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Raycheetah

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Everything posted by Raycheetah

  1. And try not to be too close when they go off. ='[.]'=
  2. There is a point at which you find out where your son is, but lack the means to get there. At that point, as the player, you can meander off a bit and do some other things, on the rationale that your character has no idea where to go, next (even if you could pursue the somewhat vague clues available, should you wish to continue directly down the main questline). =^[.]^=
  3. "Idiot Savant" (French, meaning, roughly, "Wise Idiot; pronounced, approximately, Eedeeyoh Savawn). This perk would appear to be intended to ameliorate the XP loss for playing a low Intelligence character. However, aside from roleplaying such a character (impossible with the voiced protagonist and dialog options provided), what good reason is there to give up all the important Intelligence perks? The chance for this perk to proc on an XP gain depends on the character's Intelligence; the higher the Intelligence, the lower the chance for it to proc. However, calculations have shown that, even with a high Intelligence character, Idiot Savant can proc often enough, especially when taken early, to pay for itself in extra XP, and continue to provide very occasional, but highly profitable bursts of extra XP as you level. Assuming that one is willing to invest in enough Luck early on, it is possible for a lucky proc on a quest reward to generate one or more levels worth of XP. With all the XP generating occurrences in the game (kills, lockpicking/hacking, finding new locations, speech checks...) even at a mere 1% chance to proc (at the highest levels of Intelligence), Idiot Savant is bound to continue to pay off over time. There are some informative videos on this topic on YouTube, and the actual calculations may surprise you. If you wish to level as quickly as possible, especially if you're not maxing out your Intelligence, Idiot Savant may be well worth looking at. And, if you're a roleplayer who can't get past the silly giggle when the perk procs on your high Intelligence character, just remind yourself that genius is akin to madness, and that we're all a little goofy, sometimes. =^[.]^=
  4. When he kills things, do you get XP, as when a normal follower does? =^[.]^=
  5. New "Get out of the way" mod on the Nexus: http://www.nexusmods.com/fallout4/mods/4062/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D4062%26preview%3D&pUp=1 =^[.]^=
  6. It's a great deal easier to make that headshot when your ghoul attacker is crawling toward you on the ground, rather than charging you like he's just huffed Jet. Just sayin'. =^[.]^=
  7. You need to shoot 'em in the... legs. No, really. Very effective. =^[.]^=
  8. Be careful. If you store things in your Workbench, they can and will be scrapped as you craft. Unless you really want all that pre-war money to be turned into cloth, or to scrap that gold watch you want to sell for caps, or those extra weapons you stashed away, store 'em in something else. ='[.]'=
  9. It's my understanding that constructed items (furniture, walls, etc.) stored in the Workbench are not shared, even with Supply Lines established. Other than that, though, pretty much all resources appear to be. =^[.]^=
  10. You need the Local Leader Perk to establish Supply Lines between settlements. Then, your connected settlements will share crafting components. =^[.]^=
  11. There's a page on the Nexus featuring this outcome (or a variant of it): http://www.nexusmods.com/fallout4/mods/3511/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D3511%26preview%3D&pUp=1 Sweet! =^[.]^=
  12. I had been wondering how this would work. Thanks for the info! =^[.]^=
  13. "Move it" mods already exist for othr Bethesda games, and many of the newer, more sophisticated custom follower mods incorporate AI to directly counter the effect. It'll come for FO4, guaranteed... Especially given that bubbleheaded death machine, Codsworth. =^[.]^=
  14. The effect Legendary weapons have on replay variance has a flip side. If they replay, and never find that uber-weapon they got on an earlier run, it could sour the second run for some players, if they don't find something like it, again. ='[.]'=
  15. Ah, right! It was openteammatecontainer 1, and you could share stimpacks in FO 3. I remember, because the leader of Reilly's Rangers' legs were crippled after the escape from the hotel, and she limped around like a hunchback until I gave her a stimpack. Be interesting to see if that works in FO4, too. =^[.]^=
  16. I have this feeling that Legendary weapons, with their apparent RNG-based stats, are simply the introduction of grind mechanics into a solo RPG. Once you know that you can find a (fill in the blank favorite weapon type) of (fill in the blank extremely OP legendary weapon bonus), you're gonna want that. You'll kill Legendary enemies anticipating that drop, even though the odds of it appearing aren't all that great. I think this is to aid in extending the campaign goals of players bent on maximizing their characters. Not sure how happy I am with that notion. ='[.]'=
  17. Is it even necessary to assign settlers to defense? Best I can tell (watching other folks' playthroughs), setting up turrets does not require settlers, and boosts defense quickly. Wouldn't it be better to build a cheap fence, set up gauntlets of automated death at the chokepoints, and assign those settlers to farming for adhesive crops, or as shopkeeps? =0[.]o=
  18. I don't recall... Is this the command which allows you to give/take items, as well? In that case, will NPCs on FO4 use Stimpacks put into their inventory, or are we limited to medicating wounded followers? =0[.]o=
  19. Save your bobble heads until you reach SPECIAL 10 in that stat, if you wanna min-max. Reportedly, unlike the Bobble heads, the S.P.E.C.I.A.L. book in Shaun's room will NOT take you above 10, however, enabling you to use it right away. =^[.]^=
  20. A single settler can tend six plants, or six points worth of Defense assets (not necessarily in the same spot in the settlement, in either case). You can't assign them to more than one job, as the "Assign" option takes them out of one job when you assign another. =^[.]^=
  21. Cotangent with this discussion... What happens if, after you meet Paladin Danse, you ignore the BoS, staying on relatively good terms with them, until after completing the Nuclear Option with the Minutemen? Can you then still also join the BoS? In that instance, since the BoS never got the data from the Institute, does Maxson never order you to go after Danse? Wheels within wheels, man... =0[.]o=
  22. Perhaps the market for a left-handed gaming keyboard is so small that they don't consider it economicallly viable to produce them? Personally, I think the answer would be a modular, fully-configurable gaming keyboard. It would be of use for Southpaws, but also for the general gaming market, as well. Of course, it would also be expensive, but that's not necessarily an obstacle to the dedicated gamer. =0[.]o=
  23. No, but the two aren't going to get along, either. ='[.]'=
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