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Warmaker01

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Posts posted by Warmaker01

  1.  

    Sticking to Vanilla, personally, a dozen or so is a very safe number to get a variety of things done yet is very easy to support. Some like Hangman's Alley which are small, cramped will be problematic to support by themselves. Some like Sanctuary Hills, the Drive-In, and the island can support a far larger population, provided you know how to take care of them. But once you throw in high CHA and certain Perks, Supply Routes, it opens up other avenues.

    Still, using hang mans alley as an example, how do you fit that many beds and food / water? Supply routes don't transfer immediate food / water over, you still have to supply that specific settlement with food and water to maintain it.

     

    If you send a Supply Route to a settlement deficient in the food, water it needs, the route will support the population provided the originating source had the resources to cover for it. It was why I have settlements with 14, 16 or whatever but had 8 food and everything was still "In the green" on the status. Settlers commented on the lack of food but the settlement status was green and I wasn't losing anyone. So it's all good. However, if you want the most efficient crop to grow for the sake of food, Mutifruit is the best. Other crops grant 0.5 food, Mutifruit gives a full 1.0.

     

    As for Hangman's Alley? I scrapped unnecessary stuff to have the space for beds, sleeping bags while keeping them in the safe confines of the walls. It was still crowded.

     

    That area is very tight at ground level to build and support for more people. But something I'm considering later on is to build UPWARDS to have proper living space. I already had a set of stairs to take me to the roofs of the shacks so that I put Turrets on some ledges covering the 2 entrances. It would not be a stretch to make a building at that higher elevation with proper beds, etc. I'd probably have to scrap a bunch of things at ground level to do it while playing in the confines of Vanilla FO4's build limits for Hangman's Alley.

  2. They pretty much had to make all provisioners Essential (unkillable) or else the entire Settlement Supply System would NEVER function. A provisioner and his brahmin wouldn't be able to go even one mile before something turned up to kill them both. And to build and maintain a settlement really, really needs to link the resources of all of the settlements in the network.

    Throw in Survival Difficulty and the Commonwealth can very quickly be a huge circus for a single, non-essential Provisioner.

     

    If we can assign guards, that opens things up and maybe we can get rid of the essential tag, especially since we can outfit settlers and provisioners even in Vanilla FO4. But the game's UI would need to be accurate in showing you what supply routes are still running, what got cut off due to provisioners getting killed. Telling you what exactly is going on with your settlements is a problem right now due to inaccuracies, i.e. Worskshops button in your Pip Boy not reflecting what's going on in a settlement, much less Supply Route status should Provisioners be allowed to get killed. High CHA and Settlement Radio Beacons would be important in having enough Settlers to replace losses while still keeping the settlement running smoothly.

  3. Sticking to Vanilla, personally, a dozen or so is a very safe number to get a variety of things done yet is very easy to support. Some like Hangman's Alley which are small, cramped will be problematic to support by themselves. Some like Sanctuary Hills, the Drive-In, and the island can support a far larger population, provided you know how to take care of them. But once you throw in high CHA and certain Perks, Supply Routes, it opens up other avenues.

  4. Yeah, Gauss Rifles right now shine at their best for manual shooters. VATS doesn't charge them up. This weapon is the reverse of Sniper Configuration Plasma Rifles. Their slow shots are terrible for manual fire. You can see the plasma "blob" slowly sail and woefully miss moving targets. But these things can be configured to have stupidly high accuracy and makes it a blessing for VATS shooting.

  5.  

    But we can't extract them, Think about however op that would be :sad:

    Mods, mods never change.

    There is already a mod a mod for that.

     

    It's one of the most OP mods out there. It's so powerful and tempting to throw whatever Legendary trait into whatever weapon, even Armor traits to whatever Armor pieces. If one is looking for a tougher, more survival based game, the mod breaks it to hell :ninja: Once you dip your hands into this mod's cookie jar, you can't stop at just one.

  6. I have found the shotguns to be great in FO4, I'm currently a level 51 and can kill about any non-legendary enemy with a single shot to the head from ~20ft with my combat shotgun. Are you sure you have invested in the correct perks?

    To add onto hammons556's comment:

     

    Perks play a very big role in weapon performance. You find what people widely consider an awesome automatic rifle, it's going to perform horribly if you don't have Commando Perk.

     

    Shotguns generally fall under Rifleman Perk. They're semi-automatic weapons. Usually. If you have a modification slotted on a Combat Shotgun to make it automatic, now it falls under Commando Perk because it's an automatic weapon. I've come across some cool pistols, whether they be revolvers or semi-autos, and even the Alien Blaster. But because I don't have Gunslinger Perk, most of them are useless for me, unless they can be modded to be Automatic (Commando Perk) or modded like Pipe Weapons... Throw a stock on it, it's a Rifle and now Rifleman Perk benefits it. Or throw an Automatic receiver, then it's Commando. Etc.

     

    Shotguns aren't my preferred weapon but I can see their value. Their value skyrockets in FO4 than in previous games because Feral Ghouls can close the distance on you very quickly.

     

    Le Fusil Terribles is a nasty one. Not a good idea to use with an Automatic Receiver unless you're a VATS heavy player.

     

    Justice is a good one because it staggers and helps keep things away from you if the shots don't outright kill them. They stagger, you keep pumping shots into them.

  7. Settler & Settlement behavior is an ongoing process of figuring it out by the community. Hell, I didn't know until recently the notion of Supply Routes and how they worked. It also doesn't help that the game had no manual, much less any documentation about how the Settlement System works.

  8. Characters pulling gear out of thin air is "just one of those things" in gaming. This isn't a Fallout thing. Every game suffers this, even FPS titles where guys pull a MG out of their asshole. Until some developers make a game engine that shows every single piece of gear you carry on your character, and your character properly reaching for it when the time is right, you'll never see this realistically.

  9.  

    Doesn't matter what you do. War never changes. God, that line. There should be a suicide option if I'm forced into their poorly written corners.

     

    Get used to hearing that line because it's a recurring thing for the franchise. Going back to Fallout 1 in the mid 1990's.

    ...You still with us?

    ===============

    Anyways...

    Supposedly there is a way to get an ending without the Railroad and Brotherhood blazing away at each other.

    Too late for me to try in my main game. One of the other comments in there had this:

     

    Nathan Cannam said: "You can still get this ending after siding with the Brotherhood to enter the institute. I did all the brotherhood quests up to and including Blind betrayal and Institute quests up to mankind redefined. Then just get yourself banished from the institute (walk in kill some scientists). This unlocks Inside job for the Minute men. You just have to go get the holotape off proctor ingram and give it to Sturges and you can do the minute men ending. This means you can keep peace between BOS, MM and the RR and get Paladin Danse's amazing perk."

     

    Again, I already beat the game and well past the point of trying it out.

  10. I haven't seen anything on the subject by anyone. You're the first one I've seen mention it.

     

    I have seen the weird anomalies you brought up. I'd see on Pip-Boy Workshop Data some settlement having some catastrophically low number which I knew originally to have much higher. But I go there and see it's all normal.

  11. The VATS oriented ones. I do a lot of both manual and VATS fire, depending on the mood.

     

    With the high headshot accuracy I now have, having Commando Perk work on Autopistols (pistols are the lowest AP consumption of all ranged weapon types) in conjunction with Gun-Fu, and VATS mods to lower AP cost in that mode... It can be Godly.

     

    Outside the VATS mods, S.P.E.C.I.A.L. stat increases are nice. Too many Legenary mods are way too specific for general use in my eyes.

  12. I understand why they did the Companion teleport thing. But I'll be honest. It has startled me at times to turn around and see someone right in front of me when there wasn't any before :ninja:

     

    Edit: As for companion usefulness at extended range, I think I'll try giving them Plasma weapons with Long Range / Recon Long Range Scopes. There are a variety of Plasma configurations that grant stupidly high accuracy, twice that of other weapons, even Lasers. The catch is that they'll eat Plasma Energy Cells which is a precious commodity if you're not cheating.

  13. Honestly, most of the writing in this game made me angry.

     

    Why the hell was Shawn all "hmm, let's see if my last remaining parent lives or dies, it'll be interesting," and then when you manage to break into the institute he's all: "Hey dangerous outsider I don't care about with a chip on their shoulder who just invaded my facility, why don't you take my job?" WTF...

     

    And the fact that they sabotaged the cryo units, killing everybody else in Vault 111 because of... reasons...

     

    And Piper's willful creation of panic and paranoia that results in a brother trying to kill his own brother, and she NEVER takes responsibility...

     

    And the Minutemen... "Thanks General, AKA person I just met who could be a RAIDER for all I know but what the hell..." Come on. Make me earn it. I said EVERY NEGATIVE THING to this guy and he still begs me to be his leader. WTF.

     

    There's more but those are the things that really grate...

     

    Piper is all about the news and the truth. In the words of Three Dog in FO3: "No matter how bad it hurts." The Synth issue was a REAL danger to Diamond City and there is a history.

    You had the Institute's best rampaging agent, Kellogg, formerly residing in Diamond City with who you thought at the time was Shaun. The Mayor actually WAS a Synth and with his cover blown, panics. Then there's the past Synth related events within Diamond City's walls decades before your arrival, like the Synth that just randomly started shooting everyone. And this is discounting all the stuff the Institute did everywhere else in the Commonwealth, kidnapping, killing people, disappearances, wiping out settlements. The Synth danger was real and Piper was the only one to keep up on the threat, especially with the Mayor trying to downplay the threat that actually existed.

     

     

    The brother that got shot? Did you search him afterwards?

    He had a Synth Component. His brother was long gone for who knows how long, Lord knows what the Institute did with him with their experiments and killings.

     

  14. I do not know where you manually put your mod files. The last time I manually installed mods on a Bethesda RPG was... way back in FO3 before there was a NMM. If you want to know where the mod directory is, look at the gears looking button at the top of NMM. That's "Settings." Then hit the Fallout 4 tab. In that tab you'll see where the various directories are.

     

    Old school manual mod installs typically go in the Data folder of Bethesda RPG games. They tend to follow similar directory formats due to the engine. But NMM puts the mod files in different directories by default.

     

    The guy that recommended removing the old mods is being safe and keeping it uniform with future mods that you install.

     

    You really need to get into the weeds and see if your mods are truly working.

  15. It is weird. I have setup Sanctuary Hills to take in large amounts of Settlers, farm food. I had the beds, the very high defense values, the water, the food, the beacons. The intent was to make a lot of food to distribute out to other settlements. I had a pretty high Charisma character of 8 or so for most of the game until recently. Yet Sanctuary Hills was typically sitting at 16 and only increased when I specifically moved Settlers from other places to there.

     

    On the flip side, I have places like Starlight Drive-In where I intended a small, strategically located farming hub. The intent was maybe 6 people, then I changed my mind to 12 or so with 14 beds or so. I leave the place a lone for a long time then went back there after a Settlement Attack alert. I deal with the dangers and was surprised to see a huge swell of Settlers. There were about 24 and I didn't even intend for that.

  16. The game could have really gone more into why Synths were increasingly being made to be more sentient.

     

    Anyways, @Boombro, I played my character as pretty hardcore Brotherhood of Steel. Wiping out Synths was a given but you run into a few caveats. You mention Nick. A great example and when I first ran into him I was surprised. Great character BTW and his story arc is pretty damn long. There are others though.

     

     

    Curie - Starts out as a simple robot but when she moves into a Synth body, the closest she'll ever be to human, you can see her expanding experiences.

     

    Paladin Danse - This was the shocker for me in the storyline. For FO4, Paladin Danse was the embodiment of what the Brotherhood of Steel was. He lived, breathed, spoke, and tried to imbue the Brotherhood's values into you. Finding out that he was a Synth was a massive shock and being sent to deal with him by fiery Elder Maxson was very conflicting. Danse didn't even know he was a Synth until the very last minute. Thankfully I had a very charismatic character and I came up with a "both ways" solution. Until Danse found out he was a Synth, he thought himself to be human. I spoke, travelled, fought alongside Danse thinking he was human. He carried out missions on behalf of the Brotherhood and believed in their ideals. The memory implants he had seemed so real that he sincerely believed he personally experienced them. He was also quite willing to be executed by you since it would have held up the Brotherhood's values against Synths. Again, thankfully high Charisma came to a compromise.

     

     

    I think there's missed opportunity in dealing with the far more sentient Gen 3 Synths. The Railroad is about saving them. I have not followed the Institute arc so I can't comment on them. The Brotherhood wants them destroyed yet you're walking around with Nick, who won't even hide he's one, and those certain characters I mentioned in the spoiler tag.

  17. I see several camps up on the elevated freeways. Usually with large windmills. I assume that these are all Gunner bases. Are there any missions to wipe them out?

     

     

     

     

    For some of them, yes, they are associated with various quests. But these locations repopulate after time and will repopulate for a given quest. What does this mean? Let your trigger finger get exercise. When you see special, named characters there, it's part of a mission that you may have now or stumbled upon. Either way, deal with them.

     

  18. i dont know why but my game just crashes now when i try to load it. i tryed many fixes and nothing seemed to work. =(

    There could be changes to the core game that make mods you're using incompatible with it. Look back at the mod page and see if there are fixes by the mod author. That's something you have to do every official patch of any game that has extensive modding. If the mod author is worth a damn, they put out fixes. Some sooner than others, as long as they know what's going on, what they need to do, and are actually on top of things.

  19. Nexus Mod Manager already has a built in workaround with a very recent update. I just updated NMM, went to recheck the .esp's, launched FO4 then my modded game worked perfectly.

     

    Edit: Earlier in the day I saw guys having mod enabling issues with the new official patch. I didn't try playing again until just now due to homework. But NMM updated before I played and everything's good now.

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