Fallout series

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What's wrong with FROST? Only thing I know about it is the guy also worked on DUST for FONV.
Well, i could start with how lore is tacked on despite the genuine effort to detach the player character from any sort of lore.
Or with how the default settings are overtuned and genuinely punish engaging in any sort of combat instead of rewarding doing so intelligently.
How about the mess that is Fo4 armor meaning that you are once again chipped away constantly?
Oh, can't forget explosives instantly gibbing you.
Uhhh, Vertibirds. Or the US Army in general.
Bonus points: following the breadcrumb trail attached to that lore mentioned above strips you of all your belongings (yes, including quest items) and dumps you into Far Harbor.
Which has even less medical supplies than the base game.
And the renamed Ware's Brew gives immunodeficiency.
And Rad-X now calls Chem-based Disease Checks.
tl;dr Much like Fo4 itself- Good modding framework, horrible playable baseline.
I guess it's nice you can play as a ghoul- not worth it in the slightest due to the penalties, but nice. The not-player-attached lore is also fairly well-done, too.
 
Decided to start playing Fallout 4 on Survival difficulty.

It honestly feels like this is the way it's meant to be played and the "regular" difficulties are just there as the training wheels mode.
TBH most Fallout games are vastly improved by removing fast travel. Unlike TES games, FO's maps do a really good job at making the survival aspects fun without being tedious, and they're also much easier to traverse on foot and have better pit-stop locations. Fallout 4 is absurd though in how much it improves by being played on survival, it really is like the game was made with it in mind.

I remember being a wee Coldsteel and installing that one motorcycle fast travel mod in 3 for the first time and how it made the game really click.
 
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TBH most Fallout games are vastly improved by removing fast travel. Unlike TES games, FO's maps do a really good job at making the survival aspects fun without being tedious, and they're also much easier to traverse on foot and have better pit-stop locations. Fallout 4 is absurd though in how much it improves by being played on survival, it really is like the game was made with it in mind.

I remember being a wee Coldsteel and installing that one motorcycle fast travel mod in 3 for the first time and how it made the game really click.
I never fast travel in these games. It makes the game much more immersive, lets you find special encounters you will never get outside of them, and adds an entire new element of time management to worry about: If you have to walk on an empty road where nothing happens to walk from place A to place B, it wastes your time so you might as well plan your routes and be as efficient as possible. Fast traveling is a debug option when a bug happens as far as I am concerned.
 
Here is a new small mod I made: Vault 108 Fix:

Description:
Vault 108 was always a bit of a curiosity: In practice, it's supposed to be similar to Vault 34 in that there was supposed to be a social experiment based on social tension and lots of guns, in other words Vault Tec expected the population to kill itself if left to their own devices. In practice, there is barely any guns in the Vault and instead the focus is centered on cloning some guy called "Gary". To say that the idea is stupid and execution disappointing is an understatement, and I always hated it. There is zero mods that address this lore issue, so instead I decided to do something about it.

What this mod does:
*Removes all Gary NPCs, dead or alive
*Places one Vault 108 Jumpsuit near the Charisma Bobblehead
*Removes the holotape that talks about cloning
*Places a whole bunch of gun lockers, most of them unused and from DLCs, into two "armories", all of them are locked Very Hard while the doors themselves are only Average locked so you can pick up the more useless clutter within without higher Lockpick
*The normally unobtainable Skill Magazine that is out of bounds has been placed where it can be picked up, at the entrance level

You can expect to find rare items like Double Barrel Shotguns, Flare Guns, Automatic Rifles and 10mm Shoulder Miniguns in the armory. This is a reward for high-leveled players or those who invested in Lockpick. It is also a chance to use these items early without having to go to Mojave or the respective DLCs. The players can theorize what really happened on their own, my take is that they tried to clone the Overseer but failed. This lead to most of the Vault falling to in-fighting and bickering, leading to chaos and most of them becoming first generation DC Raiders. In the chaos, the key to the two armories was lost and has not been claimed since. There, that's a better story than the random Gary meme, which is a borderline Wild Wasteland encounter. If you wish, you can disable this esp if you're running WW, I'm too lazy to script the Garys to appear or disappear based on what trait you have.
 
TriangleCity really let his channel go after his interviews and cut content well dried up
triangle.webp
Now, he is just another slop channel that reads the wiki for 10 minutes.
Running out of good Fallout youtubers to watch, most retired or turned to dogshit.
 
You know how retarded the whole "100 men vs 1 gorilla" debate is?

Just switch "100 NCR soldiers vs 1 Paladin" and thats basically the NCR vs BOS war.
Heh, its not even that bad. Its more like 10 to 1 in the NCR's favor, which means they probably have just as many heavy weapons as the BoS but a lot more meatshields with service rifles and hand grenades to serve as distractions.
 
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The Brotherhood is objectively the best faction in Fallout 4, and Maxson is the only leader in the game behaving like the adult in the room ( also the only one that isn't a sub 90 IQ retard).

Synthetic abominations that can perfectly disguise themselves as normal humans, that can "integrate" into human society and replace normal people without their loved ones even noticing it is absolute Nightmare fuel, all Synths must be exterminated for humanity to survive in the long term.
 
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The Brotherhood is objectively the best faction in Fallout 4, and Maxson is the only leader in the game behaving like the adult in the room ( also the only one that isn't a sub 90 IQ retard).

Synthetic abominations that can perfectly disguise themselves as normal humans, that can "integrate" into human society and can replace normal people without their loved ones even noticing it is absolute Nightmare fuel, all Synths must be exterminated for humanity to survive in the long term.
Brotherhood not trying to at least take over the Institute, even if it meant destroying the Synth factory and keeping everything else intact for research, will always turn me off from their questline in 4. Thankfully, there is a mod that actually expands on the main story and lets you infiltrate the Institute for BOS/Railroad if you want, haven't tried it yet but I heard good things.
There is also a mod made by the same guy that lets you actually save Shaun.
 
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Synthetic abominations
They aren't even synthetic in the mechanical sense, they're an FEV derivative if you discount the brain chip. They aren't even fucking robots.
Even gameplay agrees, since they don't take damage from Troubleshooter's, though it's Assassin's instead of Mutant Slayer's so that's a mess on its own. I blame Bethesda shilling them as humans for this.
The only exception seems to be Harkness, in an attempt to not whack the prior numbered title with the retcon stick so hard it becomes braindead like Emil did to all other prior entries.
He did anyways, oh fucking boy did he, but there was an attempt.
The whole 'synth replacement' shit could be solved by not fucking using them in that manner. So you'd have to cull the leadership involved for it in the Institute and the Railroad. And also Acadia.
Blowing the place sky-high is overkill though, especially for a chapter as rooted in tech-gathering as the Outcasts. West Coast Council is gonna be PISSED, regardless of the East Coast's Elder's Bloodline.
It's the greatest of ironies that the Enclave Quest Mod does the Brotherhood's job better than the Brotherhood. Go play America Rising 2 if you haven't already, then do it again but by siding with the other guy at the halfway point. Don't forget the patches you WILL regret it if you do.
Thankfully, there is a mod that actually expands on the main story and lets you infiltrate the Institute for BOS/Railroad if you want, haven't tried it yet but I heard good things.
Got a link to that and the shaun-save one?
 
Got a link to that and the shaun-save one?
Save Shaun(also a possible companion mod)
Project Valkyrie(Extends the main quest in many ways, that includes brand new endings, one of which is infiltrating the Institute and taking it over for Brotherhood/Railroad instead of destroying it)

Also, I think you're over estimating just how much of a role FEV plays within the synths. They are essentially glorified clones of Shaun that are bioenginned into whatever they need to be(race, gender ect). As you said, they are also part cyborg, FEV only comes into play for a little bit of genetic tweaking that would otherwise not be possible with normal humans(for example, making the synth immune to radiation like super mutants) and largely serves as some means of salvaging what was learned from the disastrous FEV program. We can imagine that Shaun kept it going for as long as he did to find some sort of cure for his disease, but we can only speculate.
 
Project Valkyrie
Ah, that one. Not the biggest fan of some of the lore it tacks on, but some of it is okay. A couple quests run afoul of 'Yapping Protagonist' syndrome because of spliced lines, but because of spliced lines, you can't even use Silent Protagonist to end the yapping.
FEV only comes into play for a little bit of genetic tweaking
Given the stated changes for Coursers it's a lot more involved, but it's not fucking represented in gameplay, so i'll just call Emil and whoever made all synth types vulnerable to knockdowns (among a thousand other things) fucking idiots and move on before i start ranting.
 
Given the stated changes for Coursers it's a lot more involved, but it's not fucking represented in gameplay, so i'll just call Emil and whoever made all synth types vulnerable to knockdowns (among a thousand other things) fucking idiots and move on before i start ranting.
Not really, Gen 3s are glorified android/clones and the game spends way too much time trying to hype them up. Remember, they can't breed or age, their roles are limited due to their mental shortcomings and poor understanding of how human societies work, so they are expandable to some degree and their actual use is narrow outside of being glorified Mr. Handies. "Future of humanity" my ass. I will agree with you on the Coursers tho, they are such a letdown. They remind me of BOS Paladins in Fallout 3, they're clearly supposed to be end game threats(or allies as you can't normally turn them hostile due to storyline reasons) but due to the atrocious way Fallout 3 does armor, it's made of cardboard and they oftentimes get killed by basic raiders or Super Mutants with Assault Rifles. This is thankfully fixed in TTW due to using NV's DT system, but it always cracks me up when I see it in Fallout 3 proper, similarly Coursers are extremely underpowered compared to what the lore says about them. Being loyal super soldiers is actually one of the best uses for a Gen 3, but again, not like we have any shortage of combat robots or normal soldiers who can just put on a suit of Powered Armor.
 
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