I liked the weapon and armor crafting, but I had zero interest in making settlements (although when playing on Survival mode it was pretty satisfying to find a new place to create a clean water well).
Question about weapon modding and armor crafting-- I can see earlier in the game why this would be a good thing, but now that I’ve got dozens of weapons I’ve found / looted, many of them already modded and powerful, is it still that advantageous? Similar question with the armor-- I’ve got an X01 Mark III set of power armor, and other than repairs it’s not modded at all, but even a supermutant suicider blowing himself up in my face only takes away like half of my HP when at full. I was considering getting an armorer perk recently and decided not to.
Also, speaking of weapons-related questions-- I went to my workbench the other day at my ‘home base’ in Sanctuary to get a weapon I had stored there, and it was gone. It’s possible I could have stashed it somewhere else and forgotten it, but unlikely. Is is possible, now that I’ve set up supply lines, that a settler may have moved it?
I wouldn’t think that an NPC would have that much agency to do so, but Piper surprised me when I took her along on a quest-- I was running heavy so I offloaded a stealth boy among other stuff to her just to hang onto. We came upon some bloodbugs or something in the road, and then I saw that shimmer that indicated something invisible, so I shot it, thinking it was a courser or something. Turned out it was poor little Piper herself. I had no idea the companions would take initiative to use weapons and other stuff you give them to hold onto, without equipping or commanding them to first. If I had given her a bunch of stimpaks to hang onto, would she be constantly stimmying herself, even though she instantly revives once a battle is over?
But a synth voluntarily getting his brain wiped and a new personality installed is canonical in FO3. A large part of FO4’s treatment of the “Synth Problem” traces back to that quest chain in FO3.
I’d suggest attaching a jetpack to your power armor at least once. It’s pretty goofy!
A jetpack does sound fun…
Close - any weapon left in a workbench can (and likely will) be taken by a settler to use in the event of an attack if they have, or you store, an appropriate ammo type as well. Ditto for power armor left with fusion cores inside.
Armorer is actually most useful at low levels, when you can customize the armor early on to your exact build. By later levels, you can just buy ‘store’ armor which has the mods you want: shadow, ultralightweight, etc, and take the mods off those to put on your own pieces. It is more helpful, as mentioned, for Power Armor, in that it’s hard to get much beyond the ‘default’ pieces and a few mods handed out by the BoS.
Very little of it is needed admittedly, unless you’re playing on higher difficulty levels, or with realism mods which make you and the enemies less bullet sponge-y.
I’m the exact opposite. I loved the base building in FO4, particularly with mods, and would love to see it be the driving mechanic in the next game. Make “rebuilding the wasteland” be the central theme. Let the player build anywhere, and choose where to set up settlements based on available resources/defensibility. Have quests to do things like clear out and repair locations on the map that provide resources, like power plants and factories. Like Valheim, but post-apocalyptic and and RPG.
I suspect you’re more likely to get your wish than I am to get mine.
And I’m almost exactly in the middle regarding Settlement building between @Mahaloth and @Miller. I think settlements are reasonably cool, but the game making (for values of making) you micromanage a solid dozen or so in any moderately complete game makes it a chore rather than fun.
IMHO, the best option would be Sanctuary hills (little bit bigger build though), ONE more ‘settlement’ per faction to the tune of the Castle (which you either may lose based on final faction, or only gain at a certain trust level in the faction), and maybe one ‘bonus’ from DLC, like Vault 88.
Make the settlements a base, or a valuable reward, rather than a chore, and it’ll be more fun. Because the more you have, the less fun it was, especially with the default mechanics giving it a 1/3 chance to be cleaned out if you DON’T show up to help regardless of the settlement defenses.
The dog @Miller refers to is specifically from NV.
There’s an entire series of mods (SimSettlements) which allow your settlers to build their own stuff. I never did get it to work quite right.
But @gnoitall is correct, the whole synth who doesn’t know he’s a synth is part of a significant quest chain in F3 involving Rivet City. The synth underground railroad was a not-quite throwaway quest, but lots of people completed it as it gave arguably the best weapon in the game as a possible reward. It also brought up that despite a complete memwipe and reprogramming, they’re STILL subject to override commands, so you even if you murdered the prior persona, you’re still not safe or free if you’re identified. Which kinda weakens the whole argument as to why in the name of the FSM you would do such a thing in any moral sense.
But yes, the cyberdog quest line in FNV did not deal well with the new brain / new dog issue well, in that it just mentions (depending on the donor doggo in question) that the personality changed a bit in the closing narration and scroll. To which I was ‘ya think?!?’

But @gnoitall is correct, the whole synth who doesn’t know he’s a synth is part of a significant quest chain in F3 involving Rivet City.
Which is not what “That’s in NV” was in reply to. That was about the dog.

A jetpack does sound fun…
Plus, it’s the only way to get the “Freefall Legs” armor pieces, which are pretty outstanding. That wasn’t a “legs” and “standing” pun, BTW.

Question about weapon modding and armor crafting-- I can see earlier in the game why this would be a good thing, but now that I’ve got dozens of weapons I’ve found / looted, many of them already modded and powerful, is it still that advantageous?
There are some cool melee weapons from the Nuka-World expansion that I think you have to modify yourself, like the heavy electrified spiked rocket-powered sledgehammer.
You can find the mods you want on a drop, but it’s up to RNGesus. Given enough time checking vendors, you’re likely but not certain to find the mods you want on a vendor item, but, well, you may be checking vendors every refresh for days in game, rather than playing the game as it were.
Word on modding weapons specific to Nuka World (less for far Harbor), but for the Handmade rifle, depending on the variant you want, you’ll need levels in Gun Nut, but also in Commando or Rifleman to do specific options. And in Far Harbor, you need quite a few ranks in Science to go with your Gun Nut to unlock all the options for the radium rifle.
Do remember though, more mods on the weapon aren’t always without issues - while weight gets trivial down the line as you build up your carrying capacity, if you use VATS a lot, the heavier the weapon, the more AP it requires. Took me forever to figure it out from play, and then confirmed by the Nukapedia.

You can find the mods you want on a drop, but it’s up to RNGesus.
At the end of the questline for Far Harbor, you’re given a bunch of random stuff, including a modified weapon. Save the game after your last talk with Kenji in case you want to give the RNG another try.
I’m enjoying Far Harbor so far, except the spot where I last left off-- I’m in the simulation recovering DiMA’s memories. I managed to figure out how to extract the first memory, but the second one is looking pretty tricky.
Also, the memory simulation just feels a bit silly. Moving cubes around and protecting indexing bugs from Langolier-like things shooting at them? I feel like I’m playing Minecraft or something. I want to get back to exploring the wastelands and shootin’ stuff.
It is kind of meta being in a simulation inside of a simulation though. Whoah man, what if what I think of as ‘real life’ or ‘meat space’ is really just another simulation? Dude…
(there is no spoon)
I would say that sequence is the least loved part of Far Harbor, bar none.
I mean it’s . . . clever? but yeah, doesn’t feel like it fits the setting in any way. I’ll be honest, as a PC player, after the first time I did it, on each playthrough I do after, I just console command my way past it. It’s just super tedious.
Still less frustrating than the VR hacking in Fallout 3 (avoiding details due to spoilers), because I normally play with in-game sound muted, which made doing that sequence impossible w/out resorting to internet help, but no fun. And the F3 sequence was much more lore friendly than ‘jacking into cyberspace’. It would have worked better with a ‘New Anchorage’ style-simulation and been less jarring.
While I’m complaining, the whole vision quest at the start of the Atom chain feels like a (worse) ripoff of F3 DLC Point Lookout as well - a less interesting version of the Walking with Spirits quest. And I won’t mention yet ANOTHER vision quest that was done in FNV DLC Honest Hearts.
Just . . . no. It’s been done to death.
Don’t get me wrong, I love Far Harbor, and it’s IMHO the best of the F4 dlc, but it has it’s weak points as well.

I would say that sequence is the least loved part of Far Harbor, bar none.
Ok, I’m glad I’m not the only one!

While I’m complaining, the whole vision quest at the start of the Atom chain feels like a (worse) ripoff of F3 DLC Point Lookout as well
I didn’t mind the vision quest so much, not having other games to compare it to. I was more, how far do I have to go down the rabbit hole with these kooks pretending to join their religion before I can get to the memory place? I was tempted to say screw it and just try shooting my way in, but decided to play along for a bit. I had taken Old Longfellow along with me, thinking I needed him as a guide, and he was getting all all pissed. “You’re not actually joining these nutballs, are you?”
Hey, Far Harbor armor repair question- I fought my way through a bunch of robots to get to the memory computer, and I might have to fight a bunch of Children of Atom to get out, and my armor is getting badly in need of repair. Back in the Commonwealth, I would go to my home base in Sanctuary to repair armor because I had a lot of raw materials stashed away there. Now that I’m in Far Harbor, should I make the journey back to the Commonwealth and Sanctuary, or find a new home base in FH?
I would have prioritized settlemt development to the point that I have a supply line between one of the Far Harbor settlements (Longfellow’s cabin) and the rest of my settlements so that I have uninterrupted access to all my resources.
But if you haven’t done that, fast travel to an established repair depot settlement and back would be less onerous than trying to scrape together enough local material for a decent repair job. IMHO.