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Zamboni Apocalypse
Dec 29, 2009
How tall a structure can I build? Kinda want to make the Lucky 69, with a center column filled with power armor for the full Tony Stark experience...

Obviously not in Sanctuary, or the Red Rocket (stupid water tower). Covenant, maybe? All the "settlers" will be Doombots, so there should be less casual thievery/sleeping in my loving bed, anyways.

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Zamboni Apocalypse
Dec 29, 2009
I need a mod that adds the Boss voices from Saints Row - the Lone Survivor really deserves a "gently caress you say?" option.

Especially if I pick the female Hispanic voice from SR2, my favorite. :allears:

Also, I figured out what the Pillory is for:

1 - acquire remote settlement
2 - place stocks
3 - assign Preston
4 - lock Preston down
5 - never return

"Hmm, no more settlements need my assistance, cool." :clint:

Zamboni Apocalypse
Dec 29, 2009

Seashell Salesman posted:

Wait can you actually do that?

Which part? Boss VA would be a mod, which may or may not actually exist. (I don't care that the lines wouldn't match the dialogue text, but whooping out "THIRD STREET, BITCHES!" while doorgunning from a Vertibird? Hell yes.)

The Preston idea, kinda want to give it a try, but I like my theory better than "we at Bethesda really wish to support the more deve fans". :cry:

I've started my Fortress of Spergitude at Outpost Zimonja - might get less height, but less pre-existing non-scrappable garbage. Anything that needs to be dirt-based (water pumps) will be walled off by concrete, inside the base - also where my bot swarm will be parked. And the only doors will be at least second-story, with no stairs outside, so all y'all invaders can just gnaw away at the walls I guess.

Zamboni Apocalypse
Dec 29, 2009

homullus posted:

You can still get them with VATS before they move. If that breaks MAH IMMERSION!! then you can also shoot all ghoul corpses in the head as a matter of routine; this will rouse the not-really-dead ones if it doesn't kill them outright.

Targetting PA helmet or recon scope will ID the live ones as well. (Well, the ones spawning out of the wall won't show until they appear, I guess.) Or, as I do for Mirelurk nests, "Hey, <follower>, go check that out for me." :v:

I did a test build at Zimonja - pics later, as I don't have access to 'em right now - but annoyingly, the size of the concrete foundations and the wall pieces don't quite match up - one block wide by two long will match width, but the 2x won't fit cleanly - end up using 1x standard wall, 1x half-wall and 2x posts per side. :smith: And then the height of the walls do not match what the elevator considers floor height - ground floor based on a foundation block, and even the second floor is off from where the elevator stops, and it gets worse as you climb. :smithicide:

Once I hit max vertical build distance, I rolled back a couple floors, and started putting down actual flooring. And walls.. well, tried to. Of course you can't snap walls to floor sections, so I was planting a corner post as close to aligned as possible, building some wall out, and finding out how misaligned it was as I went along. :argh:

On the brighter side, I ran out of buildable area before I ran out of placeable items, so I'll probably disappear most of the "support" tower. (Oh no my immersion. <yawn>) I'm able to look down on the upper deck of the freeway, though, and have a nice view to all sides. I could use inverted-mount turrets, though, because the decking of the Immobile Oppression Palace makes for an awfully large dead zone.

Also, somehow loving settlers managed to make it topside, so Slaughterama is a'comin'. :black101: :unsmigghh:

Zamboni Apocalypse
Dec 29, 2009

Azhais posted:

I imagine it is luck based, but I've never taken it even in like Fallout 1 so I have no anecdotal evidence to back that up :v:

e: The wiki says this:

I've taken that perk in FO3, and was rather unimpressed - I expect the Stranger to be one-shotting whatever I'd not finished off in VATS, and really, he wasn't even as damaging as my actual shot would have been. :smith:

Zamboni Apocalypse
Dec 29, 2009

kickascii posted:

When fallout4 first came out I played about 50% through the main quest with a sneak/snipe character. I decided to play a new game recently and since I havent done any of the DLC decided to go with a character build along this theme: https://www.youtube.com/watch?v=skPC1iM4R7M

I'm lvl 15 and wanting to start the automaton DLC but I am EXTREMELY low on ammo, and I'm getting pretty frustrated. I've never played an automatic weapons themed character and taking 6-9 bullets just to kill a ghoul is draining me dry. I foolishly tried to do a quest with super mutants and they sponged up so many bullets I probably should have skipped them.

I really don't want to cheat more ammo, is there some kind of area I should go through to scoop up ammo? The only shop I have available is the diner.

Other than the Scrounger perk, which throws ammo at you like crazy, it sounds like you're in a position of scavving every random location and avoiding/escaping big nasties (Super Mutants, Deathclaws, heavy robots). (I'd save the meanest shotgun you can find for Ghoul use, especially if it's buffed against 'em, or is an autoloader.) Also, it looks as though some of the new Barbie Dream Settlement DLC options include a bunch of factory bits, one of which assembles ammo. (I expect it sucks a ton of scrap to do so, however; haven't played with it myself, but I do recall the ammo press/creator in FO3's The Pitt DLC. FONV's ammo press, of course, is the Gold Lead Standard, and there's mods for that kind of thing availabkle on the PC.)

As for automatic weapons builds, there's a drat nice explosive SMG available from Cricket the insane trader, but if the only shop you have so far is the diner then you're nowhere near her haunts. Also, it sucks down .45, and is Not Recommended for close-range use. (area-of-effect splash damage :getin:)(best with Explosives perks as well)

Zamboni Apocalypse
Dec 29, 2009

Ron Jeremy posted:

Overseers guardian > spray and pray imo

Max Commando and Explosive perks make for absolutely mauled Super Mutant Warlords/Mirelurk Queens/various Gulpers/Anglers/Fog Crawlers in Far Harbor, and dismembered higher-level Ghouls - they aren't as dangerous once missing a leg.:black101:

Worst part of the splash damage is trying to find non-container loot that may have been in the area. :can: Well, and having it equipped when something gets in close.

For stupid levels of damage, I have a Two-Shot automatic plasma pistol, so three-round-burst and I think it lists at like 231 points damage per projectile. (I'm also at like level 117, so other perks have been maxed as well.) Overseer's Guardian, IIRC, didn't thrill me all that much. Still have it stuffed in a chest at Sanctuary, of course - I don't think I've sold off a single piece of unique/legendary gear.

Zamboni Apocalypse
Dec 29, 2009
"Hey, Mayor McSynth, did you hear that I run the Institute now?"

"Yes, all hail..."

"Whatever. C'mere with me, we're going to see a doctor in Goodneighbor, get your head right."

I should be able to take my lil' Courser buddy and get a Mama Murphy memory implant and bodyjob done. Or maybe Marcy Long goes to sleep in Sanctuary and wakes up in her very own Advanced Sentrybot. Turn Preston Garvey into a Mi-Go canned brain, hooked up to the alert siren and fireworks launchers. Or wrap a Protectron around a Deathclaw brain, and set it to kill insects only.

I'm feeling a bit odd today.

Zamboni Apocalypse
Dec 29, 2009

Suave Fedora posted:

Wait, there is extra ammo hidden in weapons themselves?

Grabbing loose guns off the ground gives you a full weapon-load of ammo, in addition to whatever ammo you loot from the corpse.

I just murderloot everything and don't worry too much about whether I'm chiseling out every possible round, but then again I'm currently way overlevelled and have full Scrounger perks and such. Still ran out of plasma cells doing Automatron, so before I went to Far Harbor I hit up some vendors to restock. (Rather wish I'd just gone Spray'n'Pray earlier in Automatron, because I've got like 25k plus of .45. :clint:)

Zamboni Apocalypse
Dec 29, 2009

Speedball posted:

Tactical Headlamp for glowing red eyes is just awesome for the X-01. Looks pretty sweet with the green or white paint, too.

I switch between Tac Red and Bright, depending on how I feel/how much work I want to do spotting loose loot like pens and burned comics.

Now, if only I could take hard hats to the armor workbench and make them into mining helmets by crafting lights, then I'd have some goddamn uniformity in my settlers...

Zamboni Apocalypse
Dec 29, 2009
Well, poo poo. I can't build scavenging benches at either the Mechanist's Lair or that bleak little concrete slab at Boston Airport - I was going to set up some robot sweatshops and just kick back and let the scrap flow in. :smith:

Maybe Covenant will do - the last home of the defenders of humanity being turned into lifeless mechanisms stripping the pinnacle of man's work into bins of materials. :science:

Zamboni Apocalypse
Dec 29, 2009

Zephyrine posted:

Speaking as someone who has yet to play far harbour. At level 6. For my first quest. scribe Haylen sent me to find tech at a place called "Zephyr ridge"

on a scale of 1-10. How badly does she want me dead?

I died something like 6 times just getting to the boat.

Probably about a 15+.

I know when I first wandered by there chasing compass markers, I about got murdered (and my Doombot was KO'd entirely) by loving high-explosive projectiles literally *whistling* in, which I've only run into once since then.

This was well past level 110, BTW.

In fully-pimped power armor.

Zamboni Apocalypse
Dec 29, 2009
IIRC, companions have unlimited ammo *for their specific original weapon only*. I seem to remember that even an ungraded version of "<companion>'s lovely pipe SMG" wouldn't benefit, but it's been for-loving-ever since I was reading that, so I may be wrong on that part.

All my companions are now at the Castle (except X-whatever the dead Courser since I betrayed the Institute first), wearing tuxedoes/bowlers/mirrorshades (except Strong/Nick/Codsworth) and packing maxed-out Laser Gatlings (except Strong and Codsworth) with plenty of ammo. Plus my heavy laser/rocket turret farm. Plus about eight Doombots, all but two with Laser Gatlings and Rocket Launchers (one has dual Gatlings, one is a radioactive melee special).

Oh, and I guess there's some Minutemen there too. :black101: Just need to finish upgrading Codsworth (and lose his bowler :( ) and shoot down the Priapus, and then it's Laserfest!

Zamboni Apocalypse
Dec 29, 2009
Except for your buddies wanting to hose away while you're in melee with enemies, I'd say an Explosive-tagged gun would be a good thing, as their misses would probably do enough splash damage to murder smaller enemies like radroaches and molerats.

When I went to rearm/rehome my companions, I found out that Nick was still carrying my Two-Shot .44 that I'd been looking for... :argh: I'd wanted to equip Strong with the anti-mutant .44 when he was active, but Super Mutants are limited to certain weapons. Dammit. No "STRONG LIKE FUNNY GUN SHOOT GREEN FIRE, GREEN LIKE SUPER MUTANT!" or other fun loadouts.

Hmm, maybe I should go out to the Island again, send Longfellow to meet the rest of the crew...

Zamboni Apocalypse
Dec 29, 2009

The Bramble posted:

I didn't notice that, ha! After my post though I found nearby a pack of mongrel dogs eating a corpse. I cleared them out and looked around, and all around the corpse were plastic feeding dishes filled with Mutt Chops.

I've got to say, even if Bethesda hasn't traditionally been able to make the most compelling plots and characters, the environmental story telling and sense of place is top notch. Especially for the fallout games, where you are essentially a lone scavenger picking through the debris of a ruined civilization, that kind of thing can go a long way.

Up on a lower-deck freeway, I ran into some random Raider rear end in a top hat - who had three named dogs. :3 :3 :3 >:E >:E >:E , being Raider beasts.

I'd say they need a wandering child with a "tame" Yao Guai, but they mined that lode already with the kid and her Sentrybot.

Zamboni Apocalypse
Dec 29, 2009
Has anyone ever found Slim the chem-dealer alive? He livesd just off the southern (?) extent of the Mass Bay Medical Center, in an open-ish area with a cooking station and a Power Armor station, and (if alive) you can ask his permission to use his crafting stations.

Between the Gunners and Raiders from the nearby school/apartments, I only ever found him dead on the ground and, once resurrected, he'd get murdered again at a later date.

Zamboni Apocalypse
Dec 29, 2009

gasman posted:

I found an ash pile called Preston Garvey.
Kinda had looked forward to that encounter, but I guess he ran into some rust devil jerks.

I always missed him, spotted him on VATS a couple times out near Diamond City, but always when I was overloaded so I could never catch up.

Did run into the Archivist a second time, recently, between the water-treatment plant and the Gunner freeway interchange on the west side of the map; convinced him to move to my sweatshop a nice top-tier shop at Sanctuary, whereupon he immediately incites a double attack by mole rats and wandering Rust Devils.

My batch of travelling drunks never did arrive at the Castle, from three forevers ago, and I never ran into the random weapons merchant again.

Having been a dick and not evacuated the Institute before the end, the Railroad is displeased... but as long as I don't talk to Desdemona, I guess I'm OK; PAM and the doc are cool with giving me more spamquests radiant mission to whack coursers/rescue synths.

Zamboni Apocalypse
Dec 29, 2009

Seashell Salesman posted:

As other people said, the various doctors are kinda guaranteed to sell some. Another thing to look out for that will stretch your antibiotics is using herbal antimicrobial/anodyne/stimulants. Just make sure that any time you have them on hand you have their respective buff up. My current game I have managed to avoid using antibiotics so far and I'm level 16 now (no settlement building). Doctors can also cure your diseases and radiation for a small fee. Bunker hill sometimes has a travelling doctor there and if you join the Railroad faction (1 fairly easy quest) they have a doctor too.

I've encountered the doc caravan out of Bunker Hill as far north as Hub Auto Wreckers, and I think they've shown up at the Slog. Don't recall finding anyone other than the armor guy at settlements closer to Sanctuary, but I did catch him at Tenpines and wossname's farm over by Wicked Shipping - don't know any routes other than Cricket's run between Diamond City and Vault 81, otherwise.

Zamboni Apocalypse
Dec 29, 2009
Heh, speaking of where to find the doc caravan, I jumped into screw around a bit while my dinner cooked, and caught the doc coming south down the road from the Museum of Witchcraft/Crater House area, right by Lugowski's Cannery. After I swapped loot for meds/scrap/all his caps, they headed off directly into a trio of glowing feral dogs uphill towards the south edge of Dunwich Borers.

Don't know if he was making a run to the Lighthouse or Costal Cottage or what, but at least they didn't get caught up when I saw blowing up cars with my Two-Shot Radium Rifle. :getin:

Zamboni Apocalypse
Dec 29, 2009

Seashell Salesman posted:

E: this reminds me one thing I really want for survival mode is those random attacks that can happen in Baldurs Gate when you sleep in an insecure location.

I wouldn't mind seeing this in normal mode, even. Seriously, often enough you come wandering by and someone is still zonked out, or just alerting to you and getting up - the Lone Wanderer would be getting licked awake by Glowing Feral Everything, or, even more amusing, having the "alarm clock" being some Jet psycho climbing into the power armor they finally crawled out of oh god it was only twenty minutes ago fuckmylife...

Zamboni Apocalypse
Dec 29, 2009

King Doom posted:

Anyone ever been exploring far harbor and been oneshot by a gulper that mysteriously seemed to just teleport up behind them?

Happened to me a few times earlier on survival, and I just figured it out. The loving things hide in trees. Like they literally hang upside down by the tail and wait for stuff to walk underneath them.

Not only that, they tend to be blocked some by the tree, so they don't always popup on VATS/aren't visible on sensor-equipped helmets.

Nice thing is, if you get a good sneaky first shot in, you can usually drop their health down a lot, if not murder 'em outright. (Disclaimer: level 100+ character experience.)

Zamboni Apocalypse
Dec 29, 2009

WAR FOOT posted:

ive probably already forgotten about options you can take

like when they go to confiscate your weapons i think you can just turn the casino into a charnel house

Don't forget being sneaky enough to slip weapons past security, or just picking some up inside (either by looting containers (might need some luck, can't recall if there's any regularly-spawning weapons there) or pickpocketing).

IIRC there's a level of concealed-carry that allows you to hide much better things than switchblades/knucks/.22s.

Zamboni Apocalypse
Dec 29, 2009

Speedball posted:

Jesus, no wonder they all ghoulified. Vault 88 is a uranium mine.

Oh goody, finally a reliable source of nuclear material.

Time to get the Wakemaster assembly line running again!

Zamboni Apocalypse
Dec 29, 2009

Basic Chunnel posted:

Go out and goo some poo poo with a plasma gun

I actually goo'd so much poo poo with my Two-Shot (maxed as full-auto pistol) that I actually ran out of ammo :v: just before the end of the Mechanist's hideout. (Sniping the assembly-line bots didn't help any.) It's awesome going VATS with it and watching shots curve up/down to bag not-quite-LOS enemies. Curve the plasma, yo.

I guess it downloaded while I was at lunch, but I didn't have time to start screwing with it yet. Is it going to matter much that I wiped both the Brotherhood and the Institute (Minuteman ending, and the Railroad is pissed because I didn't order the evacuation) already?

Zamboni Apocalypse
Dec 29, 2009

Lima posted:

Concrete is a bit tricky to get to line up. You may have to use the vertical beam here and there to extend a wall or such.

Yeah, I had to use walls, half-walls and verticals to get a clean build.

Example: place your first wall - this will be an end wall. On each end of the wall, place one of the vertical "beams". At a 90 degree angle to the first wall, slap a wall section onto each of the verts, making a "U" shape. Extend the arms of the "U" using the half-width wall sections. Add verts to the ends, and place the final full-width wall on the end to enclose it all.

lovely diagram that may or may not properly illustrate:

code:
     .__ _ .
     |        |
     .__ _ .

| and __ = full walls
_ = half wall
. = verticals

You may need to add another vert between the full and half-wall sections, I forget and I'm at work so I can't check. However, of it all goes right, you will be able to fill a full ceiling without gaps, and add a gapless external walkway all the way around. You will also use up a shitload of buildable items, as I found out with my Immobile Oppression Palace.

What I need are multiple-part "tiles" that register as a single item - I ate a whole lot of buildables flooring and walling the initial (trainyard) area in Vault 88 already, and I didn't even build high walls, much less a second level or anything. :smith: I need 4x4 or 6x6 floor section tiles, and 2-4x walls and poo poo.

I used warehouse walls to block off the entrances to everywhere but the Vault door and the water-pump room, and there's laser turrets to discourage mutiny invasions in the main section. (Guess I need some in the pump room as well.)

Wonder if I can recruit Brahmin too, and recreate the barroom scene from Blazing Saddles? :clint:

Zamboni Apocalypse
Dec 29, 2009
Did a quick defense build in the pump room, and upon quitting after saving I got a popup that exitsaves are disabled... not sure where that came from.

Zamboni Apocalypse
Dec 29, 2009

tooterfish posted:

At a certain distance from the player the engine ignores collision detection for NPCs.

They're probably just walking through the walls, then getting stuck as you get closer.

Ah, so that's what happened with the named Ghoul worker - I'd reloaded about five times trying no to agro that rear end in a top hat, and finally managed to kite him way out by the train tunnels and boxed him in with shack walls... then as I'm almost back to the Overseer, fucker charges up. :argh: poo poo, this
also defeats my "wall off the unused sections" plan, too.

(Next attempt would have been a trapdoor and cage, maybe. :getin:)

Just as a theoretical question, if someone who is a new Vault Dweller puppies out and decides to leave, stealing all the gear I've been generous enough to equip them with, would there be any actual downside to following them out past the Vault door and stealth-murdering them? It's not like she was gonna talk up my sweet sweet underground hellpit, right?

(Prototypes: power bike, stoner pop, Big Brother eyes and servant of the machine gods one-armed bandit)

No more Raiders have spawned at the Quarry itself, but the flooded town & nearby church are in full respawn-on-game-load-or-transition mode - both NPCs and containers/floor loot. :10bux:

And finally, somehow I've now gained the ability to stagger enemies on hits with the Radium Rifle, if it's not a kill. I was knocking down a couple power-armor Raiders, which confused me as usually they don't go down unless dead.

Zamboni Apocalypse
Dec 29, 2009

Speedball posted:

Wow. Robbaz went NUTS with the Vault-Tec DLC.

First, he uses a minor mod to build rocks around Starlight so he can have his own underground above-ground Vault, then in THIS video, he uses modded versions of Contraptions factory machines to create a Soylent Green factory that turns dead people into soap, food, and medicine, and conveyor belts that put the food, soap and medicine into the medical bay, cafeteria and showers. That's both very hosed up and very impressive.

https://www.youtube.com/watch?v=tSirXp96mps

Did he put up some neon "Arbeit Macht Frei Vault-Boy Happy!" signage, too?

More Vault 88 annoyances: dammit, can't use robots as merchants or assign 'em to the slots. :smith: Also, my newest settler only got partially equipped before I sent her to run the clinic, and now she won't interact except "huh?" or her merchie routine. May have to... uhm, "de-recruit" her via Kremvh's Tooth. :unsmigghh:

Zamboni Apocalypse
Dec 29, 2009

dazoner posted:

I like them for the warehouse I am trying to put together... it's got a "work goes on here" feel

I like subway lights, just because they put out some nice wattage.

Well, and strobes wherever I want to be a dick, and the disco ball that was the centerpiece of my Sanctuary metal shack...

Hmm, I don't remember - are there any steel 55-gallon fire drums, for that South Bronx Wasteland ambiance?

Zamboni Apocalypse
Dec 29, 2009
So, playing with various DLC poo poo:

Yay, Energy Weapons Forge! :toot: Chunking out Laser Gatlings all day long... except for some reason, despite literal tons of nearly every scrap item*, it only seems to work if I feed it raw materials. Oh well.

* - Jangles/Toy Rocketships/Pre-War Money/Giddyup/Deathclaw Hands/Comfy Pillows/all Dog Tags/unique or really rare things like Amontillado Bottles and Macready's Toy Soldier, all those are stashed with my collection of Miscellaneous rubbish. Because I say so. :colbertofthewasteland:

However, I can make plasma mines and grenades, but not energy weapons ammo? <koff> BULLSHIT <koff>

OK, I'll make some clothes, then... whaddya mean, I can't make bathrobes? Sequin dresses? Tuxedos? *Any* hats? (see "bullshit" comment above)

Hmm, no scrap stations in underground areas (Mechanist's Lair or 88). No cages nor Beta-Wave Emitters, either. :smith:

For places that can take cages, I have a fascinating idea that probably won't work. Cage, powered via a switchable line. Pressure sensor inside the cage, to cut power, and pressure/tripline at the cage exit to power back up upon exit. (I suspect it won't accept the internal sensor, and possibly only actually spawns the captive on cage opening.)

How many Deathclaws can a settlement support, anyway?

Oh, and my issue with the partially-equipped settler was fixed after a complete exit-and-restart, but only after time had passed - immediate reload/restart didn't fix it, but several realtime hours later? Okey-dokey. :iiam:

Zamboni Apocalypse
Dec 29, 2009

skoolmunkee posted:

There's an achievement for getting a certain number. I doubt that's the maximum. I had been trying to find that out myself but they kept wandering off somewhere and then I got bored.

Your plan won't work though. In order for the cage to reactivate you have to reconnect the power AND repair it. also in its ready state the door is open, it's only closed when it has caught something. If you could shut the door after releasing its captive, you wouldn't be able to catch another captive.

Only have to repair it if it's damaged, and if it's not a humanoid the Betaliciousness will mellow them out so they don't have to be shot at. :feelsgood: A power switch on the side is all I need to cut power, which release the captive, and flipping it back readies the box for the next guest.

Power On - ready to capture
Captured
Captured <whatever> trips pressure sensor, which cuts power
Power Off - door opens
Captured <whatever> wanders out, tripping external pressure sensor/laser tripwire
Sensor/tripwire switches power back on
Power On - ready to capture

I think the logic gates could be used for this, I'd have to look at 'em.

Right now, I need to get some hunting in - ran out of Yao Guai meat, and Finch Farm would really like a few puppies Deathpuppies to discourage assholes. (County Crossing is already set.)

Another question - has anyone ever had the Mechanist's Lair be attacked? I've got something stupid like 0 people and 4 defense there, but no one ever shows.

Zamboni Apocalypse
Dec 29, 2009

skoolmunkee posted:

Well then I dunno what I'm doing wrong, I've caught dozens of critters and every time I gotta repair the cage before it works again. It usually takes like, a steel and another food.

Yeah, you're right. I assumed that the green light on my power switch meant it was ready to go - checked in Workshop mode, and they needed repair. :( Maybe the assumption is the captive is beating hell out of it from the inside? The "bait" part, I can see. (Well, except the Gunner should have all the caps on 'em, it's not like they had merchies visiting.)

I kind of want a mod for a magic-mod spell from Skyrim: Detect Dead. It sucks trying to find where some corpses end up, especially if they've gotten launched from a Vertibird.

All this post-mainquest screwing around has helped me find things I hadn't found before, though. Finally nailed down that upstairs vendor near Custom House Tower, Eleanor and Teddy north of Milton Hospital, and some little metal tube under a freeway on-ramp near Forest Grove.

Mainly I'm going around blowing up every non-destroyed vehicle, though. :black101:

Zamboni Apocalypse
Dec 29, 2009

Glazius posted:

You want Scrapper Corpse Highlighting.

When you have 1 rank of Scrapper and a gun drawn, it highlights most recent kills.

You might have to put a pistol in your quick slots if you haven't got one there already, so you can move about with a weapon at a reasonable clip.

Cool, I'll check this out at lunchtime.

Just found someone's little grow-op on the top level of the freeway by the Electrical Experimenter's Club, last night. :3

Zamboni Apocalypse
Dec 29, 2009

Zephyrine posted:

Curie smokes. This disturbed me more than any gibbed body parts or exploding heads has.



Yeah, I noticed this right away when she got synthed. All the cutscene with her "wow, so this is what it's like to be a Real Person" exposition, she's chainsmoking like it's the final defense against nuclear winter.

Jericho, in Fallout 3, didn't smoke as much. :thumbsup: Maybe I should swap her tux, bowler and trooper glasses for a bathrobe and baseball cap or rag hat or something, and those derpy "Fashionable Glasses". Switch her weapon model for a bottle of gin...

Zamboni Apocalypse
Dec 29, 2009

Speedball posted:

Ah. I remember one random encounter I've only ever seen once. A guy--obviously an escaped Synth-- wearing an Institute jumper asking me the way to Bunker Hill. Since my character hadn't been there yet, they were pretty clueless.

Hope he made it to Old Man Stockton...

"Escaped" Synth, yes. IIRC, I told him, and he left... but later on I'd find him loitering around the same area.

The other one I keep/kept (forget if I killed her or not) is the one rescued from Genetech during the Epic Snipe Courser Hunt.

Kinda figured out my supply vs. farming situation - I'm just going around clearing all the built-up goods from the workbenches, and delivering it to the Covenant one. Only things there are a cat (can't be assigned :v:) and one robot to shoot bugs and draw enemies. Everyone else is in the supply network, so no issues with food or water. I'm also swapping out my ganged generators for fusion plants, and adding the iVault population management terminal, so I can efficiently sweatshop everyone.

Next step is to take the walled settlements and swap the junk/metal/wood/fencing with that mesh-windowed concrete - all the easier to shoot through. :getin: Maybe put in a couple doorways near the enemy spawns at Sanctuary, so the dogs and deathclaws can play. :3:

And finally, Scrapper Corpse Highlighting is *exactly* what I needed, thank you! Especially when I fast-travel in just as an attack spawns, and twelve rocket turrets scatter everyone/thing over a quarter mile area godddamit what happened to that Legendary <enemy> I can't even find a gib gently caress.

Zamboni Apocalypse
Dec 29, 2009
Welp, doing a lot of screwing around in Sanctuary with Vault bits. (And collecting deathclaws - I'm up over twelve now, and have two or three trapped in one of the houses - it's the one with two deathclaws on the roof. :getin: Saw an unannounced Gunner raid come in and my turrets hardly got spun up before everyone got eaten. :unsmigghh:)

If you scrap the destroyed houses, you have nice foundations to start building off of. (Except for the stupid shrubberies blocking my artistic vision. :argh:) Made a quick one using the tall Atrium entrance bits as an experiment, and it came out well enough, mostly - not sure exactly how the gaps in the upper slanted surfaces are supposed to be closed off, though. <shrug> This was built on the foundation to the north side of the roundabout with the bigass dead tree.

Continuing clockwise to the next foundation (with a downhill slope towards the river), I went bigger - and still had to funkify shapes to get around those loving shrubs. (Might do a single-level inset to allow bush clearance, and make the rest of the building One Big Block.) The ugly-rear end grimy elevators do snap to Vault floor levels properly, but look horrible and, building off the foundation, you only get four stories and a roof before hitting the buildable-are- limit, heightwise. Thus, the elevator pokes out through the roof. :smith:

However, with the downward slope, I may be able to extend the building to the river and enclose my... very much non-Vault-Tec scavvy water purifiers. Might keep that room locked off with a terminal, it's not in keeping with the overall style.

Right now, I'm playing with external pods of rooms for residences/etc. Hallway out (or stairway for fancier vert positioning), ending in a four-way intersection. Hallway out from each remaining doorway, drop a room section with doorway to mate, add a window opposite, and two corners on each side gives you a six-floor-square "pod", three to a "branch", and the size means they don't interfere with each other or the main building. (Of course, I can't be totally symmetrical and add pods to all sides of the building because of build-area limits and/or trees clipping through/blocking construction.)

I'll fiddle some more, especially with dropping complex weapons to be stored in the workbench - that worked well in clearing some buildable-object total, and I have like sixty Fat Man launchers, for example.

Eventually, I should have all the crafting and stores safely inside, with only the Brahmin troughs, caravan station and cages outside. Oh, and the stupid immovable Workbench. Garden plots can be added, probably all in one big grow-op room, maybe down near the purifier closet. Every possible wall will be windowed, except for ones that would just show bushes or external pods. Higher-level balconies/walkways will be added for scenic views/plunging fire, and roof turrets will be standard, of course.

And thus, Deathclaw Sanctuary Supermax will come to be, looming over the Wasteland with a vision of a bright shining future...

Zamboni Apocalypse
Dec 29, 2009

Speedball posted:

Muahahaha, I love how deathclaws naturally patrol up and down the streets of Sanctuary.

Interesting thing I found out, if you defeat the Institute as the BOS, the Defend the Castle mission becomes a "Defend it from Super Mutants" mission.

I was getting a series of "Defend the Castle" missions after Mass Fusion (went as BoS, didn't complete starting Liberty Prime and later murdered the BoS) and had, IIRC, two Institute and two Gunner attacks before I finally got around to nuking the nerdhole. I really should have just murdered the Institute manually, because I got less and less-interesting loot via the Minutemen version.

In Sanctuary screwing around at lunchtime, I have a couple test stairwells running down to the river, but the buildable area is at an odd angle and I'm not sure if I could make anything nice. Maybe I should just start in the river and build up towards my foundations?

I need to cap some footage of the nightly mass-iron-pumping-and-gymnastics at the 5x weight benches and pommel horses, because the deathclaws will congregate around, watching, prowling a little, and sharpening their claws on the dirt. Maybe they want to work out, too?

Zamboni Apocalypse
Dec 29, 2009
Well, decided to let Sanctuary wait for a while, since it looks like I have to do a lot of rearranging to make things fit the way I want.

On to Starlite Drive-In!

Starting at about the highest ground point I can go without getting a lot of clipping, without rock-climbing, I've got a rear wall almost at the screen, and the front wall is just short of the snack bar/projection tower. Something like 15 wall-sections wide (plus two corners) by 19? I think deep, and I can build up just above the top of the screen, seven stories. :getin: Lots of space outside to hang pods, on both sides and the front, *stupid* amounts of natural light from mostly-windowed sides and at least some of the front. (No windows facing the screen itself, and probably few looking at the snack bar. Might build a room around the shack with the workbench and extend a hallway/stairway to it.)

I was sort of thinking building a depression into the roof and having a Vertibird pad with a static 'bird, buuuuut... I have so much open interior space to abuse - maybe I should work out a way to hang one from the ceiling? And maybe one of those swippy jet fighters?

The fun started when I went to enclose the ugly-rear end purifiers - 5 x 4 set of exterior wall sections, with a doorway-to-stairway for ground access. Easy, right?

Did you know you can't roof or floor over an enclosed section of exteriors? :argh: At least, not snapping parts into place. And I didn't want a giant hollow column to the eventual roof any more than I wanted exposed purifiers... so I built a second level of wall, and made a Utility room on that level. Near-perfect "roof" - very tiny gaps at the corners - and hey, I can always stick something in there.

Of course, external wall sections can't take Vault power conduits. :suicide: And you can't stick the wall-mounts onto the stairwells at all. Had to rearrange my doorway and the purifiers to make enough space for the stairwell to take a hallway section at the end, and now there's juice. (I also threw my Beta-Wave Emitter down there, should be safe.)

Time to make a grow-op out of the utility room. Huh, garden plots don't snap together. :smith: And they don't seem able to take my standard 3x3 Produce Mass Quantities of corn or mutfruit. :smithicide: Oh well, burn that bridge when I come to it I guess.

Threw a Super Reactor together and slapped walls around it temporarily, then quit for the night after building a few Yao Guai cages - I really need a lot of meat for Deathclaw cases to come. This location looks like it might work better for a large build without a lot of extraneous poo poo getting in my way, like trees, bushes and hovels.

Might just spend a few days running around to various settlements and making Vault blockhouses around the useful parts of the location, and worry about coming back to fancy it up later - just to force attackers to come to a doorway/hallway full for murder holes and turrets.(Some will still spawn inside the walls, but I have enough material for All The Turrets. :unsmigghh:) And at least externally, they'll end up looking a lot better than my usually lovely junk fences.

Zamboni Apocalypse
Dec 29, 2009
Argh. Somehow, possibly due to DEATHCLAW PARTY 24/7, I've overpopulated Sanctuary and can't clear a space for that unique wandering bartender - dude *finally* showed up at the Castle, so of course I try shipping him off to Sanctuary. :v: Welp, full up, so off to the Red Rocket and head in myself, to send my random-settler-bartender... huh, Castle is full, can't send her there, guess she goes to the Rocket and... gently caress, Sanctuary still has no room? I'm only at like 21 setters, and a bunch of them are off provisioning. And the radio beacon is in the workbench, as I was doing some clearing of ugly-rear end buildings and it'd been on the roof.

Tried killing off some deathclaws :smith: in case that was the issue, but no go.

Dammit.

I did wall off a bunch of settlements, scrapped freeway-level junk above a couple, and maxed out the purifier capacities at Nordhagen Beach and Warwick Sewage Holding Tanks. Kinda giving thought to making Covenant in a giant featureless Borg cube for no reason - still only have a cat and a robot there, with whatever crops and water pump they had originally.

I wonder if Nuka-World will add anything I'd give enough of a poo poo about to refurb any existing settlements?

Edit - has anyone tried dropping a powered water pump onto a garden plot?

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Zamboni Apocalypse
Dec 29, 2009

Rinkles posted:

You can build a closed off room, with no doorway walls, accessing what's inside by "lifting" a wall in workshop mode (you don't even have to place it elsewhere - it'll be passable as long as it's "picked up").

I wanted to do this in Hangman's Alley, but space considerations made it impracticable/a hassle.

e:I never tested if the AI could spawn inside inaccessible rooms, though

I've got Deathclaws on the roofs, 3rd-floot walkways and inside rooms of abandoned houses in Sanctuary, and have found settlers spawned eight stories up on a floating platform at Zimonja - only access is via the fast travel target. :argh:

Oh, and a provisioner somehow managed to clip into my walled-in power plant at Hangman's Alley while I was working down the other end, then aggro'd after I fell off a platform nearby in power armor. Deathclaws inside a different walled-in plant, I think Spectacle Island, and robots all over.

If you want to see more attacks, build cages. :getin: Sanctuary has 1x Gunner and Raider cages, plus the (now unused) 2x Deathclaw cages. (There's more giant murderlizards than settlers/shopkeepers there now. :unsmigghh:) Spectacle Isle has 2x Raider/Gunner and 2x Deathclaw, but I'm still stocking there.

When Nuka drops and I can make Raider camps, I may take over that pissy little homestead down near the southwest Gunner vault, and rack it high with bug cages, just to see if I can get a bigass swarm of stingwings and bloodbugs going. Might make someplace into a cattle ranch, by putting down a bunch of Brahmin troughs setting cages. :clint:

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