Fallout 4

Cybsled

Naxxramas 1.0 Raider
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That would be pretty cool. Would also add an extra dimension to the dogs you can buy
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Been looking on Nexusmods for random cool stuff. Found a pretty nice Mass Effect armor mod
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Caliane

Avatar of War Slayer
15,905
12,553
there was a rumor dogmeat could. never tested it.
Also heard the best way to get 100 happy, is to just take some small settlement. like 2-4 people. get basic food/beds under roof, etc. then just put up a bunch of cat pictures. 2 per person.
 

VariaVespasa_sl

shitlord
572
5
God help me, even this far in I still love blowing up cars and trucks.
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Related- Just walking along, minding my own business, following a BoS patrol waiting for them to die so I can loot the snotty bastards stuff and a shack we're passing just blows up for no apparent reason. Check it out and it turns out someones moonshine still blew up. Theres whisky bottles all over the place, a still, and a dead moonshiner in the wreckage. Love little touches like that.
 

Tuco

I got Tuco'd!
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It's been a month, spoilers are now free in this thread without spoiler tag.



Related, I beat the game. Ended up level 61. Still a lot of magazines left to get and zones to explore. I'm sure there are quests I could find via the wiki.



Ended up siding with the Institute. Overally I didn't really like the main plot. Going to read this thread before I comment on it though.
 

Tuco

I got Tuco'd!
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Now that I read the last few weeks I think I agree with everyone. The way the story culminated seems forced and unnatural. I think it could have been a lot better with the following changes:

1. The railroad was a respectable attempt at creating a synth-friendly faction, but I thought it felt flat. The idea of humans forming a secret society to help Gen-3 synths by wiping their memories and secretly integrating them just made no sense and was very uninteresting.

It would have been more compelling if it was instead a Magneto-style faction made up of Gen-3 Synths who were trying to build up a free-faction of synths. As part of this quest line you are mind-melded with a synth (Nick Valentine style) and the quests center around fortifying your synth base + stealing synths back. The synths inside would be disagree with eachother on what to do, with some synths wanting to segregate from humans, others wanting to integrate with humans and others wanting to control humans. You can then choose which path they follow as part of the end-game.

2. Like most else I thought the institute was confusing. You spend the first half of the game seeing the synths as sort of boogie-men, with gen1/2s being pathetic fighters, and gen3's being sleeper-cell terrorists and the coursers being these elite commando ghost guys. The institute are clearly acting like bad guys, what with ruining your settlement's happiness for no reason.

Then you find the Institute and they're all about isolation except when they absolutely need resources above ground. So why do they send their synths out to cause havoc in goofy ways? Who knows. You get very little idea of what the Institute wants to do, and you as director never get to really direct anything at the end. You get to play a message to the commonwealth, but it's ambiguous and disconnected from what folks internal to the institute feel. It would have been nice to be able to choose to integrate with the topside after becoming director.

3. The BoS had a very compelling argument that was underpresented compared to the raw bigotry they had. The synths, or strong AI in general, present an apocalyptic risk to mankind for all the reasons we've been theorizing about for a century now. The BoS instead focuses on how synths, and ghouls, and super mutants,and jews,and blacksare abominations and should be exterminated. Maxson's handling of Paladin Danse was a good example of this. Maxson's clumsy attempts at getting the player to kill Danse, and then his derision of him afterward makes little sense unless Maxson is a foolish bigot, which I don't think the character is billed to be. If instead Maxson showed compassion and sold the idea of Danse being a possible tool of Synths/Institute, it would have made more sense.

Either way I thought the BoS played its part fine but could have been more enjoyable as an intelligent and tough force instead of just the fourth reich.

4. The minutemen and the settlement system I thought were a good effort. I didn't think the minutemen belonged with the other three factions and should be considered separate and not mutually exclusive. It was that way with the institute ending. I wouldn't really have changed much with them. Though I think an excellent opportunity for a community mod effort would be to flesh out the settlement/minutemen system to be able to essentially repurpose many locations on the map + terraform the settlements. Instead of just setting up shacks in the wilderness, being able to reclaim a water treatment plant, a power plant, steel manufacturing plant, electronics factory etc etc and create a new civilization would be interesting.
 

Big Phoenix

Pronouns: zie/zhem/zer
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They completely dropped the ball on the whole base building/settlement aspect which is a damn shame because it really would of set it apart from FO3 and NV. I finished up at 61 or 62 and was attacked 2, maybe 3 times total. Acquiring more settlements and completing their stupid radiant quests had zero impact on the rest of the game. As said earlier it seemed like they had 1 or 2 guys work on it for a couple days this just forgot it even existed. I spent one afternoon fixing up sanctuary hills then realized I was wasting my time.

Story wise totally agree with you on the institute. One thing to have your minions out collecting and bringing back needed resources, but what the hell was the point of replacing people with synths? Evil yeah but for what purpose?

I give the game 7/10. Its pretty much FO3 and NV just different story and setting. Already uninstalled it and wont bother playing it again for another once the DLCs are out and modders have had time to unfuck some of the stupidity in the game.
 

Cybsled

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I do agree the story left more questions than answers, so here is to hoping that we get some DLC continuations. The way they set up most of the stuff (ie, Railroad, BOS, or Institute require you wipe out the other two) seems to telegraph they will probably do story continuations in a DLC, since it is much much easier to craft story continuations when you limit the number of variables for each ending.

Institute potentially has the most meat on the bone in terms of story continuation. Can the player actually be a damned Director now instead of an errand boy? It would be nice to be able to direct the Institute to actually do some good for the Commonwealth and win some Piper+Nick points. Piper is sort of open to the idea if you have high affection with her eventually (as told via her newspaper article about things), but Nick never really buys in. Curie isn't a true Synth, but it would be nice to see what impact things have on her as well.

BoS could focus on them trying to tighten their grip on the Commonwealth. Goodneighbor seems like a prime target, since it has 2 things they want 1) Memory Lounger tech 2) Lots of Ghouls to murder. Maybe have a possible story option where you can replace Fuhrer Maxson.

Railroad story continuation could be along the lines of what you wanted for them Tuco...what happens when you have a bunch of free Synths, but they no longer have any control. Do bad things happen? Do good things? You could easily do some BSG-style Cylon morality stuff. Does hatred and fear for their existence force their hand against humankind?

Minutemen...zzzz. Sorry, I dozed off. I dunno, rebuild Commonwealth, try to recruit Institute survivors to help out (since they were cool with letting them evacuate before you blew the place up).
 

HUH_sl

shitlord
318
0
They won't continue the story of the factions in any meaningful way. No way will they bother creating 4 separate plots. Most you could hope for is a single NPC in the faction you chose to side with introducing you to the new content. Random Brotherhood scribe tells you they picked up a strange communication on the east side of the map. One of the Institute division head telling you they picked up a strange communication on the east side of the map "I don't give a shit that your the director now, I'm the head of robotics! Go topside and do these fetch quest!". Same shit for Railroad and Minutemen, all of them voiced by Garrus.

More likely it will just be a new radio station that points you into a completely new area with a completely separate plot.
 

Amzin

Lord Nagafen Raider
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The story doesn't even feel like it's intentionally written for fewer variables, it just seems small in scope of missing any meaningful choice whatsoever. Even though you never seem to see the impact of the protagonist's actions from previous games in the most current one, at least when you're playing those games you have the feeling that you're building to something, doing something big. Here, the game is just telling you right from the get go that your choice will mean nothing when it comes to the world and the people in it.
 

j00t

Silver Baronet of the Realm
7,380
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The story doesn't even feel like it's intentionally written for fewer variables, it just seems small in scope of missing any meaningful choice whatsoever. Even though you never seem to see the impact of the protagonist's actions from previous games in the most current one, at least when you're playing those games you have the feeling that you're building to something, doing something big. Here, the game is just telling you right from the get go that your choice will mean nothing when it comes to the world and the people in it.
Fallout 4 is actually a vault-tec experiment to see how long gamers will continue to play after being told repeatedly that their choices have little to no impact on anything
 

Cybsled

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I disagree and can almost 100% guarantee you there will be a "Broken Steel" style DLC pack for this. I'm sure there will be plenty of the "DLC in a bottle" packs, but at least 1 will deal with the consequences of whatever choice you made.

People have also been very positive about the companions, so I can almost guarantee they will make sure at least one of the DLCs has some big focus on them (if not all of them).
 

Regime

LOADING, PLEASE WAIT...
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I disagree and can almost 100% guarantee you there will be a "Broken Steel" style DLC pack for this. I'm sure there will be plenty of the "DLC in a bottle" packs, but at least 1 will deal with the consequences of whatever choice you made.

People have also been very positive about the companions, so I can almost guarantee they will make sure at least one of the DLCs has some big focus on them (if not all of them).

Yeah I agree.
 

Vorph

Silver Baronet of the Realm
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Next playthrough I'm definitely not going to Concord. Should be interesting to see if you can play the entire game without them, or if there's a point where you have to start up the Minutemen shit to progress.

Going to skip Dogmeat too, and let Nick do the introduction.

Edit: I also think it's best to go to Goodneighbor (Memory Den, specifically) before doing anything else. You can stop in Diamond City long enough to pick up Piper and buy some shit, but don't talk to Nick's secretary (technically you can get the quest and the same things happen in Goodneighbor as long as you don't actually follow up on it, but it's better to just run straight there). That's how I advanced the story by accident the first time through, and I'll do it the same way in any future playthroughs.
 

Kedwyn

Silver Squire
3,915
80
You can skip minutemen. I did my first run through. I met them, did the retarded here is your power armor 5 minutes into the actual game and never bothered with them until another run through.
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
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There is no way to get the Endurance Bobble without doing the Museum and starting the Preston shit. I avoided it forever and realized that I had all the bobbles except END this play, so I advanced it to the point where they settled in Sanctuary and immediately stopped. I had stripped the place to the ground to build my Borg Cube super lair on top of Red Rocket, so they are still there with absolutely nothing but dirt, sitting eternally at 4% happiness. Certain towns talked to me like I was with the MM, even prior to that, but I just murdered those people anyhow (all towns are empty except Red Rocket and my farming labor camp at Abernathy) so aside from missing some quests there have been no negatives. My towns never seem to get attacked, except Red Rocket gets hammered constantly while I am there, despite having a ring of death in inaccessible turrets and defense exceeding all other resources combined. On the plus side, I never get alerts to defend either town and all my minions are using lasers that they looted from the various attackers (and now all wearing Courser jackets), so the game is a lot less annoying this way.

The only way I could see this altering the outcome would be going KOS to Institute (which locks you into the MM path) which would essentially require you to do large chunks of MM quest lines that theoretically expire the moment you do the Kellogg encounter and the Botherhood arrive. Might try that if I am bored later this year. Ultimately, though, if you can live with ignoring one early T-45 set and the END bobble, there is no reason to ever do a single MM related thing in the game.
 

Vorph

Silver Baronet of the Realm
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Why do you need Minutemen to get the EN bobblehead? I thought you could just pick the master-level locked door on the roof anytime you wanted to get inside.

EN is utterly worthless though, so I'd gladly trade a point in it to avoid the Minutemen if necessary.
 

Phazael

Confirmed Beta Shitlord, Fat Bastard
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Its in the room where Preston firsts spawns and the first time you enter the room it forces you into several scripted conversations. You could just ignore all of that and leave the Deathclaw running around Lexington for lulz, I supposed.