Fallout 4

Author
Discussion

Veeayt

3,139 posts

206 months

Sunday 29th May 2016
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Cliff's Edge hotel side quest - unexpected, but pretty interesting.

davepoth

29,395 posts

200 months

Monday 30th May 2016
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I've finished the main quest line (still need to go back to the Commonwealth to tell the railroad or BoS about Acadia). I really enjoyed it - I think the quests really addressed the "no moral choice makes a difference" issues with the main game.

Certainly, the way that the only solution that doesn't involve killing anyone from Acadia, the Children of Atom or Far Harbor was to replace another local leader with a Synth was pretty clever - especially since DiMA has made the player question whether they've been replaced with a synth themselves.

ClockworkCupcake

74,623 posts

273 months

Wednesday 1st June 2016
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I realised yesterday that I simply couldn't be bothered to go back and re-do Far Harbor properly with my other character, nor do all the Children of Atom quests (BoS stooge Jake Jones just stormed the Nucleus and wiped them out, and also ended up doing the same with Arcadia, right at the end, as instructed by his BoS masters).

I think I'm done on Fo4.

Moog72

1,598 posts

178 months

Wednesday 1st June 2016
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I'm getting to the point of having to make the Far Harbor end game choice, but I'm mopping up all the side quests I can find before I do (yes, even the Children of Atom ones)

I've been all over the island but I've yet to locate the Shipbreaker radio signal that kicks off the quest. Does anyone know if you have to get to a certain point before it triggers or something? I'm following up Dima's memories at the moment, so at that sort of stage

Not that I'm expecting a big fight because Explosive Minigun shoothehe but I like to pick up the legendary weapons even if they then sit gathering virtual dust in my chest in Sanctuary

FourWheelDrift

88,560 posts

285 months

Wednesday 1st June 2016
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"Yes I'm sorry I disturbed you Mariner I can see you are very busy welding that, wood."


ClockworkCupcake

74,623 posts

273 months

Thursday 2nd June 2016
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FourWheelDrift said:
"Yes I'm sorry I disturbed you Mariner I can see you are very busy welding that, wood."
Still looks more legit than Preston's Sanctuary crew randomly hitting stuff with hammers. hehe

Edit: Just to to add... one of the things I have always found hilarious is when you have built up Sanctuary to a veritable town and Sturges comes up to you and says he sometimes thinks he's the only person keeping the place together. Yeah, ok dude. Why don't you go back to hitting that wall fan with a hammer, hmmm?


Edited by ClockworkCupcake on Saturday 4th June 15:31

ZedLeg

12,278 posts

109 months

Friday 3rd June 2016
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I'm an idiot. After all the wandering around looking for Nick, he was in Piper's office waiting for me to continue the main quest line laugh.

HarryFlatters

4,203 posts

213 months

Friday 3rd June 2016
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ZedLeg said:
I'm an idiot. After all the wandering around looking for Nick, he was in Piper's office waiting for me to continue the main quest line laugh.
hehe

FourWheelDrift

88,560 posts

285 months

Saturday 4th June 2016
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Lost a companion? PC based game? Companion tracker - http://www.nexusmods.com/fallout4/mods/7903/?

Mr E

21,635 posts

260 months

Saturday 4th June 2016
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I noticed a mods option on the XBone. I haven't tried it yet.

Moog72

1,598 posts

178 months

Saturday 4th June 2016
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Reissued Far Harbor seems to have addressed most of the performance issues on PS4, still not perfect but much improved. Think I've finished it now though so a bit late for me

I did, at last, find Shipbreaker though biggrin

Will come back to it once the mods hit the PS4 platform though

Mr Snrub

24,992 posts

228 months

Saturday 4th June 2016
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Mr E said:
I noticed a mods option on the XBone. I haven't tried it yet.
There are ones for infinite caps and resources (any mods disable achievements btw) but the only sensible thing to do would be download the one that lets you build cats at your settlements, and this one

https://mods.bethesda.net/#en/workshop/fallout4/mo...

FourWheelDrift

88,560 posts

285 months

Saturday 4th June 2016
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2 very useful settlement mods (one on Bethesda.net as well)

Timed light switches, so you can set when the switch turns on and when it turns off to control lights or any other electrical items - http://www.nexusmods.com/fallout4/mods/10750/?

Locksmith, lock doors or containers, keep the light-fingered settlers out of your home and stuff -
http://www.nexusmods.com/fallout4/mods/12454/?
https://mods.bethesda.net/#en/workshop/fallout4/mo...

FourWheelDrift

88,560 posts

285 months

Monday 6th June 2016
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Finished Far Harbour with a new start, doing a bit more in the Commonwealth again. Red Rocket is mine and mine only, no thieving ingrate settlers allowed.

The current build, shades of the Viking Garage in South Africa (Has a Shackleton on the roof now).



lights controlled by timer switch, on at 9pm, off at 7am, on in dark stormy weather.


T49 power armour in storage

moustachebandit

1,269 posts

144 months

Monday 6th June 2016
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So pleased that mods have finally come to the XBO. The greenery mods make the game look great - even on a crap XBO. The mods that also open up all the closed off buildings in Boston / Concord etc and add in new locations etc are also fantastic. It was like I was playing a new game - getting distracted by new locations I hadn't seen before.

I also turned on the unlevelled enemies - one thing I missed earlier on in FO4 was the feeling that I was vulnerable. I went from running away from pretty much everything to one shot killing pretty much everything even on hard core!. Now I am back to creeping around and picking my fights. I have been served multiple times and its great - even a pack of mole rats can be a challenge! If you encounter a group of raiders some are tough and some go down easier so it makes for an interesting battle.

Oh and another cool thing with the mods on XBO is that I can now kill NPC's. I chopped Marcy and Jun Long up into bits and threw them in the river! I have been waiting until November to do that. Sanctuary is a nicer place for it! biggrin

FourWheelDrift

88,560 posts

285 months

Thursday 9th June 2016
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Someone has done some foundation work on Spectacle Island

PC - http://www.nexusmods.com/fallout4/mods/14792/
Xbox - https://mods.bethesda.net/#en/workshop/fallout4/mo...

They have added a long bridge to the Island so caravans don't get wet feet and flattened the area for building.




I would suggest trying it only after you have got the island as a settlement but before you have built anything.

callmedave

2,686 posts

146 months

Monday 13th June 2016
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Moog72

1,598 posts

178 months

Monday 13th June 2016
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callmedave said:
Yawn, two more "workshop" expansions? Might qualify as DLC as in you have to download them but they aren't really expansions in my book

Nope, Nuka World is the only thing of interest there

papercup

2,490 posts

220 months

Monday 13th June 2016
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Moog72 said:
callmedave said:
Yawn, two more "workshop" expansions? Might qualify as DLC as in you have to download them but they aren't really expansions in my book

Nope, Nuka World is the only thing of interest there
+1

Not in the least bit interested in workshop stuff.

FourWheelDrift

88,560 posts

285 months

Monday 13th June 2016
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Contraptions DLC, elevators (already have), weapons racks (already have), armour stands (already have), conveyor belts, why?

Vault Tec DLC - might be interesting if it's following the same format at Fallout Shelter.

Nuka World looks like a big place.


The elevators I have I use as observation and gun platform towers.
Sanctuary (new, current)


Red Rocket Garage (old)


Edited by FourWheelDrift on Monday 13th June 11:11