if you don’t, you will be declared an enemy of the Brotherhood, and if you do you become an enemy of the Institute.[/spoiler]
sigh I hate picking sides.
I’m not sure, but they aren’t in my inventory. I have fixed 0 state stuff before, but my left legs seem to get blown completely away. I’ve tried to farm the catwalk dude in Lexington but he never has a left leg either. I’m not far enough along to find a merchant who sells them yet either.
We discussed this before, but power armor cannot be destroyed. Just go to a power armor station and repair the 0 health pieces, then re-equip them to the frame. The only way it wouldn’t be in your inventory is if you sold it or dropped it.
I’m not 100% sure that’s true - I fought a raider who was in power armor, and blew his head armor completely off before killing him. He definitely did NOT have a head slot in his inventory when I looted him.
And quite a few of the just-sitting-around frames have been missing pieces when I enter them. This one might just be my personal entropy though - level 50, and still haven’t found an X01 suit yet…even the “guaranteed” locations have dropped lower tier sets.
I had the same thing happen to a left leg on one of my sets. There was nothing in inventory to repair.
Perhaps it’s like killing NPCs. There’s “enough damage to cause death”, then there’s “enough damage to cause obliteration”, such as disintegration. Maybe there’s a similar mechanic at work for the power armor pieces.
…well… damn. That makes sense.
That whole settlement just opened. I had built a fence around the radiated area to try to keep my settlers and brahmin from wondering over and getting routinely incapacitated.
I can say for a fact that
Letting the synths go free does not making the Institute your enemy if you choose the right options after. If you fess up and say it was the right thing to do, you’re pretty much a disappointment to Father and basically he cuts ties with you. BUT if you fudge the truth a bit…he’s disappointed but you’re still on good terms with the Institute more or less.
If I remember right, all the quest names were names of songs or puns on names of songs, as if they didn’t want to license all that crap but they did want to suggest a playlist you could put together at home, including some Elvis.
I do wish there were more songs (I am aware of the various mods), although I enjoy what there is. And despite what old people tell you, things were not more wholesome back in the late 40s and you damn kids aren’t ruining music!
Not to mention “Sixty Minute Man”. Though to be honest, a fifteen minute ejaculation sounds like a medical problem.
Yes, not to put too fine a point on it, but there is a long history of absolutely filthy recordings, and Butcher Pete is a pretty damned tame item on that list. Many of these would still provoke outrage today if they were released to a mainstream audience. A fit subject for another thread.
Yeah, I’m aware. Just a data point is all, and to think that Butcher Pete was in the 3rd game and I didn’t pay attention to the lyrics for quite some time.
Are all the items you can place in your settlement immediately available, or do you have to add to your collection? I seem to be able to only build basic wooden and steel walls, but from the previews they made it appear like you could light up your settlement with Christmas lights and whatnot.
And if you do need to collect your items, how do you do that? I’ve not seen anything that I could pick up.
What are the more useful perks, from early to midgame to late game?
The Level 4 Perception perk Rifleman says “Attacks with non-automatic rifles do 20% more damage” does that include shotguns? Otherwise, seems like shotguns have little way to increase damage besides mods.
Also, damage-increasing perks extend to energy weapons and not just gunpowder weapons, right?
Yes, the Rifleman perk affects shotguns and all of the weapon perks affect energy weapons within their sphere (Laser rifles - Rifleman, laser pistols - Gunslinger, automatic laser pistols - Commando, etc).