I’ve read that if you’re romancing both Piper and Cait, Cait will mention a threesome if you’re switching between them. (I believe Piper declines)
Picked up FO4 during the last Winter sale, just finishing up Nuka World now–good guy path there was perhaps better than going against the Dark Brotherhood in Skyrim, but not by a whole heck of a lot.
Despite having a 1080, the HD patch gave me a spray tan, and no fixes I’ve seen suggested online have corrected it. It only seems to be affecting me and mini-me so I’ve left it for now, but still annoying.
I haven’t really done much at all with settlement building, so I’ll try my hand at that. Don’t think I’m likely to do another playthrough, though–just not enough major storyline differences for me to go through it all again, and I’ve never really been a “re-run the story with a different build” person.
Is there a mod that adds the [Caution], [Danger], etc. alerts when not sneaking? I always end up wandering the Commonwealth in sneak mode, not because I want to be hidden, but because I hate getting snuck up on by enemies.
The most I’ve done with settlements have been two metal prefabs at Starlight and new sleeping quarters at The Slog. Don’t have the patience for stuff likethis.
Dammit. How come I never figured out that the overpass at Graygarden (2nd picture in quote) is buildable?
Now I have to fire the game back up and enlarge my [del]slum[/del] settlement. Presumably, these will be buildings that the [del]serfs[/del] settlers can’t actually get into, unlike every other building in every other settlement ever.
Just to make your life more difficult – the overpass at Finch Farm is also buildable.
I don’t know its exact name, but if you’re playing on PC there’s a mod that places elevators at both Graygarden and Finch Farm that allow easy access to the overpasses. They’re the open-air “window cleaner” type lift platforms you see all the time at other overpasses, so they’re not at all overwhelming like the fully framed-in elevators that came with the Contraptions Workshop DLC.
I was left wanting a bit more interaction. Right now, the player just has the same clinical dialogue options with a romantic partner as they did before they romanced their companion.
For example, why can’t I take MacCready to task for flirting with other NPCs, or respond in kind if he says something nice to me as a romantic partner?
That sort of context is already available from companions, who will leave you if you do too many things they dislike, or praise you if they like the things you do. Companion responses are also enriched once you romance them. The foundation is there.
Unfortunately, the player conversation options have no such context and remain unchanged, except for a few one-time occasions when you’re first romancing a companion. Then it goes back to the generic original options for the player.
I didn’t really explore romantic relationships until I pretty much maxed out the play, so perhaps I was bored. I don’t expect a whole lot of AI on this, but a bit more contextual back and forth would be nice. It doesn’t have to be anything too elaborate, but a little bit more satisfying and somewhat related to “real life”.
This has been a love-hate thing for me. I liked the settlement building options, but you can really get sucked into that and spend a lot of time building or rebuilding your settlements.
You do get XP for most items you build, and, since you’re using lots of pieces, the XP can add up. But, it can get old quickly, especially if you feel the need to spruce up your early settlements once you acquire better materials and options (i.e. Vault 88).
Then we get back into the interaction thing (lol). Your settlers don’t even realize that their roofs no longer leak or that you gave them nicer beds. Ingrates!
The most useful thing you can do with the settlements, IMO, is connect them all with supply lines (which lets them share food and water and workshop contents) and get some crops growing. Once you have a steady supply of corn, mutfruit, and tatos, you can craft vegetable starch at a cooking station and you’ll have all the adhesive you could ever want for your weapon mods. If you’ve got some Brahmin as well, that’ll get you plenty of fertilizer to make Jet with. Set up some industrial water purifiers at a waterfront settlement and you’ll have plenty of water, and setting up a few shops can get you a little stream of revenue and you’ll always have a place to buy more ammo.
Been working on Vault 88 as a settlement. Way too much space overall for the game build limits, I’m almost at the item limit and I don’t even have much in the way of decoration down, but it is funny to drop in and seeing pretty much every settler playing the slots…
Even if you load a mod to increase build limits, the place is frustrating. Mostly because it’s so damn big.
I’ve actually found settlers wandering the farthest tunnels (for instance, in the vicinity of the humongous water filtration plant). Of course, they were assigned as scavengers, so I guess it was their job.
And tracking down the last few attackers in that settlement’s settlement defense is frustrating. It’s literally sprinting from tunnel to tunnel looking for the Gunners or the raiders or the super mutants. I’ve actually failed the damn thing because the last two mutants were off in an obscure corner and I missed them, although they never got close enough to anything to do any damage. It was like “America lost World War II to the Japanese because of Japanese holdout soldiers.” :mad:
So when I got wealthy enough, I installed turret stations all through the place. Now any baddy that spawns is only a dozen steps away from laser and heavy-machinegun death.
OTOH, if you can survive the radiation, it’s practically the only show in town for mining nuclear material. Apparently, Vault 88 is built into a naturally-occurring uranium deposit.
Get a handful of midrange guns (4 or 5 usually do the trick nicely).
Take them to the full or almost full settlement.
Drop them from your inventory onto the ground.
Go into workshop mode, highlight them, and store them in the workshop. (Don’t be like me and scrap them. No scrapping needed.)
Exit workshop mode, go to the workbench and put them back in your inventory.
Repeat steps 3 through 5 until your settlement build indicator goes down as far as you like.
You’ll see the build “bar” drop slightly each time you repeat the steps. As far as I know, this only works with guns and not other items.
I had 4 or 5 pipe pistols for this, but it seems to free up more space (faster) when you use decent guns.
Most times I only needed to do this process a few times to finish up my settlement build, but you can free up a ton of build space if you like. You can also do it as often as needed per settlement; it works every time as far as I’ve noticed.
Anyone else seeing this? Cait suddenly got massive jugs! They were big before but her default outfit makes 'em absolutely huge now! It’s not a mod doing that, either. Disabled the few I’ve been using, loaded a vanilla save, and they’re still huge.
Found the culprit. Downloaded a low-cut corset a long time ago and forgot about until using the Nexus Mod Manager yesterday activated it. Seems to be a popular mod but makes her look like a joke, IMO. No cage fighter should be showing that much skin.
I wish there was a bit more flexibility within each one - taking over as director of the Institute but shutting down the kidnapping and other controversial programs, challenging Maxson for leadership of the Brotherhood so you don’t have to waste all the synths, etc.
I wish the Institute ending wouldn’t railroad the player into offing Desdemona and her crew. I’m in line to be the new Director of the Institute! I can declare all Gen 3 synths are sentient if you people would lie low until I’m in position!
I hope that pun was unintentional. It was so bad that the pun difference between murder and manslaughter may become important.
In practice, probably not, since every almost other member of the Institute seems to have a hard stance in opposition to it. You’d be the shortest-lived Director in Institute history, or else it would devolve to the “Kill the Institute” ending.
The option to have them take cover in Acadia (if available) should be there. As for what the rest of the Institute thinks, that’s what high Charisma is for. Make the evolution of “property” Gen 1 to “free” Gen 3 a series of speech checks.