Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
Post game spoilers
[sp]So I visited Bunker Hill, and the BoS, Institute, and Railroad were still fighting, despite both the BoS and Institute being blown the hell up. Now, even though there's no fighting going on, every NPC there is permanently cowering, and yet I can still talk to them and trade. Any ideas how I can fix this?[/sp]
[QUOTE=elowin;49394005]Yeah, that's what we were discussing.
It's just that the only source of Super Mutants was an experiment small enough to be kept secret from all but a select few in the Institute, which was shut down over a hundred years ago.
[/QUOTE]
I was under the impression Virgil left recently from the Institute and that's when the program got shot down. That's interesting to think he's been a mutant for that long perhaps.
[editline]26th December 2015[/editline]
[QUOTE=Hatley;49394026]Post game spoilers
[sp]So I visited Bunker Hill, and the BoS, Institute, and Railroad were still fighting, despite both the BoS and Institute being blown the hell up. Now, even though there's no fighting going on, every NPC there is permanently cowering, and yet I can still talk to them and trade. Any ideas how I can fix this?[/sp][/QUOTE]
You could kill them
[QUOTE=LolzMan1325;49390955]Yeah I don't use that one because of how solid and clean they look... except for the solid chrome paint job which I ported over to ZephyrWarrior's mod to replace the Nuka Cola paint job because it's the only one I like.[/QUOTE]
*vomit*
Sorry but, a solid clean chrome Power Armor? Man..
Could be a mixture of Capital Waste super mutant's escaping the Brotherhood to the Commonwealth, and the already present Institute super mutants. Would make sense as some of the lesser super mutants are dumb and a lot like the Capital Waste mutants, but then the higher up super mutants seem to have more degrees of intelligence compared to the others, possibly they're the ones from the Institute. The behemoths could be attributed to special factors within a host's DNA and the FEV. After all, it was FEV that made Harold and The Master, whats to say others were in similar circumstance?
[editline]26th December 2015[/editline]
[QUOTE=Saza;49394030]I was under the impression Virgil left recently from the Institute and that's when the program got shot down. That's interesting to think he's been a mutant for that long perhaps.
[/QUOTE]
He infected himself prior to leaving, it's all in the terminals and his personal log holotape. He's not crazy old.
Vault 81 spoilers ofc
[video=youtube;0Jf_0p5wgkI]https://www.youtube.com/watch?v=0Jf_0p5wgkI[/video]
Interesting way to complete the cat quest
[QUOTE=purvisdavid1;49394058]Could be a mixture of Capital Waste super mutant's escaping the Brotherhood to the Commonwealth, and the already present Institute super mutants. Would make sense as some of the lesser super mutants are dumb and a lot like the Capital Waste mutants, but then the higher up super mutants seem to have more degrees of intelligence compared to the others, possibly they're the ones from the Institute. The behemoths could be attributed to special factors within a host's DNA and the FEV. After all, it was FEV that made Harold and The Master, whats to say others were in similar circumstance?
[editline]26th December 2015[/editline]
He infected himself prior to leaving, it's all in the terminals and his personal log holotape. He's not crazy old.[/QUOTE]
Actually yeah now that I think about it, there were dates on some of the logs.
And now I've gone back and checked them, and they're pretty recent... which makes even less sense.
How the hell were there super mutants a hundred years ago if the FEV experiments are so recent?
Also, no. The Vault 87 super mutants are clearly of a completely different variety than the Commonwealth ones, so that cannot be it. And besides, even the Vault 87 mutants were starting to die out shortly after Fallout 3.
The reason some of the Commonwealth Super Mutants are dumber than others is simply because some of them are dumber than others. It was established in the logs that a few specimen retained more of their intelligence than others. Never really explained, but presumably for similar reasons to the varied intelligence of the East Coast Super Mutants.
And no, Behemoths can't be explained by reasons of any similarity to those for why The Master or Harold are different, but that'd be getting into why the idea of West Coast Super Mutants just doesn't make sense to begin with, which is a completely different discussion.
[QUOTE=Hatley;49394026]Post game spoilers
[sp]So I visited Bunker Hill, and the BoS, Institute, and Railroad were still fighting, despite both the BoS and Institute being blown the hell up. Now, even though there's no fighting going on, every NPC there is permanently cowering, and yet I can still talk to them and trade. Any ideas how I can fix this?[/sp][/QUOTE]
Update:
[sp]A railroad heavy, squatting around outside, has decided it'd be funny to pick a fight with some caravan guards. Despite having a gauss rifle, he lost.[/sp]
[QUOTE=UntouchedShadow;49391618]Business Settlements, Homemaker, Alternate Settlements, Convenient Stores, OCDecorator, Higher Settlement Budget, and enough 'modpos' console commands to make a full grown man cry.[/QUOTE]
'modpos' ? What sort of unethical procedures do you [I]perform[/I] on your unaware settlers?
Anyway from that list, OCDecorator is probably a must, and so is Homemaker, they just add so much things to build. Not sure what the Business and Alternative Settlements are about. Or even Convenient stores. Sounds like a lot more.
I think the modding tools will allow all those mods to be perfected. Or are there any glitches or bad objects to build with that you've come across mayb?
And talk about console commands, there is a thing called "getpos z/x/y" to get current position of the object, and "setpos z/x/y <new position>"
Like, if you think you have some annoying object hovering in your house, or on uneven ground, then you just go to console, click on the object for its ID, and use the command "getpos z" then it will give you the object's "up/down" position in the world as a number. The x/y is for like, to the south/north and west/east.
So, click on object, "getpos z" then "setpos z <whatever number you got from previous command minus 5>" and then object will move 5 units straight down.
(NOTE This will cause the obj. to remain in a blurry state, which can be immediately fixed by picking up the blurry object by pressing E in Building Mode, then TAB to cancel.)
See I want to install some quality of life mods and all but I'm already finding the game to glitch out a bit and cause slowdowns in my settlements that are close to the size limit (apparently caused by shadows being calculated by the CPU instead of the gpu, causing slowdown) so I don't want to make anything worse
And given I'm at level 45 and nowhere near done I don't want to potentially ruin my save, as I've seen quite a few mods run the risk of doing
I'd recommend ENBoost + FPS dynamic shadows.
[url]http://enbdev.com/mod_fallout4_v0283.htm[/url]
[url]http://www.dev-c.com/fallout4/shadowboost/[/url]
It helped me a ton.
when you want Codsworth to say your name
[thumb]http://staticdelivery.nexusmods.com/mods/1151/images/348-0-1447408453.jpg[/thumb]
[QUOTE=General J;49394285]when you want Codsworth to say your name
[thumb]http://staticdelivery.nexusmods.com/mods/1151/images/348-0-1447408453.jpg[/thumb][/QUOTE]
They don't have Walter, but they do have White.
Don't be too bummed, Codsworth never called me Purvis, but then again that's because most people assume my last name is a joke. :v:
Edit:
Take a picture of him at a chemistry station.
Mr White sounds way better than Mr Walter anyway.
not my pic, was from a save on the nexus. Don't have the link but just search it and you'll find it.
Would be fun doing a run of Jet producing maniac
[editline]26th December 2015[/editline]
so I never bothered to move Danse off the [sp]Prydwen before destroying it[/sp].
Never saw him, and teleporting to his ID went straight to Cambridge Police Station.
For all intents and purposes, the game has "deleted" him without me actually killing him or anything like that.
Just figured out how to spawn npcs and even at different stage-classes of themselves. Going to try to resurrect him with console commands and will post results.
[QUOTE=elowin;49394362]Mr White sounds way better than Mr Walter anyway.[/QUOTE]
Master White is best
[QUOTE=BrickInHead;49394231]See I want to install some quality of life mods and all but I'm already finding the game to glitch out a bit and cause slowdowns in my settlements that are close to the size limit (apparently caused by shadows being calculated by the CPU instead of the gpu, causing slowdown) so I don't want to make anything worse
And given I'm at level 45 and nowhere near done I don't want to potentially ruin my save, as I've seen quite a few mods run the risk of doing[/QUOTE]
I think I'm just going to rise up my Settlement limit when needed, by spawning/crafting/looting(uhh) a lot of Pipe Weapons, then dropping them in your base, then scrapping them in Building mode.
Or has this been patched out? :v:
[QUOTE=Insipidity;49393666]Yeah, this was my gripe as well. [sp]I haven't finished any other quest line except the institute, but I thought it was really stupid. You are supposed to be the director and are in control of the institute, but really all that amounts to is seeing Father's plans through and destroying the BOS and railroad. It seems like they really fucked up some of the RPG elements of this game. The BOS i can understand them not budging on destroying the Institute because you really aren't in a position to make a call like that. But.. if you're the goddamn leader you should be able to do whatever you want. I had a good relationship with the BOS before I went to the institute, logic seems to dictate I could've at least tried to rectify their differences or at least destroy them in a different way than what was required.[/sp][/QUOTE]
tbh I'd call that just a writing thing more than an RPG thing.
Hell, I can think of at least 2-3 ways (off the top of my head) that Beth could've had their cake and eaten it too, by allowing you to[sp]attempt to make peace between the various batshit crazy faction leaders but fail anyway since they're batshit crazy. Boom, the player's had agency and the writers don't have to worry about a multitude of disparate endings.
I guess that kind of writing could cause some controversy due to the player not getting what they want, and people not liking writing that doesn't involving the player getting what they want . . . but we don't have that anyway with the current ending! [/sp]
Aww yiss, what a swell xmas, got myself all of the Fallouts except Tactics because fuck that
Though I had a weird fuck up after checkout and didn't get any email recipt from steam, but the games are there in my library and I can download them so I think it did go through
Oh my god the Fallout 4 Art Book is enormous.
[QUOTE=General J;49394285]when you want Codsworth to say your name
[thumb]http://staticdelivery.nexusmods.com/mods/1151/images/348-0-1447408453.jpg[/thumb][/QUOTE]
Shame DJ Khaled isn't one of the recorded names.
Codsworth also says Mr Lincoln, too bad there aren't any lever guns
The facial stuff plus the tuxedo makes a convincing lincoln
[QUOTE=TheRealRudy;49393358]but the fact that the FEV virus existed on multiple places, and not only the Mariposa base makes only sense and [B]is completely logical considering the vast scale of America itself.[/B][/QUOTE]
That doesn't make sense at all, There isn't tons of FEV just because of Americas size.
FEV was in Mariposa for a reason, it was competently isolated from populated areas so they could work on it and not worry about it getting out.
Cut to Fallout 3 and 4 where they are experimenting on FEV in populated cities.
And why would Vault Tech want FEV anyway? they do Social Experiments, not actual human experimentation (well until Fallout 3 that is.)
I'm sorry, but this is one of the bitchy lore things that I completely understand and agree with.
I got tired of the Brotherhood and their bullshit so I gave myself and Cait an Enclave power armor and went full holocaust throughout the Commonwealth.
Took down everyone in the airport, the Prydwen, the Cambridge police station, along with all the vertibirds who dared approaching me.
It won't bring back the Enclave, but it was sure hella fun.
[QUOTE=Zethiwag;49394787]Shame DJ Khaled isn't one of the recorded names.[/QUOTE]
It would've been amazing if it had a little easter egg where if you named your character that, instead of calling you by name, Codsworth would loudly say 'we're the best'.
[IMG]http://41.media.tumblr.com/45c516bb891f0ef1453d19132a842894/tumblr_nznhljPm5W1qa4sc4o1_1280.jpg[/IMG]
Ooo, artbook stuff, basically early Institute weapon designs that didn't make the cut. [sp]but fucking should have, they look and sound as though they would have been badass[/sp]
There's another picture that basically show'd it's effects on organic enemies on the other page, it had a person slowly rotting away starting from the point in which you shot them, with the end result being the person completely losing the limb, I'm assuming it would have done sort of the same thing for machines too, just not as effective.
Basically the Institute would made a gun that ate though anything, which sounds great compared to what we fucking got, would have made for a cool heavy duty Institute weapon that they give Coursers or something.
You did play Fallout 2 right?
Because it explains that FEV went airborne due to a leak at Mariposa, making it work as a form of "inoculation" on the unwitting residents of the wasteland and minutely tainting their DNA. This is the reason the Master wanted pure humans from vaults, because he believed he could make more intelligent super mutants from pure humans not exposed to the airborne strain of FEV. Speed up to Fallout 2, the Enclave took over Mariposa and took FEV for study, but not without infecting slaves they captured from the local area, and one of their field agents, Frank Horrigan. They wanted the FEV to reverse engineer it to kill those tainted by the airborne FEV strain that is present in most wasteland humans, animals, and plants.
[QUOTE=TheRealRudy;49395155]Vault-Tec was approached by the U.S. government to have have a Vault experiment to test the FEV virus on the Vault's inhabitants so their properties and abilities would alter by the FEV virus so the subjects would have the perfect said properties and abilities to survive the world that would remain after the total atomic annihilation.[/QUOTE]
Why though? Vault Tech doesn't do human experimentation like that.
[QUOTE=TheRealRudy;49395155]I believe it's stated multiple times throughout the series that the Mariposa base wasn't the only place to store the FEV virus, [/QUOTE]
Tim Cain says it only existed at Mariposa and it doesn't make sense for it to be anywhere else.
[QUOTE=TheRealRudy;49395155]then how would the Enclave eventually get their hands on it for their purposes? I don't recall the U.S. government raiding the entire Mariposa base and taking all of the FEV and exporting it to their Enclave shelters on the day of the great war[/QUOTE]
The Enclave got it from the ruins of Mariposa after the events of Fallout 1.
[QUOTE=TheRealRudy;49395201]Shit, I absolutely played Fallout 2, multiple times in fact, but I totally forgot about that part. Well it seems my theory is a bit flawed, but there sure would be a way to make sense about the whole thing apart from Bethesda's writing making things a bit shit to figure it out?[/QUOTE]
The excuse is "you cant have a Fallout game without Super Mutants".
It's like people would look at you funny if you said "Indiana Jones should ditch his hat in the next movie", that is unthinkable because his fucking hat has become more iconic than his character.
[QUOTE=jonu67;49395137][IMG]http://41.media.tumblr.com/45c516bb891f0ef1453d19132a842894/tumblr_nznhljPm5W1qa4sc4o1_1280.jpg[/IMG]
Ooo, artbook stuff, basically early Institute weapon designs that didn't make the cut. [sp]but fucking should have, they look and sound as though they would have been badass[/sp]
There's another picture that basically show'd it's effects on organic enemies on the other page, it had a person slowly rotting away starting from the point in which you shot them, with the end result being the person completely losing the limb, I'm assuming it would have done sort of the same thing for machines too, just not as effective.
Basically the Institute would made a gun that ate though anything, which sounds great compared to what we fucking got, would have made for a cool heavy duty Institute weapon that they give Coursers or something.[/QUOTE]
Nnnngh, goddamn my art book can't come soon enough.
[QUOTE=-Iker-;49395219]Nnnngh, goddamn my art book can't come soon enough.[/QUOTE]
Be prepared to see a lot of scrapped things that would have made the game way better.
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