Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
[sp]I use that station as a background track in literally every settlement. Why does this game have to constantly make it hard for me to decide who to side with?[/sp]
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[QUOTE=purvisdavid1;49428460]Oh wow it was sadly exactly what I thought it was.
[sp]Vault girl futa.[/sp][/QUOTE]
Wait what? I saw it with regular anatomy before when I saw it mentioned in a nexus mod.
[QUOTE=Everything;49428631][sp]I use that station as a background track in literally every settlement. Why does this game have to constantly make it hard for me to decide who to side with?[/sp][/QUOTE]
[sp]There is a mod that restores it. Not even a mod, just a fucking .bat file. Just search "Classical Radio Restored"[/sp]
[QUOTE=Qbe-tex;49428800]Looks like I fucked up then. [sp]They all died before I could kill anyone. There was only the courser left[/sp]. Even so I did manage to complete the quest so it was ok. I STILL haven't picked a side though. Is there any ending that [sp]doesn't envolve blowing the institute up, besides the Institute themselfs?[/sp][/QUOTE]
You have to [sp]kill the courser[/sp] before you get to them or they all get murdered.
[QUOTE=Qbe-tex;49429046][sp]Killed him on the spot. 3 punches from a Power Fist was all it took. I've saved the synths, and met father at the roof of the CIT. He said to go with him to a meeting with the directoriate board or something, not quite sure. It's seems now's the time to choose the faction. I'm siding with the railroad this run I guess, since I've killed countless synths.[/sp] Thanks everyone for the help, I was really confused![/QUOTE]
[sp]After you do that meeting thingy you will be told when the time for the railroad is in the mission that tells you to work with them until further notice.[/sp]
[QUOTE=Everything;49428572]... Wait, seriously? [sp]I'll lose the classical radio station if I destroy the institute?[/sp][/QUOTE]
[sp]Yup, it's really stupid. They could have made the station something the Institute uses that's situated elsewhere, but if you destroy the Institute the station's gone forever.[/sp] Who even thought of that crappy idea really?
So,any "real" mods project in development excepted the rangers armors from new vegas for when the GECK comes finally out ?
Well, guess Ill be stuck choosing a faction for a very long time :v:
[QUOTE=ApertureXS200;49429169]So,any "real" mods project in development excepted the rangers armors from new vegas for when the GECK comes finally out ?[/QUOTE]
Dogtooth, the guy who made the ranger armor, is working on the X-02 from FO3 now.
[QUOTE=Senscith;49429267]Dogtooth, the guy who made the ranger armor, is working on the X-02 from FO3 now.[/QUOTE]
The x02? You mean the enclave power armor [url]http://fallout.wikia.com/wiki/Enclave_power_armor_%28Fallout_3%29[/url]
[QUOTE=purvisdavid1;49427624]I found it hilarious Danse called the Enclave "traitorous rebels" when in reality, the BoS was created by defecting US Army personnel. So by technicality, the BoS are traitorous rebels.
Boom broke a hole in your logic Danse.[/QUOTE]
It was a weird choice of words in general.
He's always harping on about the evils of the old world and honestly the enclave fits right in to that. Something like: [I]"The enclave were a paramilitary group descended from the plutocracy of old america; the people likely responsible for the nuclear holocaust itself. They sought the complete destruction of any human beings that didn't fit into their mold for a *pure* america"[/I]
Even though autumn and eden didn't see eye to eye I think the brotherhood was probably just more concerned with their history than what autumn might have been trying to do in the capital wasteland.
[editline]31st December 2015[/editline]
[QUOTE=Ctrl;49429239]Well, guess Ill be stuck choosing a faction for a very long time :v:[/QUOTE]
Institute is probably best in the long-term. Brotherhood and Railroad don't have much of a plan for the future, and the Minutemen are simply outclassed by the immense technological superiority of the Institute.
Nearly infinite number of synths to kill off all the muties and criminal scum and establish order and defense for the commonwealth, a bioengineering lab to create radiation-resistant plants, an advanced systems laboratory that could make and restore fusion reactors to power the surface, etc. The institute is a little bit insidious and manipulative but basically in the end they'd be the best and most stable governing force in the commonwealth and they *do* have longterm plans for the future.
Also, if you go institute you get to keep the classical music station.
[quote][media]http://www.youtube.com/watch?v=aYimJfaXucE[/media][/quote]
My suggested "Yes Man" ending? Get everyone as high as Professor Goodfeels. Because they all need to chill for a bit and give this whole synth-human thing a little talking over. A little more talking and a little less fighting.
Oh and how much content of one faction can you get through before having to make a choice? This was easier in Fallout New Vegas since most factions shared quests, "go to X, kill them/get them on our side" sort of things. But here? It's unknown territory for me.
Lastly I wish there was a way to tell the difference between autosaves and real saves. I thought for a long time there were only 3 save slots allowed per character, which means I can't go back to further in time than the end of Act 2 in the MQ and have to redo all of the intro again for a new game.
[QUOTE=Ctrl;49426751][B]THIS POST CONTAINS SPOILERS, DO NOT READ UNLESS YOU KNOW WHAT HAPPENDS FROM THE FINALE OF ACT 2 ONWARDS[/B]
So, I´m at a crossroard here; I´ve completed all of the quest for every faction until the point where you have to choose who´s side you´re on; and then, branched my saves until I had one save for every faction ending.[/QUOTE]
Very sorry if I spoilt anything!
[sp] I went with the Institute, partly because I was rushing through to see the ending at that point but mostly because I couldn't really see any future for the wasteland apart from the Institute. Yes they are quite high and mighty and they might not care for the common man too much, but I'd like to think once you become their leader you can influence the development of the commonwealth much more than the other factions.
Think about it, it makes absolutely no sense from a reality point of view (or engineering or anything for that matter and it is one of my biggest gripes but whatever) but while everyone else is stuck making shacks out of wood from bed frames they have carved out a massive (and I mean massive) underground shelter while stuck in a university basement in 200 years, put down an incredibly smooth elevator, created water features when even finding clean water up on the surface is pretty much impossible. They have rows and rows of hydroponics, techniques that can extend life way beyond normal. Imagine all of this shared on some level with the common citizens of Commonwealth. They have pretty much fucking perfected teleportation.
When you think about it, when you really think about it, the other factions have fuck all to compare. An airship and a giant robot does not feed the masses. A weird liberal agenda for saving robots (no matter how human like) does not provide water to the common people. The only possible other good option is the Minuteman but overall they are far too weak. And there is no reason why you can't use the Institute resources with the access of the Minuteman to make some real positive changes.
And honestly throughout the story I never really felt any sympathy for the synths (maybe the Gen3 ones, but even then...) if it comes down to a safe and well provided life for the men, women and children of the Commonwealth I'll continue to use them as cheap and expendable labour. The humans come first.
Finally, you made a great point about the importance of blood and honestly I felt that too. The second after the shock of the twist was over I thought there was no way I was going to kill or hurt my son after all the bullshit I went through to be with him. Otherwise what the fuck was the point. Sure there are some points he is misguided on, but I can change them as the leader. And I sure as shit don't feel any real belonging to any of the other factions so why not my son? (Again maybe the minutemen were the exception, but didn't kill them off anyway).
Anyways thanks for a good question and a chance to explain myself! Hope you make the right choice. Hope you choose a bright future. Hope you choose The Institute![/sp]
[QUOTE=ApertureXS200;49429291]The x02? You mean the enclave power armor [url]http://fallout.wikia.com/wiki/Enclave_power_armor_%28Fallout_3%29[/url][/QUOTE]
Yep, everyone's just calling it the X-02 now since they renamed the advanced Mk 1 to X-01.
Guys, use spoiler tags please.
[sp]this is a spoiler[/sp]
I noticed Piper will pray when sitting in a pew.
[QUOTE=Bread_Baron;49429168][sp]Yup, it's really stupid. They could have made the station something the Institute uses that's situated elsewhere, but if you destroy the Institute the station's gone forever.[/sp] Who even thought of that crappy idea really?[/QUOTE]
mods will surely take care of that once the geck is released.
Well, to all the people who bothered to awnser, thank you, so I guess that unless someone has anything to say, Ill be going institue, hooray for science!
Finally, I would like to hear both of your toughts on the possibility of a gen 3 rebelion, Fetret and Hypno-Toad.
What's that mod that's essentially a huge compilation of power armor paints?
[QUOTE=HAKKAR!!!;49425754]anyone still get nightmares of that fucking robot in new vegas appearing on the horizon speeding up to you to check up on you[/QUOTE]
I became a little suspicious of Victor's claim that he wasn't following me after we crossed paths on top of the HELIOS One Tower.
[t]http://i.imgur.com/11SG1WR.jpg[/t]
Um, how do I make it so I can use Fallout NV 4Gb mod, while keeping Steam overlay and achievements?
[QUOTE=Katatonic717;49429929]What's that mod that's essentially a huge compilation of power armor paints?[/QUOTE]
[url]http://www.nexusmods.com/fallout4/mods/2249/?[/url]
Dont know if this is the one you mean, but its pretty neato.
[QUOTE=Ctrl;49429991][url]http://www.nexusmods.com/fallout4/mods/2249/?[/url]
Dont know if this is the one you mean, but its pretty neato.[/QUOTE]
No that's similar, but not it.
[QUOTE=Ctrl;49429894]Well, to all the people who bothered to awnser, thank you, so I guess that unless someone has anything to say, Ill be going institue, hooray for science!
Finally, I would like to hear both of your toughts on the possibility of a gen 3 rebelion, Fetret and Hypno-Toad.[/QUOTE]
Sorry I'm late guv, but I went with the Minutemen. They seemed like the least dickish faction overall and actually care about the people of the Commonwealth. Yeah I get Pretzel Gravy is annoying, but he cares about the people in the wasteland. You still have to [sp]nuke the institute[/sp] but like you won't have to [sp]murder the brotherhood and railroad[/sp] if you play your cards right. From there you can make your own personal canon on how like say [sp]the BOS are convinced by the Sole Survivor to like help the Minutemen look after shit or train them or something to make them competent as a faction[/sp].
It's my two cents on it like. Take it or leave it.
[QUOTE=BrosefStachin;49430289]Sorry I'm late guv, but I went with the Minutemen. They seemed like the least dickish faction overall and actually care about the people of the Commonwealth. Yeah I get Pretzel Gravy is annoying, but he cares about the people in the wasteland. You still have to [sp]nuke the institute[/sp] but like you won't have to [sp]murder the brotherhood and railroad[/sp] if you play your cards right. From there you can make your own personal canon on how like say [sp]the BOS are convinced by the Sole Survivor to like help the Minutemen look after shit or train them or something to make them competent as a faction[/sp].
It's my two cents on it like. Take it or leave it.[/QUOTE]
But, [sp] Doesn´t the minutemen make you blow up the Prydwen with artillery in their last quest? [/sp]
[QUOTE=Ctrl;49430324]But, [sp] Doesn´t the minutemen make you blow up the Prydwen with artillery in their last quest? [/sp][/QUOTE]
Nope, only if you [sp]piss off the Brotherhood some how[/sp]. There was a video earlier in this thread explaining the best way to do it all. Don't have the link though.
Does anyone know the name of that mod that mod that adds little icons next to different types of items in your inventory? I need it quite badly to keep my stuff organised
[QUOTE=BrosefStachin;49430339]Nope, only if you [sp]piss off the Brotherhood some how[/sp]. There was a video earlier in this thread explaining the best way to do it all. Don't have the link though.[/QUOTE]
I personally chose to [sp]piss off the BoS and blow them the hell up anyway. Maxson's a smeghead, and watching the Prydwen go down to artillery fire was highly satisfying.[/sp]
[QUOTE=Ctrl;49429894]Well, to all the people who bothered to awnser, thank you, so I guess that unless someone has anything to say, Ill be going institue, hooray for science!
Finally, I would like to hear both of your toughts on the possibility of a gen 3 rebelion, Fetret and Hypno-Toad.[/QUOTE]
[sp] For roleplay purposes I feel like its either never going to happen when you go the Institute route because the synths are not organised enough on their own without the help of the railroad or it is just going to be something you as the leader of the Institute and the possible saviour of the Commonwealth have to deal with.
When all is said and done the escaped synths are too varied to come together to overthrow something as strong as the Institute. Some become paladins with virtue, others become bloodthirsty raider leaders it would be difficult to unite them (especially without those pesky meddling railroad agents). And hopefully when you have the popular support of the people they are going to be completely on their own. Who are commoners going to side with? The synths they already fear and hate or the wonderful organisation that provides them with food, water, energy etc...? These are people ready to shoot their brothers out of fear of replicants, they are not going to object to them being used as cheap labour I'm sure.
On the other hand slavery (because I'm not delusional, it is slavery especially for the advanced synths) does carry the risk of rebellion. If that happens you have to deal with it. That's why keeping the minutemen around is a good idea. Plus unless I'm missing something (and I might be, there must be tons of bits and pieces of lore, especially on the railroad and synth side I've missed) you still would have the ability to make more synths that are loyal to you to quash any uprising.
I can't say I considered an uprising when choosing my side, simply because I didn't see the synths as that much of a threat. In any case, if you decide to screw roleplay, you can probably take on an entire army of rebel synths on your own and survive [/sp]
What do you think though? Using them is one thing, but can you bring yourself to quash a huge uprising of sentient robots by force? (You pretty much do it for every other faction, these at least aren't completely human).
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