Fallout 4 Catch-All 2.0

Nope. I've had 1 or 2 crash nearby, but not close enough to hurt me.

They can crash on you, but usually only when you are not paying attention to the battle going on around you

Especially on survival, I am always on high alert when I hear gun shots and/or vertibirds.

At least the USS Constitution doesn't explode when it crashes into buildings.

I don't like that you don't get XP for blowing up Vertibirds or at least the pilot.

Yeah I think within a certain radius it just must pick your general direction for the crash vector. Because wow have I had them drop on my head.

setrio wrote:

cool trailer.

That looks hilarious! If that's about as big as Far Harbor... I'm feeling like maybe $60 was justified for all DLC after all. That said I bought it for $30, so me=happy dance.

So yesterday I managed to make it to the General Atomics Factory for the Automatron quest line.. several times. I kept dying. I went inside a diner and found a hatch inside with a named Raider (Chancer) so I cleared part of that and found a bed! Several more deaths later, I accidentally fell in the water near the factory and jumped into a boat, thereby finding a mattress. I saved and made two attempts on the factory. The second time, I cleared the building, but was killed in the robot death explosion. Boy survival can be... fun? I'm playing without power armor for now, but it's really challenging.

Dakuna wrote:

So yesterday I managed to make it to the General Atomics Factory for the Automatron quest line.. several times. I kept dying. I went inside a diner and found a hatch inside with a named Raider (Chancer) so I cleared part of that and found a bed! Several more deaths later, I accidentally fell in the water near the factory and jumped into a boat, thereby finding a mattress. I saved and made two attempts on the factory. The second time, I cleared the building, but was killed in the robot death explosion. Boy survival can be... fun? I'm playing without power armor for now, but it's really challenging.

The one thing that survival got absolutely right was making me feel about as happy in-game as in real life upon finding a bed.

dRailer wrote:
setrio wrote:

cool trailer.

That looks hilarious! If that's about as big as Far Harbor... I'm feeling like maybe $60 was justified for all DLC after all. That said I bought it for $30, so me=happy dance.

Yeah, just with Far Harbour the SP at $30 worth it, plus this one (I hope at least the same size as Far Harbour) totally worth it! Can't wait until the end of the month (expected release date august 30).

I "finished" the main game yesterday, hitting the soft ending upon

Spoiler:

the destruction of the Institute using the Minutemen, so I'm still allied with both the BoS and the Railroad. On the upside, it wasn't the horrible "commit suicide for no reason" ending of FO3. On the downside, there's not much sense of closure. There was no run-down of how my actions had affected various people, like in past Fallout games, because the game isn't really over over. I mean, I guess that's as close to a true ending as I get? I'm not really sure, because this game is structured differently from any Fallout game in the past.

I kept hoping to find really really terrible secrets in the Institute, only they seem pretty upfront about their horribleness. They kill off various people around the Commonwealth and replace them with synths. Seems like the only thing they kept hidden was their FEV lab, and that mattered more to Li than it did to me. It didn't seem to bother anyone at the Institute that they were murdering people to replace them. At least people in the Brotherhood of Steel were willing to question their doctrines, even if Maxson was a fascist dick. I did convince him to let Danse live though, so even he allowed some wiggle room.

So I guess now I'm left with a Commonwealth where the Minutemen are the dominant force, while the BoS and the Railroad have their little spats that don't concern me.

Funny event during my storming of the Institute: it seems the game chooses random settlers and minutemen from your settlements to teleport in and help during your attack. One of the people randomly chosen was a Provisioner, so he appeared in the Institute with his pack brahmin.

On my post ending -

Spoiler:

I went with the Institute and wiped out the railroad and BoS. Nick Valentine surpisingly gave me a hard time about it when I found him for Far Harbor but then we went on our way.

PoderOmega wrote:

On my post ending -

Spoiler:

I went with the Institute and wiped out the railroad and BoS. Nick Valentine surpisingly gave me a hard time about it when I found him for Far Harbor but then we went on our way.

Surprisingly? Why surprisingly?

Spoiler:

I wasn't expecting post game anything.

Quintin_Stone wrote:
Spoiler:

I kept hoping to find really really terrible secrets in the Institute, only they seem pretty upfront about their horribleness. They kill off various people around the Commonwealth and replace them with synths. Seems like the only thing they kept hidden was their FEV lab, and that mattered more to Li than it did to me. It didn't seem to bother anyone at the Institute that they were murdering people to replace them.

Spoiler:

The only real post-ending secret I've found is that Mayor McDonough of Diamond City was in fact a synth replacement, and he freaks out and takes his secretary hostage after the Institute's blown up. The synth replacement was common knowledge for the Institute leadership, and you get to find out because of your relationship with Shaun, but I gathered that most Institute personnel didn't know the extent of what was being done even within their own department. Even if they did, they'd all been raised to think that they were the last bastion of humanity, and the people on the surface were inferior and tainted and their lives were so horrible and insignificant that dying as part of an Institute experiment would give their existence more meaning than it could ever have otherwise. Their blatant evilness did piss me off so much that I shot Shaun in the head during the Railroad version of the raid to blow up the Institute, though a lot of my frustration came from never getting the chance to argue against what the Institute taught him. The inability to actually talk to Shaun was stupidity on par with the forced suicide of Fallout 3 for me.

PoderOmega wrote:
Spoiler:

I wasn't expecting post game anything.

Sorry, I meant regarding Nick's reaction. Seems like that would be in line with his character to me.

Stengah wrote:
Spoiler:

The only real post-ending secret I've found is that Mayor McDonough of Diamond City was in fact a synth replacement, and he freaks out and takes his secretary hostage after the Institute's blown up. The synth replacement was common knowledge for the Institute leadership, and you get to find out because of your relationship with Shaun, but I gathered that most Institute personnel didn't know the extent of what was being done even within their own department. Even if they did, they'd all been raised to think that they were the last bastion of humanity, and the people on the surface were inferior and tainted and their lives were so horrible and insignificant that dying as part of an Institute experiment would give their existence more meaning than it could ever have otherwise. Their blatant evilness did piss me off so much that I shot Shaun in the head during the Railroad version of the raid to blow up the Institute, though a lot of my frustration came from never getting the chance to argue against what the Institute taught him. The inability to actually talk to Shaun was stupidity on par with the forced suicide of Fallout 3 for me.

There is another

Spoiler:

Paladin Dance at BOS, he could be a synth and well, you have to decide if livi with it, kill him and bring to the BOS

About new DLC, here is a complete map in "poster mode". Pretty cool

https://bethesda.net/data/images/eve...

setrio wrote:
Stengah wrote:
Spoiler:

The only real post-ending secret I've found is that Mayor McDonough of Diamond City was in fact a synth replacement, and he freaks out and takes his secretary hostage after the Institute's blown up. The synth replacement was common knowledge for the Institute leadership, and you get to find out because of your relationship with Shaun, but I gathered that most Institute personnel didn't know the extent of what was being done even within their own department. Even if they did, they'd all been raised to think that they were the last bastion of humanity, and the people on the surface were inferior and tainted and their lives were so horrible and insignificant that dying as part of an Institute experiment would give their existence more meaning than it could ever have otherwise. Their blatant evilness did piss me off so much that I shot Shaun in the head during the Railroad version of the raid to blow up the Institute, though a lot of my frustration came from never getting the chance to argue against what the Institute taught him. The inability to actually talk to Shaun was stupidity on par with the forced suicide of Fallout 3 for me.

There is another

Spoiler:

Paladin Dance at BOS, he could be a synth and well, you have to decide if livi with it, kill him and bring to the BOS

Spoiler:

Danse being a synth was revealed well before I blew up the Institute. That came from giving the BOS the Institute data you can potentially steal during your first visit. While you can find info about McDonough on an Institute terminal, I gave the data to both the Minutemen and the BOS and visited Diamond City many times afterwards, but him being revealed publicly and holding his secretary hostage doesn't happen until after the Institute is destroyed.

Stengah wrote:
Spoiler:

Danse being a synth was revealed well before I blew up the Institute. That came from giving the BOS the Institute data you can potentially steal during your first visit. While you can find info about McDonough on an Institute terminal, I gave the data to both the Minutemen and the BOS and visited Diamond City many times afterwards, but him being revealed publicly and holding his secretary hostage doesn't happen until after the Institute is destroyed.

True, I forgot that "sequence" for that event, my mistake sorry.

An odd one is Covenant:

Spoiler:

If you don't discover it before you destroy the Institute, the town and its quests are all broken. I guess they never considered you might not do it in that order. Kind of like when I found my dad in Fallout 3 before I even visited Rivet City.

Quintin_Stone wrote:

An odd one is Covenant:

Spoiler:

If you don't discover it before you destroy the Institute, the town and its quests are all broken. I guess they never considered you might not do it in that order. Kind of like when I found my dad in Fallout 3 before I even visited Rivet City.

Yeah, it happen to me the two times I played the game...I ended up killing everyone

I found some console commands to bypass the quest line and turn it into a settlement....

...which got attacked by super mutants last night. Even though I went and killed them, the game reported that I failed. Possibly because the unarmed doorman got hisself killed, since he wouldn't trade with me for better equipment.

It'd be cool if they did something wherein like... you could get somewhere you couldn't get before the end of the game... so that endgame was cooler. Like that whole SW zone? It'd be sweet if it got worse as you went SW and the only way to get to the heart of it was to finish the game.

I dunno.

I drank a beer and posted. Is that ok?

dRailer wrote:

It'd be cool if they did something wherein like... you could get somewhere you couldn't get before the end of the game... so that endgame was cooler. Like that whole SW zone? It'd be sweet if it got worse as you went SW and the only way to get to the heart of it was to finish the game.

I dunno.

I drank a beer and posted. Is that ok?

I can't help you with the beer dilemma, but it would be fun to have even more quests and areas open up after the main quest is completed, so yes, I agree.

bekkilyn wrote:
dRailer wrote:

It'd be cool if they did something wherein like... you could get somewhere you couldn't get before the end of the game... so that endgame was cooler. Like that whole SW zone? It'd be sweet if it got worse as you went SW and the only way to get to the heart of it was to finish the game.

I dunno.

I drank a beer and posted. Is that ok?

I can't help you with the beer dilemma, but it would be fun to have even more quests and areas open up after the main quest is completed, so yes, I agree. :)

Yeah, it was a waste of the Glowing Sea to have so few things send you there.

Personally I think they could have used some better post-"ending" content that varied based on which faction you were still friendly with. I'd have liked to see stuff like new settlement options opening up if you were still friendly with the Minutemen, including missions to permanently reclaim locations to stop bandits/mutants/ghouls/etc. from respawning and replace the location with Minutemen controlled versions (clean up the gore/debris and have friendly Minutemen guarding it from now on to ensure your provisioners can safely walk by). For the Institute: lots of kidnapping and covertly replacing NPCs with synth versions. BoS would have their own version of the reclaim a location mission, and maybe have you lead a takeover of Diamond City and Goodneighbor. The Railroad already has some limited post-game content (wiping out an anti-synth gang, and an infinitely renewing series of quests to kill remaining BOS/Coursers and rescue lost synths), so I'm not sure what else they'd realistically be doing, maybe some diplomacy missions to improve synth/human relations with Diamond City and Goodneighbor.

I found the glowing sea interesting enough without any quests - the locations themselves were a draw, I am pretty sure I explored every part of it late game in one of my playthroughs.

I'm not saying it wouldn't be cool to have quests there, though .. Stengah makes some great suggestions above.

Survival really is a completely different game for me. I'm playing without mods, for one thing. I'm finally starting to get the hang of it though, I think. Using a more central settlement as your main base of operations seems pretty critical, as traveling all over the wasteland real time can be very time consuming, especially if you eat a stray grenade.

I'm wondering whats up with the supply lines - I have supply lines between all my current settlements, but some things don't seem to carry over. I noticed cooking especially, I don't seem to have access to corn that is stored in another settlement when trying to make paste. This means I'm going to have to visit all my settlements and clear out the inventories just to be sure I can do what I want to. Is it only junk that is shared? I seem to recall being able to use aid items for crafting in previous playthroughs regardless of where the items were stored, but maybe I just had a lot?

I really need to focus more on the health and balance of each settlement, to ensure I have plenty of resources rolling in. In other playthroughs, I have had a lot more junk coming in from scavenger stations, and more purified water showing up in the workshop inventory.

Dakuna wrote:

I'm wondering whats up with the supply lines - I have supply lines between all my current settlements, but some things don't seem to carry over. I noticed cooking especially, I don't seem to have access to corn that is stored in another settlement when trying to make paste. This means I'm going to have to visit all my settlements and clear out the inventories just to be sure I can do what I want to. Is it only junk that is shared? I seem to recall being able to use aid items for crafting in previous playthroughs regardless of where the items were stored, but maybe I just had a lot?

Crops and water are shared between supply lines if stored in the workshop. You might try checking to see if your line is disrupted somewhere between where you've stored the corn and where you wanted to use it. I've had times where the provisioner was in battle and got downed a few times along the way and it was really annoying because I was trying to make changes to the settlement and the menu items kept going grey until the provisioner finally made it to the settlement.

bekkilyn wrote:
Dakuna wrote:

I'm wondering whats up with the supply lines - I have supply lines between all my current settlements, but some things don't seem to carry over. I noticed cooking especially, I don't seem to have access to corn that is stored in another settlement when trying to make paste. This means I'm going to have to visit all my settlements and clear out the inventories just to be sure I can do what I want to. Is it only junk that is shared? I seem to recall being able to use aid items for crafting in previous playthroughs regardless of where the items were stored, but maybe I just had a lot?

Crops and water are shared between supply lines if stored in the workshop.

This is what you're likely running into, in a roundabout way. Food items only get stored in the workshop if they're not "consumed" by your settlers. I run into it all the time with my game, but with tatos. I've got hundreds of tato plants spread amongst my settlements, but apparently everyone loves them so much that they primarily eat tatos and ignore most everything else I've planted, so I never get more than 30-40 available, but I've got hundreds of carrots despite only having a few dozen of them planted.

bekkilyn wrote:

I've had times where the provisioner was in battle and got downed a few times along the way and it was really annoying because I was trying to make changes to the settlement and the menu items kept going grey until the provisioner finally made it to the settlement.

Are you using a central hub and attaching all settlements to that, or are you making a looping route? I've found that with the loop, this doesn't happen nearly as much since you'll have two provisioners (at least) connecting to the rest of the supply chain, so both would have to downed at the same time to cause that settlement to be cut off.