Fallout 4: Now Playing

I love Nick. Even with his hokey accent. I was really disappointed I couldn’t romance him! I need me some mechanical lovin! But seriously, I was wondering one thing. If you side with the Institute does that reveal any more information about his past?

I dunno, I haven’t sided with anyone yet. I’m just running around doing random stuff and putting off making any permanent decisions.

She’s overall not worth it. She does have a couple of pants-pissingly funny lines of dialog you can trigger, but her perk is pretty lame. Basically, while she is with you, you can’t get addicted to alcohol. Her quest involves Crimson Caravan and the energy weapon dealers scheming to put her out of business or kill her. You can resolve it violently or non-violently. Either way, the reward alters her stats, not yours, so if you don’t plan on keeping her around it scarcely matters.

I haven’t bothered with any of the companions besides Dogmeat. I find in these kind of games that the sidekick gets in the way more often than actually contributes to combat, and I thought it was more thematically appropriate to just go travelling the wastes with a faithful old mutt who won’t judge me or lecture me about my decisions and can for some reason carry around several hundred pounds of loot for me.

Plus I gave him a cute little skull bandanna I got from some guy I killed, and it’s super-cute when he gets a hold of a teddy bear and starts playing with it.

mmHMmmm…

Better to just quicksave (you can do so during the conversation) and “save scum” if you fail the persuasion check. Super lame, but yeah, I do it all the time.

Just started playing. Liking it so far but could someone tell me like I’m a five year old how 1. I repair power armor and 2. store power armor without having to carry it around. I am not getting these things. Thanks.

There are two basic parts to power armor: the frame, and the armor pieces you attach to it.

The frame cannot be stored in your inventory. You have to get in and drive it around. It requires a fusion core for power, which you’ll insert when you get in if it’s not already installed (and you have in your inventory). It never needs to be repaired, and can’t really be destroyed. If you want to leave it somewhere, make sure to remove the fusion core, since otherwise an ally might come along and “borrow” it.

You can attach pieces to the armor by interacting with its “inventory”. When you get close, you’ll see the usual inventory interaction and you can you can swap pieces from your personal inventory to the frame. The pieces may need repair.

To repair your armor, you first have to attach it to the frame. Then pilot it to a repair area (looks like a pair of yellow engine hoists). Get out of the frame when you’re close, and interact with the repair unit. You’ll get a dialog that allows you to repair the armor and make improvements. You’ll need steel and other stuff in your inventory to make the repairs; it’ll tell you what you need.

Thank you! That clears a lot up. One followup question: I currently have two sets of power armor but seem to only have one frame. Is that right or did I miss something?

It’s certainly possible.

When I said a frame “can’t really” be destroyed, I meant when you’re wearing it. However, if you take out an enemy wearing power armor, the frame will be destroyed when the enemy dies (unless they get out of the armor). The actual armor pieces will mostly survive, though, and you can take them from the body. You might have gotten a set of pieces this way.

There are plenty of extra frames around the wasteland. You can also buy or steal them. I have a dozen or so at the moment–pointless, but it means I can set up a cool-looking display with the different armor sets and different paint jobs.

I need to figure out some useful way to use .38. I have like 1600 of that and everything else I’m running way low most of the time. I already carry a .50 sniper rifle, and a .308 to conserve the .50 on the non boss stuff. Carrying a 3rd sniper rifle seems a bit ostentatious, (and heavy)but I guess I need to.

If one of them is a Brotherhood set, then you probably got it when you signed up - Danse hands you a full set, but no frame.

Is there any benefit to assigning settlers to guard duty that wouldn’t be better served by everyone working farming or scavenging stations and instead planting lots of turrets everywhere? Seems like guard duty is lost productivity and turrets raise the defense value more efficiently.

Does having a companion with you blow your stealth? I seem to be spotted very easily very often, and I’m wondering if it’s the flying robot following me around.

How are you at a point where you have enough .50 to spare, but only 1600 .38?

Each settler can man more than one, IIRC three, guard posts or towers. And they’re more hardy than turrets.

Turrets increase defense better but don’t forget you can pimp out your guards with better weapons and armor. They also have unlimited ammo, but make sure they have at least one bullet for the gun you give them to equip. The guards also are immortal and don’t need repair like turrets.

Speaking of turrets, in one settlement I had wired a bunch of laser turrets together to save on building power pylons. In a super mutant attack I noticed that if a turret gets disabled every turret downstream of it gets their power cut. So have your turrets be connected directly to a pylon.

Yes. If you want a stealth companion Deacon is your man.

1)Is there a way to equip your companions with improved weapons? For instance, I gave an improved 10 mm gun to Piper, and told her to equip it, but after she fights, the improved pistol is again not equiped, so I assume she reverts to her regular pistol when she fights.

I noticed it works if you give them a completely different weapon and ammunitions (they use this one while fighting) but I can’t seem to have them use a different version of their own weapon.

  1. What about settlers? will they equip a better weapon if I give them one? A better armor? Does it even matters? If the settlement is attacked and I don’t show up, does the fight takes place, or is there just random damages and a random dead settler?

3)How often do areas respawn? This annoys me to no end to find a place respawned (robots repaired and back in place, loot available, new versions of unique holotapes, etc…) I wouldn’t mind “random monsters”, but everything back to “normal” as if I never even went there grates on my nerves. I hope there will be a no respawn mod, assuming that’s even possible with the game engine.

4)Wicked shipment area : I’m absolutely unable to enter the locked truck, regardless how much I run or jump. I checked a video, and I can see the player entering the truck apparently just by advancing, without even jumping. Some people wrote they had to jump, but I jumped all over the place to no avail. Or is it that you can enter the truck only if you’re on a mission to retrieve stuff for the brotherhood of steel (I see there is such a mission) as opposed to randomly entering the area? (FTR, there’s a first yellow crate that I could eventually open from outside by being in the exact right position and angle, but the red crate you can see at the bottom requires to enter the truck).

I don’t have 50 to spare, that’s why I save it only for the bosses.

Settlers seem to use whatever they’re given - I handed out a few submachine guns to my scavengers and I see them pulling them out whenever they go out to scavenge. I’ve also dressed everyone up in costumes appropriate to the task they have.

I’ve only ever witnessed one fight at Sanctuary, and I think it was a glitch. I fast-traveled back and I think the game spawned some radscorpions along with me. Everyone fought and my network of turrets made a beautiful laser-light show.

I don’t know if the fight actually plays out if you’re not there.

Your best bet is to just sell off all that .38 ammo to vendors, and buy the ammo you need. There’s not even that much in the game worth spending caps on; ammo is by far the most valuable thing and that’s what I spend most of my caps on (still have a surplus of like 15k+ caps). Some good things to sell for caps, aside from the crappy .38 ammo, include but are not limited to:

  • Pre-war money
  • Cigarette packs and cartons
  • Used fusion cores (pop them out when they’re close to 0, before they burn up)
  • Excess chems like Rad-X and Radaway (which are not that useful when you have power armor, due to the huge amount of rad resistance you already get)

I just ran into a very annoying bug.

The one jerky BoS guy told me to clear out the Coast Guard Pier, but I’d already cleared it earlier in the game. Before this, with other sites I’d already cleared, I could basically just turn in the quest right there. This time it didn’t let me.

So I went back to the CG station and killed a couple of super mutants, and the map said [cleared], but the quest marker doesn’t go away and whenever I go back to the Cambridge police station Jerky McJerkface tells me to get out there and do my job.

Other people appear to have also run into this, and you can fix it on the PC by going into the console and typing a command, but I’m playing on the Xbox One. So for now that side quest is stuck until Bethesda fixes it, if they ever do.