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Fallout 4

Apparently the 1.2 patch fixed that, so it no longer works.

What sort of gun are you looking for? My personal favorite is the unique silenced 10mm pistol Deliverer, which you get from the first Railroad quest "Tradecraft", but it only really shines if you're playing a stealth character that relies on sneak attacks.
 
Aww man! I was looking forward to an easy cheat. :p I'm playing it on Easy and I'm still getting my ass kicked. I'm running around doing side quests just to grind up.

I'd like a gun that's powerful, accurate, with a high magazine, good at distance and up close.

I'm noticing that I can't gun-bash forever. Does that use up action points too even though I'm not in VATS when I do it?

These Fallout games always creep me out. Walking around this dead empty filthy wasteland. Sure I have a companion but they barely talk. I wish there were more friendlies and dialogue around. And the damn radio just plays the same 5-10 songs over and over.
 
Its fusion cores that are the finite resource, not power armor. By the time you're level 30, you should have found at least 30-40 of them. So while still a limited resource, you can start using power armor semi-regularly. However, I don't as I find that I get reckless and careless in power armor. Instead, I do the railroad quests to unlock ballistic weave mods.

Look for Vault 81. Within it, is a vendor that sells a very powerful rifle called Overseer's Guardian.
 
But how often do you use power armor? Do you suit up whenever you're going into a "dungeon"?

I'm at level 17. That's another thing, I never know which areas/missions are too big for me. I wish the missions had a level suggestion or something.
 
Ugh! I spend 15 damn minutes walking around looking for that crashed UFO. I know it's location on the map but I can't find it anywhere!!! This game is so annoying sometimes :p
 
I've been using the same power armor I found since I first used it. Built it up with some pretty nice components. I have around 75 cores.

At your settlements, you can set up stores (after unlocking certain perks). Your weapons dealer (whomever you assign to run the weapons store) will start selling Fusion Cores. They're pretty expensive, but if you save up plenty of bottle caps, you won't have any problems building up a stock of Fusion Cores to run your power armor. You can also unlock perks (or abilities) that stretch out the duration of said Fusion Cores.

If you want to run power armor throughout the campaign, you'll need to build up your science and armoring perks so you can create higher quality uses and pieces for your power armor. With the right mix and match of abilities for your armor, you'll have a pretty durable piece of gear.

Make sure, at your settlements, you have a Power Armor repair station set up. Keep a good stock of steel (usually broken down from weapons and from junk found around the wasteland) so you can keep repairing your Power Armor after a mission when you return to whatever you've determined your base to be. Setting up supply lines between multiple settlements allows you to use resources at one settlement as if it was stocked with the supplies at a better endowed settlement.

Also, be sure to cook up some good foods that have varying effects. Some foods will allow you to add 25 pounds carrying capacity for a short time. Others will allow you to resist a cetain amount of rads for a while, do extra damage, breathe underwater for 30 mins, all sorts of cool effects, in addition to restoring varying amounts of HP.

Certain complete paint jobs on your power armor endows is with other abilities. I believe the paint job I put on my power armor upped my carrying strength. My two leg armors also increase its carrying strength. (Or maybe its the arms, I forget). I also have two mods for the torso armor, Stealth Boy (which kicks in when you kneel in power armor, as long as you don't move) and Jet Pack, which can enable you to reach some places that were difficult to reach without it, or clear some pretty big gaps, as long as you have the Action Points to make it. Jump Jets use AP. When you run out of AP, you have to wait to get some AP back to use it again.

You can only switch out mods at a Power Armor station, so its not like you can do it on the fly.

When it comes to weapons, I have a few criteria to help me decide which weapons I wanna sell, which I wanna mod, and which I wanna store, or which I wanna scrap.

When it comes to selling, make sure you can outfit yourself with clothes that boost your CHR (Charisma) ability.

Resale value: If the resale value of a weapon is at least 90 caps, I'll consider selling it to a vendor. Otherwise, it's a candidate for scrapping.

Damage Value: If it already has a high damage value, then I'll consider modding it, if I have the resources. One of my big favorites to mod a weapon with is the suppressor. Another is the long range recon scope, generally handy for sniper rifles. With the recon scope, you can tag your targets, and keep track of them, even when not aiming down scope. NOTE: Mods can add weight to your weapons and armor, so choose judiciously.

Legendary weapons and armor cannot be scrapped, but can be sold, stored, or modded. You can also rename your weapons and armor at the appropriate work stations.

Ugh....there's so much more, but I have to go sing. Have fun! :)
 
FO4 uses a "rubberbanding" system. Any given area has a range of levels that it will spawn, and it will tend to spawn enemies that are your level or higher if you are at one of the levels in the band. If you aren't, it'll spawn whatever the lowest level it can spawn is. If you're above the highest level in the band, well, they can't spawn at a level any higher than they're set for, so it'll be a cakewalk for you.

This allows the game to have areas which remain very dangerous until late in the game, without the global scaling that just makes combat a continual grind.
 
And yet nothing in the game gives you a sense of what level you should be at for these things... ;) I did read that basically the NW corner is lowest level and goes higher as you head SE. So I'm afraid to do these early story missions that are already on that half of the map.
 
Yeah, I hate how Preston has you do a couple of settlement quests up in the northwest and then he's like , ok, let's take back the castle, which is ALL THE WAY ON THE OTHER SIDE OF THE MAP. :wtf:
 
In case you haven't noticed, VATS shows the level of the NPC at the top, together with the NPC's resistances to various damage effects.
 
Yeah I have to buy that Perk.

All of a sudden I'm doing a A LOT better. I think I sunk enough Perks into health/resistance and I also picked up this great sniper rifle that's powerful and accurate. Also, this is embarrassing but I JUST figured out you can select multiple shots in VATS, so I have this powerful accurate pistol and I can shoot three times at once in VATS.

I rescued Nick Valentine.
 
Managed to get the wife hooked well and proper on the game, maybe more thoroughly than I had planned.

There was a lot of Fallout over the holiday break.
 
FO4 uses a "rubberbanding" system. Any given area has a range of levels that it will spawn, and it will tend to spawn enemies that are your level or higher if you are at one of the levels in the band. If you aren't, it'll spawn whatever the lowest level it can spawn is. If you're above the highest level in the band, well, they can't spawn at a level any higher than they're set for, so it'll be a cakewalk for you.

This allows the game to have areas which remain very dangerous until late in the game, without the global scaling that just makes combat a continual grind.
I have to say, it works really, really well so far (wife's at level 25-ish now) compared to earlier Bethesda RPGs.
 
I just spent many many hours playing the game... I found that Kellogg fellow and I just boarded the air carrier. I'm enjoying it more now :p

WOO! I went back and the crashed UFO was there and I got the alien pistol! Apparently it's only there some of the time. That's a sweet pistol! The crappy thing is it only comes with 500 shots, and I need a rank 4 Science! ability to create ammo for it, so I've REALLY got to conserve it for a long time.
 
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The game does (in typical Bethesda fashion) make you agonize over which skills/perks you want to raise. Depends on your game play style. It took me a bit to get to where I could mod my power armor and weapons the way I wanted them. But now, once I find the alien blaster, I should be able to manufacture ammo for it, no problem. :)

Now I'm just spitballin' here, but keep checking back at the UFO site. Maybe, just maybe, there might be ammo there every now and then.
 
I think I'm going to pick the Brotherhood as my faction. It's hard to beat a floating helicarrier and jumpjets. I've also been using Paladin Danse as my companion lately because he's the first one to actually come equipped with a decent weapon. My other companions have been useless until now.

I got to the romantic option with Piper and got the Gift of Gab perk. Does that perk remain after I ditch her for someone else, or does she have to be with me at the time?
 
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