*****Official Fallout 4 Thread*****

196,141 Views | 1521 Replies | Last: 5 mo ago by Cromagnum
AtlAg05
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quote:
Grab a seat. 202 starts in a half hour


Been waiting and the prof didn't show up, I'm leaving!
howdydamnit04
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Dogmeat barked and we all got out early. You must have been too busy tracking down a Boston Bugle with a blank crossword puzzle and been late.
unmade bed
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quote:
For me this holds true as well, EXECEPT for stimpacks, rad x, and rad away.

I try to carry at least one gun of each damage type, plus some sort of long range weapon (usually beefed up .50 cal sniper rifle)

Dogmeat holds on to my hazmat suit, fat man, and any legendary items I cannot scrap.

I'm not 100% diligent on this but definitely getting better.

I did level up on the perks that allow me to scrap more items/materials from guns and armor and that's helped a lot with mods and settlement stuffs


I took everyone's advice and spent about an hour organizing my ****.

Made a little file cabinet to drop all my mods in (though I'm thinking about selling them, not sure what good keeping them does). Best I can tell, the weapon/armor that was modded keeps the mod even if your drop the mod from inventory.

Made a cooler for all my food by my cooking station.

Made a cooler full of all my drugs or components used at Chem lab. For fun, I put that cooler along with Chem station right by Mama Murphy so she can guard it for me.

Made a box for all my mines/grenades/flares.

Made a dresser for stealth boys and other misc objects that had weight.

I got my weight down to around 210. I carry my 50 cal recon sniper rifle, my 10 mm pistol I got from one of the Railroad missions (devastator), and my radiation infused 5.56 combat rifle, 5 of each type of grenade, 2 of each type of mine, my ballistic weave maxed army fatigues, ballistic weave maxed trilby hat, 5 pieces of various legeneday armor 1 chest, and 1 for each limb, also keep Reginalds suit (+3 Chr) and fashionable glasses (+1 chr) for passing speech tests and bartering, 10 of each drug, except stimpaks which are weightless, and 1 of each type of cooked food.

Huge difference. Now when I am out I pick up everything. If there is weapons or armor bench in the area I will scrap the stuff there if not, I bring it back home to scrap, or arm my settlements. I have all 18 of my settlers at the drive in armed to the teeth with laser rifles, minigun, missile launcher and decked out in combat armor.

Definitely worth the time.
Gramercy Riffs
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Bravo, sir.
BenTheGoodAg
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Ironic handle.
abram97
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is ironic.
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mickeyrig06sq3
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I have all 18 of my settlers at the drive in armed to the teeth with laser rifles, minigun, missile launcher and decked out in combat armor.
Wish we could just have a "cower over here" option. I did not spend time designing guided kill zones for my turrets just to watch you run out there with your little .38 pipe pistol, trying to solo a group of super mutants.

Only thing worse was a mission where I was with two guys, one who only had a knife. I'm a sneak/sniper build, so sorta critical to stay hidden. We'd get to the next room, and he'd just run right in with his knife, get "killed", and then sit there while I scrambled to kill everyone in the room. Then he'd just get right back up and do the same thing in the next room.
Gramercy Riffs
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If you spend all that time designing kill zones, you can spend 30 seconds to take their pipe pistol and give them a real weapon.
BigAggie06
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Every provisoner gets a minigun
Drake aTm
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Every provisoner gets a minigun


Yup. All mine have sturdy combat armor upgraded. Can't wait til finals are over so I can finish my settlements
mickeyrig06sq3
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If you spend all that time designing kill zones, you can spend 30 seconds to take their pipe pistol and give them a real weapon.
Don't you go bringing logic into this dangit.

Guess I'll give that a shot. Wonder what would happen if I equipped them all with ballistic weave gear too.
LawAg05
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Have some fairly large settlements with 27ish settlers and gave all of them laser rifles, now there is a wall of light that washes over any attackers whenever they pop up. Sometimes the attackers barely get in turret range before lighting up like a christmas tree.
bearamedic99
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Does settler and provisioned ammo pretty much stay untouched? Also, I'm confused about provisioned routes. I thought the point was I could dump stuff in a Chem station in one place and have it available in an armor workshop at all locations. Is it only specific from Chem station to Chem station and workshop to workshop? Or does it entirely not work like that at all?

Ps- thanks to whoever spread the word about the jet formula. Easy money.
Hickory High
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I'm always a real Scrooge when it comes to games like Fallout and Skyrim because I never feel like I should be spending the money on when I'm spending it on. Like I always feel like I should be saving it for something. What do you guys mainly use caps for?
txag2k
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I'm always a real Scrooge when it comes to games like Fallout and Skyrim because I never feel like I should be spending the money on when I'm spending it on. Like I always feel like I should be saving it for something. What do you guys mainly use caps for?


Hookers-n-Blow.
ZooGuy
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I'm always a real Scrooge when it comes to games like Fallout and Skyrim because I never feel like I should be spending the money on when I'm spending it on. Like I always feel like I should be saving it for something. What do you guys mainly use caps for?
Once you get enough settlements set up and making money (I make mine from water purification plants), there's really no limit to caps. I'll do some missions, pick up loot along the way, go back to the two settlements I have water plants at, collect purified water, sell it, rinse, repeat. It doesn't take very long to get 20-30k caps that way, and I'm still buying armor, weapons (i.e. Overseer's Rifle) when I want them.

Oh - edit - and of course robot hookers and chems. :P
Drake aTm
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Haha. I use to play this way, but the game is a lot more fun if you spend money on things you use and sell everything you don't. Makes currency useful.

All my extra ammo I don't use goes towards ammo I do use. Sam with chems. I'm always buying junk for my settlements too.

I sell stimpacks(keep 5 for dogmeat) since I only eat food to heal. Rad x gets sold since I never use it.

Chems,Fusion cores, heavy weapon ammo, and junk is all I buy. Anything that takes up space gets sold
BigAggie06
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I took advantage of the trade glitch pre-patch on console so I racked up about 4000 caps pretty easily, and got some good weapons in the process, now I am selling anything I don't need and usually doing more barter, trying to get my transaction as close to 0 as possible. I bought Overseer's Guardian with just .38 ammo, no caps.

The only thing I have actually spent caps on recently is stores for Sanctuary.
Drake aTm
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That's another fun way to play.

I have a bunch of water farms, and food farms that specialize in 1 or 2 crops. Ag Econ roleplaying/simulator I guess.
bearamedic99
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also, is there a way to get more artillery smoke grenades? I've built artillery around the map but have not reported back to Preston about it (avoiding completing other minutemen missions and being assigned more)
maverick2076
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You should be able to get arty smoke grenades from your workshop's inventory. They generate there.
Eliminatus
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quote:
Does settler and provisioned ammo pretty much stay untouched? Also, I'm confused about provisioned routes. I thought the point was I could dump stuff in a Chem station in one place and have it available in an armor workshop at all locations. Is it only specific from Chem station to Chem station and workshop to workshop? Or does it entirely not work like that at all?

Ps- thanks to whoever spread the word about the jet formula. Easy money.
Just learned this last week myself.

Supply lines ONLY work for junk(building materials), food, and water. That is it. Not even earned caps. (Of everything I wish this would work with supply lines. Hate having to go all over the settlements to get my monies. Feel like a hustler.)

Other items such as weapons, armor, chems, etc will NOT be part of the supply line system. Doesn't matter if you dump it in the workshop period.

Took me a long time to figure that out and then search online to confirm it. I used Sanctuary as my main base forever so I never really noticed, but when I finally transferred to Spectacle Island I had nothing. Took me a couple of days to pinpoint why. Now I am slowly transferring all of my stuff to SI. Apparently I had stuff stashed everywhere.
bearamedic99
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How do you collect the purified water? I walk up to the industrial water purifier at the Castle and only have the option to activate it.

The Island was a pain to clear and a bad time to up the difficulty.
Drake aTm
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It stores in your workshop
wee_ag
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quote:
quote:
Does settler and provisioned ammo pretty much stay untouched? Also, I'm confused about provisioned routes. I thought the point was I could dump stuff in a Chem station in one place and have it available in an armor workshop at all locations. Is it only specific from Chem station to Chem station and workshop to workshop? Or does it entirely not work like that at all?

Ps- thanks to whoever spread the word about the jet formula. Easy money.
Just learned this last week myself.

Supply lines ONLY work for junk(building materials), food, and water. That is it. Not even earned caps...
HOLY CRAP - THAT'S why those random caps end up in my workshop... I'm an idiot.
Thunder18
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I also was unaware that armor and weapona don't transfer like junk does...looks like I will be making some trips from Sanctuary to Spectacle Island to fix that
BustUpAChiffarobe
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For some reason nobody wants to work in one of my trader booths, I keep assigning people there, but no luck, although the other one is manned.

Also, is there anyway to know which people have assignments and which don't?
howdydamnit04
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The person you assigned still offers to sell you stuff, you just have to track them down. Kinda annoying. Same with my Weapons Trader.

I saw something earlier that people are renaming settlers somehow with their job duty. Maybe a PC thing?
Wildmen03
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I've also seen people putting different bandannas on people based on job duties.
E
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What armor did y'all use around level 30? I was using the standard modded stuff but have since switched over to the minuteman general armor (45 dmg) found in the castle that is very lightweight. I have Piper wearing Kellogg's suit (30+ I believe).
AboveAndBeyond
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Am I the only one who decked out EVERY settler in a pimp suit?! I have Cait in the Ganrock (so?) Outfit just because. Everyone else is in old suits and a pimp hat......

How does ammo work for them? Strong somehow ended up with a minigun (I didn't give it to him) and I gave him a little ammo thinking it would keep coming like their health. Now all he uses is a sledgehammer.

Also, anyone else have a problem with Hangman's Alley? I put some crops and assigned people to then, but it still says 2 food and they are all hungry.....
bearamedic99
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Not sure what the Ganrock outfit is. I'm lvl 29 and finally exploring the combat zone and seeking Nick Valentine. I just found this gem about upgrading headgear. http://www.forbes.com/sites/davidthier/2015/11/20/the-best-piece-of-armor-in-fallout-4-isnt-what-you-think/
BigAggie06
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Grognak's
Drake aTm
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Wait, can you use that ballistic weave on fatigues and wear armor over it?

If so, I'm ditching power armor
BenTheGoodAg
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Yes and it's awesome.
 
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