Fallout 4: Now Playing

Do companions wander from village to village on their own? Last night I spoke sarcastically to a settler in Sanctuary and was informed that Cait didn’t like it. I had dumped her at a small settlement a long time ago. I couldn’t find her in Sanctuary, but it may be that I just didn’t look hard enough. I need to look up the console command to bring people to the player and the id’s for the various companions. I don’t remember where I left any of them except Nick and I’d like to pursue some of their stories.

Man, I’ve just hit level 52 and I have no idea who Cait and Curie are.

You can craft a post with a bell in the settlement screen (under misc way at the end, I thin) which, when rung, makes everyone in the town come to the bell’s position. No console commands necessary.

Unless you mean you literally have no idea what settlement they’re in, etc. I just send everyone to Sanctuary since I never bothered to put up any other settlements.

I mean I have absolutely no idea where they are, other than Nick who is in his office and Preston who is in Sanctuary. There are also few I haven’t met yet.

Is there actually a quest that sends you to Combat Zone or are you expected to just trip across it on your own?

Ah, I was hoping to have a 1 button press option.

Somewhere in Diamon City, someone will tell you about it, not sure who. I stumbled upon the info when I was looking for Valentine.

Computer question: Anybody else finding that Fallout 4 is most demanding on their VRAM’s clock speed? My GTX 970’s VRAM clock usually goes as high as I’ll allow it even while the GPU’s core clock is often well below the maximum I allow. I mean, the core is usually going at 1200MHz (I allow 1400MHz) while the VRAM goes at 8400MHz. I once allowed 8600MHz and Fallout 4 still gobbled up as much as VRAM MHz it could. Strange.

You do. Bring it up in inventory, highlight it and press Q. That will allow you to set it to a hotkey (the number row). Assign it a key and press that key to activate it.

For example, Stimpacks start off automatically assigned to key “0”. Press 0 to use a Stimpack. If you set your Stealthboy, for example, to “9” then pressing 9 will activate your Stealthboy.

Edit: The - and = keys are also allowable choices giving you the same 12 hotkey options consoles have.

It’s one of those deals where an NPC will mention it in passing. I think it’s a miscellaneous quest which is why you may not have noticed it.

Took me a while before I realized there was a Miscellaneous quest section that listed all those random side quests and that you could highlight them like normal quests.

Still haven’t bothered with the Combat Zone.

The Combat zone is where you kill a bunch of raiders, and then you pick up Cait who is extremely Irish for some reason. But there is a history in Fallout of mysteriously foreign characters in the wasteland. She is a hot mess who constantly gives you smoldering looks. You might be disappointed that she doesn’t really have the curves to fill out the Grognak costume. Just saying.

So, I just now beat the game…

…Minutemen ending, having issued the evac order so as to not let down the Railroad. Brotherhood is toast and the Institute is now a radioactive cinder. Oh, and I rescued synth!Shaun and ultimately sent him to live at Sanctuary.

I do have to say, I find Fallout 4’s whole overall “style” a huge, huge improvement over New Vegas. I loved New Vegas; I love 4 even more. I love the new dialogue system, the fact the player character has an actual voice, and the settlement system. Radiation now decreasing max Health introduced a welcome new challenge, in my opinion. :slight_smile:

I also like that, in 4, the different factions are a lot more in that “gray area”, rather than being blatantly clear-cut like in New Vegas. When I played NV, I pretty much knew, once I was introduced to the different factions, that I’d side with the NCR. They weren’t perfect, but they weren’t evil (Caesar’s Legion), megalomanical/selfish pigs (House), or unstable/dangerous (Yes Man).

This time around, though, I actually had to do some thinking and analysis on each one to fully understand what makes each one tick and what the consequences of siding with each are, as far as the future of the Commonwealth goes. Ultimately, I decided that…

the selfishness and bigotry of the Institute and Brotherhood, especially their views on the synths and the regular Commonwealth folk

…were abhorrent, leading me to pursue the ending described above. In particular, the Institute’s view that…

the synths they created are nothing more than slaves, despite it being blatantly obvious that they are right on the doorstep of total sapience (I say “right on the doorstep” because they can still be “reprogrammed”)

The glitches are something else, though. Sometimes, my Pip-Boy’s display would act like a CRT that had a bad experience with a high-powered magnet, followed shortly by a crash to desktop. I didn’t have any brahmin get stuck on roofs, but I did have one get stuck in the bedroom of the Sanctuary house with the workshop. The bedroom!

Now, one can argue that…

[spoiler]blowing the Institute sky-high is a bad thing, but it’s not like scientists with that kind of skill aren’t common in the wasteland itself. Not to mention, their actual “sciencing” skills seem subpar. How the hell did they spend so long getting that semi-sapience into their synths post-war, when it’s blatantly obvious that android sapience was already a thing pre-War?

Exhibit A: Codsworth. He is one of what is surely a high number of sapient Mr. Handies. And he predates the War!
[/spoiler]

Just my opinion. :cool:

3 had an Irish guy, and New Vegas had Zoe Bell who did her NZ accent for one character, yet American for her other voices. The character also had an American voices father which was weird. DLC in 3 also had an English guy, but it makes sense in context given he’s a ghoul.

Yes Man was as good or evil as you wanted him to be. But he seemed so creepy when you first meet him (Dave Foley!) that I expected the “evil AI” twist that never happened.

I finally blundered into the Atom Cats yesterday. They are the coolest, daddy-o! Alas, although I got Zeke’s Atom Cats jacket and a discount when buying from them, it doesn’t appear possible to actually join the gang the way one could The Kings in NV.
I pursued Nick Valentine’s character quest to its conclusion over the last several days, as well. If it is typical of companion quests, I’m not sure I want to bother with the rest. As much as I like Nick as a character, it was tedious collecting all those holotapes. From there, my role was way too passive. Basically, we went to that place and he did that thing with that guy, just like he said he was going to do. The reward was a gun no better than one a legendary mook might drop. Any suggestions for a companion quest I might enjoy more?

Nick’s quest is absurdly long and tedious. The others are all much simpler and more direct.

Oh, and someone please tell me that I am not the only one who squealed with glee when I saw actual, live, healthy, numerous cats; that they are, in fact, not extinct, as Mr. House said in New Vegas.

I was thinking mainly of the Great Kahn lady from NV and Loxley from Fallout 1. Are we counting Liam Neeson as Irish? It’s not a strong accent, it seems to me, unlike Cait who is fucking Oy-rish.

If you choose the sarcastic option when speaking to Eddie Winter, the Sole Survivor will introduce himself as Shamus McFuckyourself in a hilariously bad Irish accent.

Speaking of Nick, he amused me by breaking out of character for a bit today.I was walking around exploring and suddenly heard an alarming sound around the corner, sneaking over i took a peak around.

And there is Nick with a glowing barreled minigun he picked up somewhere giving the business to a couple radroaches. I wanted to tell him the BFG doesn’t really go with the trench coat and fedora genre.

I love how Nick flips out when the Mysterious Stranger appears.

My Nick loves him some miniguns as well. Curie, on the other hand, seems partial to tire irons. Darling, I gave you that laser rifle for a reason, but non, mademoiselle must scavenge blunt force trauma devices.