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CaptainPatch

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  1. However, there are a couple of side interactions that illustrate that the Legion DOES include women in its rank and file. In Solitude, there is a sidequest where you go and inquire of the Captain of the garrison what became of the Alchemist's daughter that had joined the Legion. (She was killed fighting Stormcloaks near Whiterun.) Then in conversation with Ghorza the blacksmith in Markarth, she mentions that she had served in the Legion.
  2. Much of Elizabethan England was comprised of "daub-and-wattle" architecture https://en.wikipedia.org/wiki/Wattle_and_daub People do NOT like having Mother Nature just breezing into their lives. Native American even though often nomadic, created a variety of do-it-yourself housing like teepees, wigwams, longhouses, igloos, etc. Why wouldn't some people build weather-tight homes if they couldn't find an pre-existing sound structure to move into? And why, why, why do they NEVER clear out the trash? Does EVERYONE living in a garbage dump? And some NPCs are portrayed as being wealthy enough to hire employees? Why no spend some of that wealth to hire a maid service to clean up the domicile. Maybe even hire a glazier to make some windows.
  3. Do you have any idea how tasking it is on machines, time and money by making all houses usable either with own cells or in world space? Just an idle thought: Given the devastation of the explosions of several nukes in the area, if Bethesda didn't want people entering any given building, just collapse it. Enter-able buildings would be the ONLY buildings somewhat intact. (Or constructs after the War.) Imagine Hiroshima http://inapcache.boston.com/universal/site_graphics/blogs/bigpicture/hiroshima_08_05/h11_12.jpg after several nukes had been detonated over a larger area.
  4. I haven't seen anything definitive about just who all the draugr are. However, I get the impression that most/all were interred during the era of the Dragon Cult, and that that most/all were in fact dragon cultists. There are several side quests that delve into the relationship between cultists and dragon lords. Part of that relationship was that "When the dragons return, we WILL be resurrected so we can serve them once more!" Traveling all over Skyrim, it becomes apparent that having large numbers draugr coming back to life has come as a BIG surprise to nearly everyone. Prior to Alduin's return, most draugr animation was conducted by the occasional necromancer. Very limited and quite understandable. But having draugr becoming active practically everywhere all of a sudden, quite the shocking surprise. So Alduin returns and dragons start to reappear, pretty much at the same time that large-scale draugr reanimation starts. Coincidence? I think not.
  5. This, I believe, would be a micromanagement nightmare. First, because a settlement has so few settlers that setting even ONE aside noticeably affects the settlement's productivity. Having to assign another one, two, or three additional settlers as escorts for the provisioner erodes the settlement's productivity that much more. Second, just think how many battles the main character has to blast his/her way through going from Point A to Point B. That's how much fighting a provisioner has to go through every time, both ways. Battles are time-consuming. Third, if by adding guards, Supply caravans become NON-Essential, that means it would become necessary to frequently check on the status of each and every Supply caravans to see which have had casualties -- or been wiped out entirely -- that need to be replaced. Forget about doing any of the game's main quests; Supply Caravan Traffic Manager just became a full-time job.
  6. I believe that you are confusing zombies with vampires. Draugr are NOT "creatures of the night". They are simply corpses that have ignored the fact that they are dead. On the surface, you don't see bodies evaporate (other than time-related graphics reducing their memory load by removing non-essential objects). The ONLY reason that you don't see draugr freely roaming is because the vast majority were stored away in tombs and barrows. (In point of fact, you DO often see draugr on the surface. Build the house up by Solitude and you WILL on occasion have draugr show up at your doorstep, having wandered on down from the nearby barrow.)
  7. The thing with the LARGE number of instances where numbers are seriously deflated, it's like The Boy That Cried Wolf: Who don't know when the bad news is real. Went to a dozen settlements and saw that the low numbers were bogus. But then last night I visited one where it had been attacked and I either never got a warning or else I missed it earlier. There's so much bad info being given, there's no way to discern what is Real versus Unreal.
  8. 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.
  9. I'm not entirely sure that the misinformation wasn't deliberately planned by the devs. The Sole Survivor is much like the Guardian Angel of all his/her settlements. And the settlements each keep sending messages to "Come save us again! Because, like, we feel safer for having you around. But you don't visit nearly enough! So we keep sending messages, hoping you will come soon."
  10. A VERY thin connection to the movie. Heinlein was MUCH more cerebral in his discourse and dissertation. [Great book by the way. Well worth the read.]
  11. But keep in mind that NONE of those global events were radioactive inundations on a global scale. An asteroid impact may have blanketed the planet in a cloud, blocking direct sunlight for decades. But in such a case, most plants would have gone dormant. Once the combination of sunlight and water return, the plants can easily revive. In contrast, radioactivity sterilizes the soil as well as killing plantlife. On a global scale, the rare pockets of unaffected plantlife would take a long, long time before their wind-borne seeds could redistribute to long-term blighted areas. Unsterilized soil would also have to work its way to the surface, NOT be sterilized by residual radiation, and then be fortunate enough to be the depository of wind-borne seeds, carried from those few caches of botany NOT affected by Great War fallout.
  12. This has always been a concern of mine in the back of my mind. Just where am I storing on my person 1) a ballistic sniper rifle, 2) a sniper laser, 3) a combat shotgun, 4) an assault rifle, 5) a melee weapon, 6) a high-capacity semi-auto pistol, 7) a number of frag grenades, and a number of Molotovs? Best as I can figure, "web gear" = "golf bag". ["I say, caddy. I believe I will use the Number 5 Assault Rifle on this particular beastie!"] Along with two sets of armor and several hundred pounds of impedimenta. But given a choice between graphically representing a realistic encumbrance system, versus free and easy access to whatever they believe they might need in a variety of instances, I believe about 95%+ of game players would prefer the invisible Bag of Holding.
  13. All things considered, with the total collapse of international trade, the trend towards destroying the equatorial rain forests would have abated. During the Great War, there really won't all that many high-value equatorial targets. So very possibly, for the last 200 years the rain forests may have been rebounding, pumping out more than enough O-2 to keep the atmosphere viable.
  14. The thing about a MIRV was/is that it uses about the same volume and lift as a solitary device. The only way that you can accomplish that is to subdivide the solitary warhead into smaller packages. The benefit of this approach is entirely conservative in nature. With ONE warhead, you either hit, get close, or entirely miss the intended target. With a MIRV approach, the target area is blanketed by smaller nukes. It pretty much guarantees that at least some of the payload will be inflicting a LOT of damage. Probably not as much as if the ONE warhead was smack on target, but a heckuva lot more than if it had been a clean miss. [Historically, the MIRV was of enormous interest to the USSR because it knew its guidance systems truly sucked. So there was a big push to MIRV-anate the USSR's ICBMs.]
  15. I'm currently just starting Covenant and already know I will probably have to execute all of those "For the good of Mankind!" murderers. So, planning ahead What happens if after having destroyed the gun turrets, I Build replacements in the exact same location? Wouldn't that cancel the hostile turrets from reappearing? Likewise, scrap all the doors and install replacements? Also with all the lockable containers and beds.
  16. Cavern Isles Sanctuary http://www.nexusmods.com/skyrim/mods/17176/? 1) It provides a very useful base of operation near Whiterun immediately. Safe storage and ready access to Smithing, Alchemy, and Enchanting. 2) There are three Khajit merchants permanently located there -- and EACH of them has @25,000 gold to spend. Unloading surplus loot and improved gear is rarely a problem. 3) More aesthetically, it is simply a gorgeous domicile with everything you could possibly need, all in one location.
  17. Why not? They have included a map icon for where you left your most recently worn suit of Power Armor. Why not Companion markers as well?
  18. That's quite the glitch. I'm guessing what is happening is that the top-most graphics layer is not displaying. I believe that the final picture we see on screen is a "sandwich" of layers, starting with the background, which then has a layer of distant objects, upon which is stacked the characters. Though for the most part I have negligible problems, on some rare occasions my first-person view of what I am holding vanishes. This includes times when I Tab into the Pip-Boy, but the Pip-Boy doesn't appear at all. The Pip-Boy screen is a top-most layer, as is the lockpicking screen. I have found that when my top layer disappears, I can get it back by simply switching to to third-person view and then back to first-person again. You might give that a try: before attempting lockpicking, switch to third-person view and back to first-person again, before attempting the lockpicking. That might do the trick.
  19. FO4 is the first Beth game where they deviated from the one Companion + pet + servant (dwarven sphere or spider for example). Dogmeat has been fully elevated to full-blown Companion rather than just a pet. I can't remember precisely, but the Dogmeat in FO3 was, I think, a +1 like Meeko in Skyrim.
  20. How different from this https://www.youtube.com/watch?v=8PPI9qszOS4 are the graphics that you see on your screen?
  21. I find that the HUD is too unobtrusive. Messages about so many different things appear in the upper left screen so often, often while there are other things focusing my attention on the center of the screen, that I'm missing probably more than half of what the devs obviously thought was important enough to pop a message. What I would like to see is: 1) Rather than just the same monotone color for EVERY message, cycle through a palette of colors, with each new message being a distinctly different color than the previous message. 2) Prioritize the messages, from a flat color for basic notifications (e.g., "There is something you can pick up here.") to flashing neon ("This stuff is really important, so LISTEN UP, KIDDIES!"). 3) Make pick-up-ables VERY apparent. (I keep missing stuff as I sweep the cursor over likely sites where I expect to find something useful.) 4) A archive of messages would be useful to allow the player to scan back to see if there was something that was missed. I haven't modded the game at all yet, but if something like this is available I will certainly install it RIGHT NOW!
  22. +1. When I get around to building, I pay attention to just how many units are currently available to decide just what and how many units I build. For example, I'm deciding, "Should I build wood walls or steel walls?" I check and see that I have only <30 units of steel in stock, so I go with wood. But what the game is NOT showing me is that I have Junk in stock that scraps down to +150 additional steel in the workbench INV. Also, if there is a supply route in place I know that the final raw resources -- Wood, Steel, Acid, etc. -- are shared. But what about Junk, Weapons, and Armor that can be scrapped down to raw resources? Shouldn't those be shared as well?
  23. It also depends on how many logs you purchased. When building, logs can go fast. I figure a complete house will use about 600 lumber. [Don't worry about buying too many logs. Any leftovers are automatically available at the next build site. That is, ALL logs purchased are available at all three sites simultaneously (given that you have the charters for all three sites).]
  24. Correct. FONV started with a cap of 30, but each add-on extended the cap by 5, up to a max cap at 50.
  25. But how does the AI know just which items to break down when, say, steel is needed, but a half-dozen items in INV have steel components? [Thanks for pointing out that the workbench is NOT a safe storage location. For example, I've on occasion stored gold lighters there, planning to extract them just before going to a trader. I didn't know that the lighter might not be there later when I have the chance to sell it.]
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