Fallout 4: Now Playing

Basic infos that might be of interest to some about NPC carrying capacity (so that you don’t have to test as I did, even though it wasn’t long) :

-Giving them strength boosting gear does improve their max load. I deduce from that that they actually receive the stat improvements of clothes (I wasn’t sure) since I’m not sure why it would apply only to strength.

-Adding pockets to their armors does the same. So, again, I assume armor improvements applies to your companions (again, I wasn’t sure. I half expected they had fixed attributes).

-The change in max load doesn’t appear immediately when you make them change clothes/armor. They keep the max load they had when you opened the exchange screen. So, you have to close it and open it again. That led me to believe at first that clothes bonus and pockets didn’t have any effect on companions (since I couldn’t add to their load immediately after giving them new clothes).

Did anybody figure out how the action point consumption of weapons works? A small change in a weapon can make you able to fire twice more (or even more) in VATS. The weapon’s rate of fire seems mostly irrelevant, the weapon being auto or not doesn’t seem to matter much, the weight seems to play a part but you can make a significantly heavier weapon that can still fire more times, the weapon being a rifle or a pistol plays an important part… but I really can figure out, even roughly, how many times a weapon will be able to fire if I change a mod without testing by targeting a settler, which is pretty inconvenient (open workshop, add mod, exit workshop, target settler, click click click…unclick, exit targeting mode, open workshop, change mod, exit workshop, target settler again, etc…).

I mean - do you feel like you can make choices in dialogue other than “not now”? How often does the dialogue choice you make actually change anything? The other character’s disposition to you, the objectives of the quest, the way you accomplish the quest, any of that.

This I pretty much agree with. A few times there’s not even a “We fight now!” option which depending on your style of play and character is sorely missed. A lot of time speech checks just give you more back story…which is nice, but nothing has really tilted anything on its axis.

It’s definitely pulling me to want to complete everything as much as I can rather than fully roleplay. My character would hate the Brotherhood. He’s the Minutemen’s General and his best friend is a Synth detective…but I’m still running around collecting old tech and blueprints.

There are quite a few quests, actually, where your dialogue choices matter in determining what happens next, and what will be available to you afterwards. There’s the Drumlin Diner, where you have to decide whether you are going to defend the woman who owes the debt to the chem dealers, or help the chem dealers, deciding whether to betray Bobbi No-Nose in the Big Dig, deciding whether to execute Paladin Danse, several choices deciding how the Silver Shroud quest line plays out, deciding what to do with the antidote in Vault 81 (which actually has a permanent effect on your character stats), deciding what to do about Lorenzo Cabot (which affects getting a legendary weapon, among other things), deciding whether to keep Drinking Buddy for yourself, deciding whether to side with the Scavengers or Robots in the USS Constitution quest, etc. That’s just a handful off the top of my head, but there are dozens of options like this that affect game outcomes, and that’s not even counting the multiple main questlines depending on which faction you ally with.

So yeah, it’s true that you don’t have meaningful, game-changing options every single time you get into a dialogue with someone. But your assertion that the game lacks any choices like that is completely bunk.

There’s a couple “wandering daughter” missions with potential peaceful resolutions versus killing 'em all.

Yes, that’s my main beef with F4 : it doesn’t seem like you have any meaningful (or feeling meaningful) choices in the game. It lacks an athmosphere too. It lacks any challenge outside of combat, or any option other than combat. Your choices aren’t going to have any significant influence on the story, your stats/skills won’t change the way to solve an issue (the way to solve an issue will always be : fight and kill), you never have an issue with scarcity of ressources (ammunitions, pins to open safes, food or drink, ability to cure an addiction, whatever…), you won’t fail to hack a computer, and anyway succeeding or not will have essentially no impact, etc…

And the story (so far, I started a new game without going very far in the first storyline) isn’t compelling or moving (although the latter is rare even in the best games). I don’t care about the NPC I interact with (because of a lack of meaningful dialogue and a lack of backstory about them)

As many people have said, it’s mostly a shooter using Fallout background. It seems to me it has been simplified and streamlined to eliminate all hurdles and decision-making presumably to appeal to a larger public that just wants to/ has only time to killing baddies.

Count me amongst the disapointed.

I spent some time completing NV Bounties III yesterday, and it really highlighted for me how little your decisions matter in 4.

Does anyone have any insight on how to get the Silver Shroud quest to start if you already have the costume, hat and gun prop? I stumbled into Hubris comics before I triggered the quest and now I have this stuff I can’t get rid of and haven’t found a way to trip the quest. I looked it up and it said to listen to Silver Shroud radio near Goodneighbor, but that didn’t work. All I did was clear out a bunch of raiders which was good for Goodneighbor I suppose, but did little for me. The guy isn’t in the Memory place (shack?) either.

I had a similar problem with the Lost Patrol quest, but I was finally able to get it finished. Sometimes aimless exploration can be a hassle down the road I’ve discovered.

Also, any tips for finding lost companions? I haven’t seen Dogmeat since I took up with Nick two weeks ago. He’s not at the truck stop or any of my usual settlements.

You can start the Silver Shroud quest by talking to the guy in one of the rooms at the Memory Den.

If you’re on the PC, you can always use the console to teleport him to you.

Otherwise, if you left him in sanctuary, you might want to check the three dog houses there. Or, more like you want to destroy two doghouses and move the last one to the main square of town.

I wound up with a bunch of hung quests - silver shroud, lost patrol, one of the railroad ones, and the BoS clear the coast guard pier one I mentioned before. Plus settlers had stolen all of my power armor because I didn’t know about removing the fusion cores when I wasn’t using them.

I went back to a much earlier save, just after getting out of the vault, to try to start over without accidentally breaking any quests. This also gives me the opportunity to set up my settlements in a more logical manner.

I’m kind of annoyed because right now because it won’t yet let me set up supply lines, and without supply lines dragging enough parts to build turrets is a chore. I’m not sure when (or what) unlocks supply lines.

…Ok, answering my own question: apparently to enable supply lines you need a point in the ‘Local Leader’ perk.

What’s interesting is that I’m discovering all sorts of crap I completely missed the first go-around. Like the junkyard near the satellite station in the top middle of the map that I somehow waked past a dozen times without noticing. I already have four variously equipped power armor chassis, and nobody is going to steal them this time, dammit.

Still, a lot of the missions are now kind of a boring slog and I’m not playing with the zeal I did in the first go-around.

I went ahead and pumped my Int to 10 this time around before picking up the Int bobblehead, resulting in an 11 int and therefore an extra bonus of 3.33% to XP. Possibly not worth it, but then again if you can advance infinitely, it may pay off in the very long run. I also did the same with Charisma, because I hate missing speech checks. I was managing to blow yellow speech checks with a 9 Chriz. However, on the previous playthrough I had 22 people in Sanctuary and an 11 Chriz. So, I question the formula that your max is 10+Chriz. I think it might be Chriz x 2 people per settlement.

Supply lines really shouldn’t be a perk. It just eliminates busywork. You can do the same thing by fast travelling, loading yourself full of crap, and then going back - but now you’re wasting a lot of time for no fun at all. They should’ve came up with other settlement-based bonuses rather than just eliminating busywork.

Stupid question about Dogmeat for you. Have you run the part of the main mission tree that has you following Dogmeat to Kellogg? If you haven’t, he’s either outside Kellogg’s house waiting for you or perhaps in some kind of weird limbo where he doesn’t show up anywhere without the quest being active. I don’t know if he’s completely unavailable until getting past that mission or not, but I spent close to two weeks not playing the main story and could never find Dogmeat.

I just read that besides walking and running, you could also sprint. How do you do that? :confused:

Or if you’re in the middle of Valentine’s first main quest after getting him as a companion, Dogmeat is waiting in Diamond City until you finish the quest.

Were you wearing a hat or dress or something at some point?

Okay, assuming you don’t have enough charisma for local leader, once you have a running functional settlement do you get any sort of additional benefit from it somehow? I’ve got one up with 12 people, most are farming about 40 food worth of corn/tato/mutfruit for adhesive, I have a decent water production setup going - is there any benefit to additional settlers? I guess I could assign a bunch of them to scavenging benches, but those produce like 1 random item per day, right? Not exactly a factory.

Not really, though building a row of level 3 shops is pretty darn convenient.

edit: Which… you can’t do because you don’t have enoguh cha for local leader.

Cheaper defense by using labor + cheap fortifications instead of turrets, having several mortars.

But yeah, if you want to make the most out of the settlements, you have to get local leader + caps collector.

Hold Shift as you run. Burns through AP though so you can’t do it for long.

Keep in mind that running is the default speed. To walk, you press Caps Lock. Mainly useful for sneaking – you sneak much better at walk than run speeds until you get enough Sneak perks. Also for checking out your character’s ass in their form fitting Vault Suit, I guess. Stupid sexy Flanders…

Yeah, previously if I thought there was going to be a charisma check I’d get out of my power armor, put on Agatha’s Dress (from the Trinity Towers’ Quest) and other accessories. But when I restarted with the Full Dialogue mod, I decided this time I’d have my Chriz pumped up to 9 from the beginning and screw the hassle of getting dressed up for dialogue. And for a long time at Chriz 9 I couldn’t fail a check. I thought maybe I couldn’t. But I did, and some of them that should have been simple. So, I thought I’d just go through the Parson’s Asylum quest and get my damned Chriz maxed.

I’m also working on getting my Strong Back maxed, so as to enjoy the luxury of loading myself up and just teleporting home as soon I can reach daylight. And now that there’s a mod that lets me build robots to protect my settlements, I may be going on for a while before I seriously get down to advancing the plot. And it would be nice to get Pickpocketing maxed before I start working with The Brotherhood and/or The Institute, because they’re like the Thalmor of the wastes. Funny as hell to strip them down to their skivvies without them seeming to notice.