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2house2fly posted:Do you have to have thrown your lot in with a faction to involve them in the DLC? Presumably the game doesn't let you tell the Institute and the Brotherhood and the Railroad all about the synth colony at once? I don't think you have to fully commit. Current playthrough I've been involved with the Railroad, Minutemen, and BOS (haven't "found" Virgil yet to progress the main line). I had the prompts to inform the Railroad and BOS, together or separately, with both being optional. Content: never took the second level of Scrounger before now. drat, that's handy.
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# ? Jun 8, 2016 02:27 |
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# ? May 26, 2024 12:22 |
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Azhais posted:You need a quest to get into the vault is the part everyone is skipping here. Watch for a mr handy in the main far harbor town, it'll show up at some point or another You don't. I found the entrance and talked my way in.
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# ? Jun 8, 2016 02:30 |
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Mosnar posted:I don't think you have to fully commit. Current playthrough I've been involved with the Railroad, Minutemen, and BOS (haven't "found" Virgil yet to progress the main line). I had the prompts to inform the Railroad and BOS, together or separately, with both being optional. Yeah, at second level and up, Scrounger makes enemies start dropping ammo for guns they don't even have, and rare ammo like .50 cal and 2mm starts showing up early.
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# ? Jun 8, 2016 03:32 |
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Speedball posted:The Radium Rifle does at least as much physical damage as those big-barreled Assault Rifles and has extra radiation damage on the side. The one I had tended to chew through enemies like butter. Even radiation-resistant enemies died pretty quickly thanks to the regular ballistic damage, the radiation was the cherry on top that let it blow through humanoids. I took it for a few crawls tonight and you were right. It was a giblet machine. Very little was able to take more than two shots from it. Though, my Chameleon leg piece that turns the front of it invisible makes aiming down the sights impossible so I have to say goodbye to that old piece of leather.
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# ? Jun 8, 2016 05:32 |
Suave Fedora posted:
on a quasi-related note, don't use any gun with a night vision scope if you have the night vision perk from that one talent that gives it while crouched during the night in far harbor; the combination of double night vision + the fog effect makes it completely impossible to see through the scope
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# ? Jun 8, 2016 05:43 |
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Suave Fedora posted:I took it for a few crawls tonight and you were right. It was a giblet machine. Very little was able to take more than two shots from it. Better than me on the Chameleon then, second I put one on I have to load a save because it camos my pipboy and never ever ever turns off even if I remove the armor
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# ? Jun 8, 2016 06:15 |
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I actually tried the night vision perk. At first it was neat but when you sneak indoors it applies an extra layer of light so bright areas become even brighter and the edges of the screen become distorted as the game simulates you being blinded by bright light. it's like permanent tunnel vision for someone who sneaks a lot.
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# ? Jun 8, 2016 06:26 |
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I also dislike the bright lamp PA mod when indoors. It's just too bright, washing everything out. First time I properly tricked out a power armor suit I installed that lamp and equipped the stealth unit. Awful, nauseating experience.
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# ? Jun 8, 2016 06:31 |
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Azhais posted:Better than me on the Chameleon then, second I put one on I have to load a save because it camos my pipboy and never ever ever turns off even if I remove the armor It goes in fits and starts for me, though its only ever on in sneak mode. I'm kinda liking how it tweaks my gameplay so my character would have to un-sneak to heal in a firefight.
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# ? Jun 8, 2016 16:50 |
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It's been a while since I last played and I'm looking at the save just before I leave Vault 111 and I have no clue what I was thinking... SPECIAL 3,4,3,6,6,3,3 Judging by what perks this would unlock off the bat, I guess I was going with someone who could get into Settlements fast and be a jack of all trades. Anyone have some good initial stealthy builds for survival mode?
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# ? Jun 8, 2016 18:46 |
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Robzilla posted:It's been a while since I last played and I'm looking at the save just before I leave Vault 111 and I have no clue what I was thinking... STR 3 END 1 PER 1 (2 with Bobblehead) CHA 3 INT 6 AGI 7 LCK 3 Use the rest of your points however you like (probably intelligence or charisma if you want that trade stuff going early). Perk priorities are roughly Lone Wanderer > Rifleman > Ninja > Sneak > Gun Nut/Silent Assassin.
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# ? Jun 8, 2016 19:08 |
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I sort of accidentally wiped out the rail road. And before finding Virgil too. I was going to sell some things to Tinker Tom and after I started the conversation I pressed the left mouse button to skip the dialogue. But instead I sort of fired my gun and he sort of died and the whole railroad attacked me and now they're all dead.
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# ? Jun 8, 2016 19:12 |
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Zephyrine posted:I sort of accidentally wiped out the rail road. And before finding Virgil too. You should still be able to use Tinker Tom's console to decrypt the courser chip.
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# ? Jun 8, 2016 19:14 |
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Speedball posted:You should still be able to use Tinker Tom's console to decrypt the courser chip. Oh! good! A few other odd things that happened. I was in a vertibird and I shot down another vertibird (because why not?) What happened then was the vertibird I was in, turned hostile. And so when I flew over my own settlements, people and turrets opened fire on me. My settlers have started taking all of my weapons out of the work bench, along with all the associated ammo and using them up. This including firing fatmans at close range and breaking everything in the settlements (store are apparently repaired with caps)
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# ? Jun 8, 2016 20:00 |
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Yeah, Cait stole my alien blaster and ammo and ran off into the wilderness. Time to go back to storing all companions at the outpost
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# ? Jun 8, 2016 20:27 |
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Is there at least a mod that deals with that poo poo?
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# ? Jun 8, 2016 20:29 |
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Do settlers/companions take things out of player-build containers also, or just the workbench? Also, speaking of taking things that don't belong to you, I had fun doing the Synth Retention quest. I managed to snipe the raider with the fat man up on the ship then proceeded to sniper camp her corpse as other morons tried to run up and pick up the fatman.
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# ? Jun 8, 2016 20:43 |
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graynull posted:Do settlers/companions take things out of player-build containers also, or just the workbench? I don't keep any weapons or armor in the workbench, I have two containers next to it for "stuff I plan on selling if I can ever be bothered" and "stuff I'm keeping for whatever reason" (mostly drugs that aren't also crafting ingredients, cooked food, unique weapons). She pulled it from the latter chest. e: as for mods I think there's one that lets you lock containers/doors so your settlers/companions can't go through them, but that's all I can think of. Azhais fucked around with this message at 20:50 on Jun 8, 2016 |
# ? Jun 8, 2016 20:47 |
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Rinkles posted:Is there at least a mod that deals with that poo poo? Yes, some mods teleport you to your companions, if that is what you meant.
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# ? Jun 8, 2016 20:55 |
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graynull posted:Do settlers/companions take things out of player-build containers also, or just the workbench? It used to be that settlers took weapons out of containers but not the workbench but now it's the bench as well.
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# ? Jun 8, 2016 22:11 |
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Can you not assign Automotron DLC player created bots to vendors? I tossed up a few basic vendor booths in a settlement, made some bots and assigned them to them. I get an option to "Trade", but that seems to be their inventory as its empty.
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# ? Jun 8, 2016 22:14 |
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Mortanis posted:Can you not assign Automotron DLC player created bots to vendors? I tossed up a few basic vendor booths in a settlement, made some bots and assigned them to them. I get an option to "Trade", but that seems to be their inventory as its empty. I think that "Barter" is the option that you're looking for to interact with vendors.
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# ? Jun 8, 2016 22:44 |
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Mortanis posted:Can you not assign Automotron DLC player created bots to vendors? I tossed up a few basic vendor booths in a settlement, made some bots and assigned them to them. I get an option to "Trade", but that seems to be their inventory as its empty. Not really. Companions (which all robots technically are) were not designed to do jobs.
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# ? Jun 8, 2016 23:01 |
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Inzombiac posted:Not really. Companions can do jobs, including manning a store. I thought a patch was supposed to have fixed robots as vendors.
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# ? Jun 8, 2016 23:06 |
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Yeah, no "Barter" I made them all Corn and Gourd bitches and just assigned my settlers to vendoring. Seems to work.
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# ? Jun 8, 2016 23:26 |
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Mortanis posted:Yeah, no "Barter" Yeah, I put companions on guard or farming duty, most seem to be able to figure that out at least. Not that I have a ton of luck with settlers on vendors either, it seems half the time the only dialogue option with them I have is to trade not barter unless I walk up to them a dozen times until they give their "welcome to the store" spiel then the dialogue comes up properly. God help me if I recently fought off an attack tho, since then the literal only thing anyone will say is some variant on "thanks for helping!"
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# ? Jun 8, 2016 23:28 |
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Inzombiac posted:Not really. Tell that to Piper and McCready, who I have manning vendor booths in Sanctuary. And the latest patch notes mentioned that it should now be possible for your created robots to be assigned to booths.
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# ? Jun 8, 2016 23:43 |
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make sure you're actually making the robot a traveling companion before you assign it to anything. You need to do that to make it essential, maybe it needs to happen for other stuff too
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# ? Jun 9, 2016 00:00 |
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...! posted:Tell that to Piper and McCready, who I have manning vendor booths in Sanctuary. And the latest patch notes mentioned that it should now be possible for your created robots to be assigned to booths. Well now I feel sheepish. I suppose I haven't tried in a long while. Edit: I now envision Red Rocket being retrofitted as a trading emporium. Who needs sleep!
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# ? Jun 9, 2016 00:07 |
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You can assign robots to booths but last time I tried, I wasn't able to buy anything from the store.
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# ? Jun 9, 2016 00:56 |
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It's still criminal that there is no official way to rename and allocate settlers in the game. Like you can build a terminal - why the hell can't you use it explicitly for assigning your settlers? That's like the only thing keeping me from running settlements whole hog. The idea of hoarding different outfits, gradually manually changing their inventory, and trying to remember who is assigned to what crop gives me sweating nightmares.
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# ? Jun 9, 2016 02:56 |
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Did Mutant Hounds always howled when spotting enemies or was that later change? Attacked a super mutant junkyard and was kinda freaked out by some noise I've never heard before
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# ? Jun 9, 2016 03:20 |
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frajaq posted:Did Mutant Hounds always howled when spotting enemies or was that later change? I would swear that their occasional death howl is newer but I'm wrong about most things.
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# ? Jun 9, 2016 03:23 |
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I've been building large elaborate staircases at my settlements. At Greygarden I built stairs all the way up to the broken highway above and put some vendor stalls up there. I also set up a sweet rooftop bar on top of Red Rocket. It can significantly increase the available space of a few settlements.
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# ? Jun 9, 2016 03:27 |
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frajaq posted:Did Mutant Hounds always howled when spotting enemies or was that later change? They've been doing that since day 1 I think. They're the mutant's alarm system! Good guard dogs!
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# ? Jun 9, 2016 03:38 |
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Totally anecdotal, but I haven't played since launch and Mutant Hounds have startled the crap out of me a few times in Far Harbor and I have no recollection of them doing that in the regular game.
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# ? Jun 9, 2016 03:52 |
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NESguerilla posted:Totally anecdotal, but I haven't played since launch and Mutant Hounds have startled the crap out of me a few times in Far Harbor and I have no recollection of them doing that in the regular game. They've done it since launch, but the sound effect is a little weirdly done.
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# ? Jun 9, 2016 04:06 |
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Having a weird issue with running right now. While I have my weapon drawn my guy moves at his normal brisk pace (running, not walking or sprinting) but when I lower my weapon he goes to the walking animation and moves very slow. Trying caps lock actually slows him down more and when sprinting is still slower than running with my weapon up. New game so it's not gear or perk changes.
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# ? Jun 9, 2016 04:45 |
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When it comes to stores not working. Keep in mind that settlement stores open at 10 AM and close at 8 PM but the settler could still stand by the booth outside of those times.
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# ? Jun 9, 2016 06:16 |
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# ? May 26, 2024 12:22 |
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Whoa, so with Cabot House I sided with Lorenzo. Keeping a dude locked up for 400 years so you could drain him of his immortal... juices is a messed up thing to do even if he is a psychopath. I was clearing out Mass Pike and he was underneath examining a small pile of bodies. We had a nice chat about his study into ghouls and went on our way. Is there more to his story or will he just tinker around in the overworld now?
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# ? Jun 9, 2016 16:41 |