Fallout 4: Now Playing

I wonder if it would be something even modable to have Preston organize the unused companions and minutemen to, you know actually do the job of minutemen? A heavily armed strike force that responds to settlement attacks, so I can concentrate on saving the world.

I pretty much ignored settlement building, a side result of which is a wealth of common salvage since I’m not using it to build dilapidated meth shanties and gross beds. The only stuff I bother grabbing when I’m out is stuff that I know contains rare components: microscopes, gold watches, Wakemaster alarm clocks, military & standard duct tape, etc. Sometimes I’ll run out of a product like leather and fanatically collect every baseball and teddy bear for a bit until my supplies are back up.

Stuff like scissors or pool ball racks or hacksaws that break down into simple steel/wood are ignored. I get enough of that as a side effect of the good loot or my initial Sanctuary clean-up effort. Speaking of, I’ve finally gotten myself out of the habit of picking up liquid nitrogen canisters. They SOUND as though they should be valuable but they only break into two steel and they weigh something ridiculous like 5lbs each.

Thanks for the tip, I’ve been gathering them obsessively.

You can see what components items will break down into when you look at them in your pipboy. You can also use component view to mark certain materials so you can easily find needed materials out in the wild and ignore everything else.

I wonder if starting the game with 1 luck and endurance would make it much more challenging…luck because of far fewer critical hits.

…I was assuming they were ammo for cryolator gun?

I think I still have 1 endurance (plus 1 of the first perk, I should upgrade both…) and I can feel the hits sometimes. Luck? Criticals are on-demand, and sometimes I forget to use it or try to bank it, so I don’t think it will make a huge difference. If there were an enemy where 1 critical would make all the difference, I’d just end up using an extra grenade or something instead.

The packrat in me saves rare items instead of breaking them down, like the Undamaged Abraxo Cleaners and tin/aluminum cans.

I figure I’ll actually get some use out of Lone Wanderer, even with companions: loot everything until my companion can’t carry any more, then send them home and suddenly gain a bunch more carrying space when I’m alone.

If you fully search the Institute, there is an area inside of it called the FEV Lab. They have a few super mutants suspended in the gel and terminals that tell more of the story, and the experiments they were running on them (I did read the terminal entries but don’t remember the exact details). There is also an object in there which you take back to Virgil that allows him to cure himself of super mutantism.

Nope, the cryolater has specific ammo called “Cryo cells”. It’s very rare, but then again, I’ve never bothered to even use the cryolater at all (though I did go back to Vault 111 to grab it when I had master lockpicking).

Since crits are guaranteed hits, as well as the extra damage, they’re useful against some of the nastier enemies. 1% chance of hitting the fusion core of a sentry bot? No problem.

I tend to start a fights with a legendary enemy with a crit shot. It’ll either kill him outright, or force his mutation immediately, and limb damage sticks, so legendary ghouls or robots can be immobilized easily.

The impression I had was that it was a limited program and that they killed rather than released subjects. I’ll re-read the relevant data files when I get to that part. Nick said something about super mutants taking people.

You know, I’ve been thinking about this for a while and I have to address a matter that they don’t want us to talk about. Ever notice how weirdly often dead feral ghouls have a fork or spoon on them, some implement of dining? I don’t want anybody to think I’m getting addled in my old age, so I’ll go ahead and say what needs to be said in bright, clear letters that are stark with sanity: CUTLERY IS TURNING GHOULS FERAL. Wake up, sheeple.

Yes, they can. One of my settlements early on had only two occupants. They got raided and one of them got killed. I sent Cait there to keep the survivor company.

How the hell does hacking work exactly? Everytime I think I’ve got it figured out, I get one that doesn’t make any sense.

What does it mean when a word has no likeness and when it does have likeness? Some letters? position of letters? Also, is there a way to know when brackets will give you a reset vs getting rid of a dud, or is it random?

Same letters in the same position. DOPE and EPOS have no likeness, where EPOS and SPUD has one (the P).

You can use the in between characters (<_/>) for example, to either reset all your tries, or remove one dud.

1 Likeness= The word you chose has 1 letter that is the same letter in the same position as the password. E.g.: You chose “laser” when the password is “color”: 1 Likeness because of the “r”, the “l” is not in the same spot and is therefore not a Likeness.

4 Likeness= 4 letters which are in the same position. E.g.: You chose “shots” when the password is “shits”.
The way hacking works is by having the Detective do it or just randomly picking words and at worst waiting 10 seconds until you randomly pick words again.
I don’t know how the brackets work. In all 3 games, I tried deduction until I disappointingly realized each time that spamming was optimal.

Are crits just random if you have your fights in realtime rather than VATS?
Is anybody else loving artillery as much as I am?

Likeness is letters in exact order. So, if the password is LOVE, and you pick COAT, likeness will come up as 1. So the next thing to do is to find another word with one, and only one, same letter in the same position as COAT. So say you pick SLIT, thinking it’s the T. Now it will come up as 0. So go back to COAT, and find something else with only one letter, like DOVE. Now the likeness is 3 and at that point there shouldn’t be much else other than LOVE available.

Similarly, if you start with anything that has a likeness of 0, that means you can get rid of any word with any corresponding letter in the same position. Sometimes getting a 0 first can be really good to winnow down the possibilities. Other tricks are to pick something with a lot of repeats in the list, say CUTTING if there is also NOTHING and several other XXXXING words in the list.

Brackets appear to be random to me.

Anecdotally, the brackets seem to be something like at 80/20 split between removing duds and resetting tries.

One thing that’s often overlooked is that replaced duds no longer count as words, so you can match brackets that were separated by a recently removed word, like […].

Of course, the time it takes to play through all the possible tools involved in hacking is usually better spent exiting and trying again.

I’ve always found quickly scanning through and hitting all the brackets first will typically leave you with few enough remaining words that you can get the right one easily. This wastes the tries reset, but that’s not important. I’ve been locked out exactly once in over a hundred hours of gameplay.

If you dislike the minigame, I believe there are some ‘easy hacking’ mods out there. I’ve never used them, but I would consider that a perfectly valid mod to install for someone who would like to just stipulate that their character can hack any terminal they have the perks to access in the first place.

Every time I see that you’ve posted in this thread I read it as “Grognak.”

I also find that the master terminals are the easiest to hack, once you are allowed to try. They are so long there are many fewer words on the page, and they each have so many letters that after 2 tries there is only one that matches the clues. The shorter words are much more ambiguous, the 5 letter ones in particular always seem to give you one matched for every try leaving you with multiple viable options after three guesses.

Is there some trick to making continuous walls around a settlement you want to protect? I’ve tried building junk fences around part of Sanctuary, but the individual pieces don’t want to lock together like building walls seem to do. I ended up with a string of fence sections with 1’-2’ gaps between them.