Fallout series

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Nobody gave a shit and apparently nobody here even noticed, which goes to show you how little he matters
TK was always an extremely bland and uninteresting guy who was only ever relevant when he would get himself in hot water by shitting on things. He transitioned into a 'I love Bethesda now!' sloptuber like Oxhorn after getting clowned on during the whole Frontier drama and started putting out the wiki shorts that blew up view count wise but basically sentences him to permanent irrelevancy forevermore.
seems it's not actually him
Yeah, just a re-uploader that seemed to nab some of Schizo's videos before he went under.
 
Since I've got almost (all) trophies on F4, I like making power armor characters. The concept of needing a fusion core is fun and all, but I'd rather they just made it to where you didn't have to use one in game all of the time. However, I could be alone in wanting that. The NPC's for the BOS have infinite charge on their suits (up until you pickpocket the fusion core on their suit) , so...why not the player?

I just think power armor is cool is all.
 
Since I've got almost (all) trophies on F4, I like making power armor characters. The concept of needing a fusion core is fun and all, but I'd rather they just made it to where you didn't have to use one in game all of the time. However, I could be alone in wanting that. The NPC's for the BOS have infinite charge on their suits (up until you pickpocket the fusion core on their suit) , so...why not the player?

I just think power armor is cool is all.
There are at least 15 mods that either extend Fusion Core life (sometimes dramatically) or make it functionally infinite that still work.
There were more that made them literally infinite but none of them have survived the various game/script extender updates and link rot/Nexus Fucktardation.
 
The concept of needing a fusion core is fun and all, but I'd rather they just made it to where you didn't have to use one in game all of the time
Gee, you mean like the lore clearly states these pretty much last forever(100 years of active use)? The first mod I ever got was one that doesn't drain fusion core power, letting you use one infinitely. I later installed a mod that adds robots to your settlement that killed two birds with one stone, gave Robot Expert perk and fusion cores a purpose(that was before Automatron btw, and I still remember the controversy of people accusing Bethesda of ripping off that particular mod).
However, I could be alone in wanting that. The NPC's for the BOS have infinite charge on their suits (up until you pickpocket the fusion core on their suit) , so...why not the player?
Todd wanted Power Armor within the first 15 minutes of the game because he quite literally repurposed a tech demo he showed to the press as the first Minutemen quest, which most players blindly do because the quest arrow tells them to(I recently did a playthru where I never did it myself to remove Minutemen and Preston from the game entirely, leaving him stuck in the museum forever. Makes the game much better and early game actually difficult). This is the entire reason why they retconned how Fusion Cores work, it's exactly as stupid as it sounds.
BTW Fusion Cores aren't even new, Fallout Tactics introduced them and implied that these do indeed run out only a hundred years or so, not often enough that you have to keep scrounging garbage cans and file cabinets for them on regular bases anyways.
There were more that made them literally infinite but none of them have survived the various game/script extender updates and link rot/Nexus Fucktardation.
The one I am using works for me even today(I never updated my game past a certain point, tho) AND it works fine on London, which uses the last version of the game before the Next Gen update fucked everything up. I have no clue what you're using.
I'm too lazy to look for which specific mod I am using, it's the same one that also disables the AP drain from the jetpack entirely(another stupid idea, just deal with the fact that jetpack will break the game or re-do the entire world and level design around it. COMMIT to something for once.)
 
I have no clue what you're using.
Downpatched NG install because my prior pre-NG install got completely fucking shredded by drive failure. The only thing left outside of DLC and AWKCR (which was disabled at that point) was pistol meshes from Misriah Armory.
No, i don't know how it obliterated the main ESM but not the DLC either. I'm surprised the drive is even accessible to any degree to begin with.
It being downpatched might be the cause? But it's more likely just esoteric Gamebryo shitcode, so i just grabbed the functionally-real-life-year Core mod and made the jetpack functionally infinite through GCM.
or re-do the entire world and level design around it.
One interesting touch is that any elevator with a roof hatch that isn't jammed was a deliberate level design choice for the jetpack.
Half of them are never seeing any use because of the fact that nobody is going to run the jetpack unless they have infinity fusion cores or free jetpack- Motion-Assist Servos is a not-insignificant Strength boost on top of the PA's set-to-11 baseline and Core Assembly stacks with fucking EVERYTHING for some reason- but it exists.
remove Minutemen and Preston from the game entirely
Oh, right, with AR2 you don't even need the Minutemen as a backpath anymore. Gotta make sure to grab a mod that obliterates the Minutemen wholesale next modlist so i don't have to keep doing it myself.
Even if it is fun to turn Preston into radioactive slag.
 
There are at least 15 mods that either extend Fusion Core life (sometimes dramatically) or make it functionally infinite that still work.
There were more that made them literally infinite but none of them have survived the various game/script extender updates and link rot/Nexus Fucktardation.
Gee, you mean like the lore clearly states these pretty much last forever(100 years of active use)? The first mod I ever got was one that doesn't drain fusion core power, letting you use one infinitely.
As much as I do love mods (and I do use mods & cheats since the game is old now), I'm kinda hoping that they don't make you rely on fusion cores (like in F3 & FNV) when they come out with new vanilla games for the franchise. Power Armor was amazing in Fallout 4, but the downside was that the Fusion Core was treated like a weak battery that lasted 10 minutes in comparison to how it was treated in the lore.
 
As much as I do love mods (and I do use mods & cheats since the game is old now), I'm kinda hoping that they don't make you rely on fusion cores (like in F3 & FNV) when they come out with new vanilla games for the franchise. Power Armor was amazing in Fallout 4, but the downside was that the Fusion Core was treated like a weak battery that lasted 10 minutes in comparison to how it was treated in the lore.
Yeah.
Power Armor makes you basically a unstoppable juggernaut, more if you are melee/unarmed focused.
The cores as landmines are fun thought.
 
but the downside was that the Fusion Core was treated like a weak battery that lasted 10 minutes in comparison to how it was treated in the lore.
I rather Fusion Cores be very rare but last long periods of time, making Power Armor actually feel like a long term investment to build a character since this form of PA is going to be the only form of PA compared to older games. Fusion Cores are implemented so fucking poorly in Fo4 and that's not even going into them lore wise, they're infinite in almost any other case (generator) but are finite for PA (and especially the Laser Gatling). I'm sure you can argue that's just them being uses for things their internals are too rusted and damaged for but still, and it doesn't help that the game gives them out like hotcakes with the Scrounger perk to the point where having them finite is retarded since you can borderline max your carry weight how many you can get in an hour or two with said perk (since they're considered ammo).

Not to mention that the amount of vendors that sell them if you have the caps for it. And the exploit of pick pocketing certain PA users (like BoS Paladins), in which they'll just pop a new one in for you to repeat the process. Some mod authors (like the 3DNPC guy) have their OCs wear PA (like that Atom Cat) and make sure they don't run out of them because they want them to stay in the armor, so that works too. Lore wise, they're fucked. Gameplay wise, they're fucked but PA is fun to use so that tends to offset the retardation.
 
Here's another video about Fallout 4's companions that randomly popped up:

Ive never cared about companions on FO4 or really any BGS game, they are always implemented poorly and my least favorite mechanic in a genre I otherwise like, at most I just keep 1 or 2 people working on my ship in Starfield since they give you cool shit then can help you in the space combat
As much as I do love mods (and I do use mods & cheats since the game is old now), I'm kinda hoping that they don't make you rely on fusion cores (like in F3 & FNV) when they come out with new vanilla games for the franchise. Power Armor was amazing in Fallout 4, but the downside was that the Fusion Core was treated like a weak battery that lasted 10 minutes in comparison to how it was treated in the lore.
Fallout 5 probably isn't releasing for another 5 years at the least considering Bethesda's workflow, but when it comes to Power Armor ive never been overly enthuastic about it in general gameplay its good for certain scenarios like when you kill those raiders and the Deathclaw in Concord very early into FO4, so Fusion Cores were never particularly important to me
 
Glad that I got brought here, been considering grabbing and giving New Vegas another shot. Was curious; anyone got any suggestions for any weapons in FNV? I got no real idea on what to try and work for; any suggestions?
 
Glad that I got brought here, been considering grabbing and giving New Vegas another shot. Was curious; anyone got any suggestions for any weapons in FNV? I got no real idea on what to try and work for; any suggestions?
Depends a lot if you are playing hardcore, since that mode applies weight to all ammo.
But going full melee and power armor is maybe the best way to play FN:V. The perk you got finishing Dead Money is busted as fuck.
 
Depends a lot if you are playing hardcore, since that mode applies weight to all ammo.
But going full melee and power armor is maybe the best way to play FN:V. The perk you got finishing Dead Money is busted as fuck.

I was thinking about packing at least one gun; maybe a gun and melee weapon? Any suggestion for either?

EDIT: Bit of a fan of high DPS/Burst Damage stuff, maybe a good mid-range rifle and a hammer? Or maybe a knife or a sword instead of the hammer; I dunno. That's my idea right now.
 
Last edited:
I was thinking about packing at least one gun; maybe a gun and melee weapon? Any suggestion for either?

EDIT: Bit of a fan of high DPS/Burst Damage stuff, maybe a good mid-range rifle and a hammer? Or maybe a knife or a sword instead of the hammer; I dunno. That's my idea right now.
I don't play on hardcore mode because I find micromanaging sleep/thirst/hunger to be tedious, but my usual end-game loadout is usually power armor, the riot shotgun for CQB, a suppressed sniper rifle for killing members of factions you don't want to anger, a hunting rifle for killing trash at long range (since it has better durability than the sniper rifle), and an anti-materiel rifle for killing deathclaws at long range (and cheesing Legion hit squads). With the Shotgun Surgeon and especially the And Stay Back perks, you'll be unstoppable at short to medium range.
 
I've been wanting to play Fallout 4 again. Any mods should I snatch up from Nexus. I know I'm gonna need to patch the shit out of it but I'm also interested in any mod that brings back Fallout 3 and New Vegas guns.
I really like their aesthetics compared to Fallout 4 guns. ( Don't get me started on that one shotgun that looks the same as the combat rifle for some fucking reason)
 
I don't play on hardcore mode because I find micromanaging sleep/thirst/hunger to be tedious, but my usual end-game loadout is usually power armor, the riot shotgun for CQB, a suppressed sniper rifle for killing members of factions you don't want to anger, a hunting rifle for killing trash at long range (since it has better durability than the sniper rifle), and an anti-materiel rifle for killing deathclaws at long range (and cheesing Legion hit squads). With the Shotgun Surgeon and especially the And Stay Back perks, you'll be unstoppable at short to medium range.

I admit, I'm interested in the shotguns in FNV. Question; how does the Hunting Shotgun compare to the Riot version? Is it really worth favoring one or the other, or does it all come down to preference?
 
I admit, I'm interested in the shotguns in FNV. Question; how does the Hunting Shotgun compare to the Riot version? Is it really worth favoring one or the other, or does it all come down to preference?
Dinner Bell has the highest damage of all the shotguns, making it more favorable if you're going for Damage Per Shot vs Damage Per Second(for example, using slugs against tough foes like deathclaws). Riot Shotgun is a spam weapon, extremely useful if you have "And Stay Back" perk. Hunting Shotgun with the mods(more useful of which is the 8 round tube) is a middle ground with good damage and slightly more capacity than Dinner Bell. Honorable mention goes to Lever Action Shotgun, which while not spectacular, reloads and fires quickly and uses the more common 20 Gauge as fallback rounds when 12 Gauge runs out.
I tried using a very niche run-n-gun set with Big Boomer(gotten off of killing or pickpocketing Old Lady Gibson), it has the potential to do the most amount of damage out of any shotgun but only when at point blank range and you have to reload between each shot, not recommended in most instances but pretty fun to just eviscerate unarmored foes.
If you play TTW, Combat Shotgun uses 20 Gauge and can easily replace both Riot Shotgun and Lever Action Shotgun, especially with the 32 round drum modification. Terrible Shotgun(gotten from killing or reverse pickpocketing Smiling Jack) is even better, but does not accept modifications. Double Barrel Shotgun is a better version of Big Boomer that accepts modifications but at the cost of weighting more and having very low durability(if you can cheat in Pa's Fishing Aid weapon it is even more ridiculously powerful, especially with slug rounds).
 
Slight follow-up to my last; anyone got suggestions for which faction in New Vegas I should support, if any? I've heard fairly mixed things about all of them so far, so what option should I pick? Legion, NCR, House, Independent?
 
I side with Mr. House 90-95% of the time and with the Legion for the remainder. House and the NCR both have fully fleshed-out story lines, Yes Man's is deliberately sparse because his questline is designed to be completable no matter what, as a failsafe against softlocking the main questline. The Legion is a great meme but they only have about two side quests you can do (Lucius' quest to fix the howitzer and Vulpes' quest to protect his spy on the Strip and help another of his spies at Camp McCarran) because they apparently decided to implement them last and were running out of time.

The NCR sucks, not just because it's Tandy's personality cult, not just because it's incompetent and horribly corrupt, but because they aim to restore all of pre-war society, even the really bad parts, because they have learned absolutely nothing, (Fantastic's dialogue at Helios One reveals that the madmen actually decided to revive the universities. Glory to Caesar for opposing them.)

Yes Man sucks because once you win, he reveals that he's going to go offline for a while to upgrade himself to be more assertive. (I know Josh Sawyer says you didn't just put Skynet into power and that he's upgrading himself so he can only serve you and not just anyone who gains access to him, but that sounds like Ridley Scott's after-the-fact editing of Blade Runner to remove anything that suggests Deckard isn't a replicant.)

So I pick House most of the time for a full experience, and do a Legion run whenever I feel like selling Arcade Gannon into slavery for the dual crimes of being gay and of being Reddit incarnate.

In the end, the only bad choice is letting Cass and Arcade live to the end credits, because they're Chris Avellone's and Josh Sawyer's mouthpieces, respectively, and they absolutely won't shut up. (Speaking of overstaying one's welcome, note that if you do any of the DLCs, be sure to quicksave as soon as the intro and outro cutscenes play because they're all unskippable and way too long, and the last thing you want is for the game to crash and have to sit through one twice.)
 
Honorable mention goes to Lever Action Shotgun, which while not spectacular, reloads and fires quickly and uses the more common 20 Gauge as fallback rounds when 12 Gauge runs out.
It also benefits from Cowboy since its a lever-action weapon, pushing it up to 60 damage instead of 48. The Hunting Shotgun has 70 damage, so its competitive when you take the ammo frequency into account.
 
Back
Top Bottom