avatar_mandru

Funny moments in fo4

Started by mandru, March 24, 2016, 12:09:24 AM

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mandru

That is interesting D-B, but I'm playing the vanilla version of the original release with no expansion packs.  It's possible that the conditions surrounding hitting that 100% may have been modified with the additional add-on packs.

But it is fortuitous that you brought the topic up of those expansion packs as I have been wondering about them lately.  My chief question is does adding the additional game content packs force you to restart a new play through or will it allow you to continue with the character build you have in play?

I'm still on my first character build/play through and I've grown quite fond of the ugly mug as well his hard earned accompanying stats.   :-D

Spoiler: ShowHide


I've been on this round of play so long Shawn's now a teenager and has started giving Mama Murphy the eye.  :o


- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Dweller_Benthos

The DLCs don't make you start a new game, the notifications for them will just show up the next time you run the game. Most of them don't auto-start until you are at a certain skill level, as they are considered a bit more difficult than the main game, at least at the beginning of the main game. But, this also doesn't mean you can't just start the DLC at any time you want, you just have to go to the place that triggers the quest. I did a test on an old save game and started the Far Harbor quest immediately after leaving the vault at level 1. Of course, the initial battle in Far Harbor was almost impossible with just a 10mm pistol and 80 rounds of ammo!

Far Harbor is by far the best one in both scope and content. Nuka World is OK, but it's raider-centric story may not agree with you if you like your settlements. It's main story requires you to take over your settlements with raiders which gets Preston mad at you. There's a mod that lets you skip that section, so there's an option. I ran through it both ways to get all the story from it, then went back to a save game and used the mod to skip that section and continued from there.

Automatron is fun, but short, but also allows you to build custom robots that you can use for pretty much any purpose. The other DLCs add a lot of settlement building stuff which you might find interesting, a season pass would be best, especially if you can find it on sale this holiday season.
"You've read it, you can't un-read it."
D_B

PZ

The season pass sounds good, especially if we can get it at bargain prices  :-X

mandru

Far Harbor purchased and loaded today.  I'll get into it later.

D_B you guessed right about me and Nuka World.  I'm not wanting to bust up my settlements after all the elaborate planning and development I've plowed into them just to turn the properties over to the same scum I've been butchering for several months now.

The season pass would be a bit of a wasteland waste for me.  :-D

The console command "killall" would do that easily enough if that was what I really wanted.  ;)
- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Dweller_Benthos

That's why I played Nuka World all three ways, once as the raider (mostly to get the achievements) then back up to a save game and killed them all, which leaves the parks empty. Then backed up the save game again and used the mod.

Far Harbor was definitely the best, though again, like Nuka World, would have been better if more closely integrated to the main game. There are a few things you can do back on the mainland that effect what goes on there, but they aren't all that special.
"You've read it, you can't un-read it."
D_B

mandru


I've not yet accessed the Far Harbor content so I was seriously surprised earlier today when in an effort to tie up a few loose ends with my settlements I killed a raider who had a legendary speargun with a bonus against animals I'd never seen before tucked away in his inventory.  It was later I found that when in build mode there were several useful new additions to elements I could use in my settlements.

Spoiler: ShowHide


I've heard from a few preview videos and other forum posts that Far Harbor seems to have been designed to be played with Nick Valentine as the companion of choice.  There is the new DLC companion in the town of Far Harbor who is available to escort you to Arcadia (the home of the synths) but if you accept his offer to travel with you (dismissing Nick) you will be missing out on a gem box full of dialog that comes with having Nick along for the ride.


- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

PZ

Dang, I'm looking forward to heavily modding the game like I did in FO3. Game changing mods plus the ability to easily control their interactions made playing the game lots of fun. Now I hope the same for FO4

Dweller_Benthos

Yes, there is a lot of extra dialog and interaction in the Far Harbor quest if you have Nick with you. You can get Longfellow as a companion as well, but you don't have to take him right away. I passed on him while I did main quests and then took him along and left Nick at the cabin when I was doing general exploration or sides quests. Nick only has extra dialog when dealing with the main story with the synths. He doesn't have anything much special when doing anything else. I had Piper with me most of the time as she gives extra XP when discovering new locations.
"You've read it, you can't un-read it."
D_B

mandru

I had a real "What the hell?" moment while working on my Far Harbor settlements.

I started setting up the four settlements in the Far Harbor (DLC content).  While I was working in build mode on getting the raw essentials for the lumber mill built up to the point I could begin to think about installing the settlement recruitment beacon I noticed that the happiness meter had already pegged 100%.  ???

The settlement shortly after I liberated it with nothing built yet had three settlers show up.  I only noticed they even existed because I needed to travel into that area on other business and when I hovered my mouse on the map to teleport it showed me they were there.  I postponed my other business to try to make them protected and comfortable.

After Synth screening the three (save, kill, search and reload) and re-outfitting them with top grade guns and armor I quickly tossed down twelve Mutfruits (assigning one of them to farm) and in the mill's entry way I tossed up an elevated 3X5 concrete based shanty with 12 beds that could easily be expanded later on when I had more time to fuss over their settlement.  I was just getting a roof over their heads.

After assigning the three settlers beds I cleared out the cleanest space I could find in the main building's basement and set up two top tier shops, a Clinic, and Restaurant/Bar each with two stools on the display end of the counter.  That got the other two to working.

Being at near sea level gave a high build clearance so I went high up with a platform for generators and ran lower suspended scaffolding with more than enough laser canons to cover each of the potential directions of attacking.  While working out the automated defense strategy I remembered D_B had mentioned a super mutant dog merchant who stayed put and wasn't depend on random encounters.  After a quick web search I located him and had a dog sent to the mill and two of my other settlements.

Teleporting back to the mill after concluding my transactions I found that the dog had not only beat me back but was busy effectively fending off attacking trappers outside the front entrance who'd dropped by to welcome us into the neighborhood.  Six attackers and not one of them managed to set foot into the settlement's build zone.  Dog and laser canons (and I helped after I heard the ruckus and charged in) seem to have effectively sealed off that approach before the settlers even realized there was a problem.  :)  :-X
Here (while tinkering with an over looked blind spot in site security) was when I noticed this total bare bones location had reached 100%.  (;\


As soon as Erickson was restocked (three dogs per visit and for a super mutant he's much friendlier than almost all of the stiff New Englander inhabits  ::) ) the mill got a second dog and a dog house to guard the second most obvious direction of security risk.

I really do wish that there had been a few side quests (trust qualifiers + character development) for proof of being able to take good care of the dogs or whatever by Erickson as I really like his character and would have enjoyed to have taken part in assisting him in his renormalization.  He really is a decent sort of guy.  Every time I come by to visit he offers a bed and gives food.

I think Erickson would have been an excellent roll model and influence to introduce to the companion Strong.  If Erickson could have been an assignable placement point the super mutant companion I see some possibilities there.  If only Erickson could have helped Strong in his search for "The milk of human kindness" it would have made up for my not being able to provide that understanding and (for me anyway) would have been a sweet story line addition.  :(


- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Dweller_Benthos

It seems Far Harbor is an easier place to get a 100% settlement rating. I know it's super easy to do at Longfellow's cabin, which is where I got it and never bothered with any of the rest because I only wanted the achievement.

There is a little backstory to Erikson at the Vim bottling plant if you haven't been there yet. Mostly in some terminals and such and you have to read between the lines I think, as I don't recall if he's named as the one doing the writing. Fun boss fight there too, be prepared.
"You've read it, you can't un-read it."
D_B

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