Signal Found - Wasteland Survival Radio

*Fiddles with Pipboy*

Dammit, I wanted GNR. I- Ah, here we go!

As the veteran of four games and MR of 'The REALLY Wild Wasteland', I prefer to let my own skills as a wasteland survivor handle this. But thank you, anyway. We out here in the Pitt are doing alot better now.

FalloutJack:
*Fiddles with Pipboy*

Dammit, I wanted GNR. I- Ah, here we go!

Don't you mean RNV? Here, let me get that for you.

At least Power Armour is big and bulky again, as it should be...

This guide should mention that while you're using Power Armor, all stats on your regular armour are ignored.

Confused me really bad when I noticed that using it suddenly didn't increase my carry weight anymore...

So here's another tip:
When you use lightboxes, you need to attach a terminal in order to change color and brightness.
However, if you want different colors for different lightboxes, you need to attach a separate terminal for each color.
Not only that, but those terminals need separate power sources.

Each terminal determines color/brightness for the ENTIRE power grid that it's connected to and not just the lightboxes that are directly connected.

vallorn:
(Snip).

Johnny Guitar's life is f***ing forfeit. Anyway, I dinnae need that arsepiece now; I got ma bird:

Voice of a fookin' angel.

OT: Good effort. I look forward to browsing this later today. In approximately two hours. When I'm supposed to be working.

Fallout 4 Settlement tip; Place your turrets up on high structures, this will improve their line of sight when attacking enemies.

There seems to be an error in the description of Stimpaks. They heal 30% of total health, not remaining. This makes food and water more viable in the early game, when they can almost match the healing ability of the stimpak, but leaves them inferior in the late game when their flat rate is lower then stimpaks procentual restoration. Some food, like deathclaw and yao guai steaks remain incredibly viable all throughout though.

Thanks for the tips and comments, guys! This is my first piece on Escapist, so I do apologize if it isn't perfect. Can anyone add to the Stimpak discussion? I'm nearly certain that they heal based on remaining health. I could be mistaken, however.

vallorn:

FalloutJack:
*Fiddles with Pipboy*

Dammit, I wanted GNR. I- Ah, here we go!

Don't you mean RNV? Here, let me get that for you.

At least Power Armour is big and bulky again, as it should be...

well the t-60 was the last power armour the USA introduced so its not just a brotherhood thing.

a small common sense tip i use when visiting a location on a mission, grab the gear from all the people you can and leave the stuff thats sitting there for a second trip to properly scavenge everything, nothing worse than behind half way through a location and realising you are fully encumbered with cans, etc

oh an a power armour tip. you can target someones fusion core from the rear in VATS causing a very big BOOM

Character creation
1 - Intelligence is king. Between Gun Nut, Hacker, Scrapper, Science, and Chemist you have the biggest number of must haves in a single tree. Combined with the fact that you get more xp and stats can go over 10 it is definitively a must have. Preferably with a 10 from the start. Especially since combining Nerd Rage, Damage Resistance, and the extended drug binges from chemist make you unstoppable without any other combat perks. The faster leveling is especially apparent in the quest xp rewards. This leave you with 11 points at CC.
2 - Charisma. If you are going to be doing any settlement work beyond Sanctuary/Castle, Charisma is the second most important stat because the 1st effect of Local Leader is stupidly important. Stick 4 points into it and use the You're Special book near the start of the game to kick it to 6. This also nets you access to Lone Wanderer, Lady Killer/Black Widow, and Attack Dog. 7 points left
3 - Perception. Locksmith is needed, especially for all the expensive stuff late game. 4 points left
4 - Strength. 2 points for Armorer, if going melee 3 points.

You now have 1 or 2 points left. I recommend putting them in Agility to get sneak, or get closer to sneak. Because combined with the correct armor mods, level 4 sneak is once again stupidly useful. Even in Power Armor. Yes, that's right, sneaking in Power Armor is a thing in Fallout 4.

Other must have perks which you will need to level grind to gain access to - Aquaboy/girl, Scrounger(Ammo is rare, and .38 can be used as money. More useful than Fortune Finder), Ninja, Chem Resistant(The 4 separate cures(Docs, Addictol, Radscorpion Omlette, Refreshing Brew) to addiction in the game make this one less useful even when your character mainlines drugs like Keith Richards.).

There is also the idiot savant save scum method to leveling of course, but that takes significant post creation effort. Basically, take idiot savant, and then every time you turn a quest in save scum till it triggers. Since this works best with low int however, you miss out on VERY good perks.

Addendum - Stats have no effect on dialogue in this game. Why? Because Beth is lazy.

Sewa_Yunga:
This guide should mention that while you're using Power Armor, all stats on your regular armour are ignored.

Confused me really bad when I noticed that using it suddenly didn't increase my carry weight anymore...

Interesting. I hadn't noticed somehow, despite wearing Power Armor basically all the time. Still not sure why I have so many Fusion Cores. Thanks!

Smilomaniac:
So here's another tip:
When you use lightboxes, you need to attach a terminal in order to change color and brightness.
However, if you want different colors for different lightboxes, you need to attach a separate terminal for each color.
Not only that, but those terminals need separate power sources.

Each terminal determines color/brightness for the ENTIRE power grid that it's connected to and not just the lightboxes that are directly connected.

It seems clear that you're a lot more committed to the well being of your settlers than I am. My settlements are mostly sweatshops for plant-based Adhesive. Thanks!

008Zulu:
Fallout 4 Settlement tip; Place your turrets up on high structures, this will improve their line of sight when attacking enemies.

I did this myself simply because the generator was on the roof, and the roof kept breaking LOS for connecting wires to my turrets. Great approach for limited resources, though just building a million turrets to keep your defense rating super high basically stops attacks from happening at all in my experience.

Gethsemani:
There seems to be an error in the description of Stimpaks. They heal 30% of total health, not remaining. This makes food and water more viable in the early game, when they can almost match the healing ability of the stimpak, but leaves them inferior in the late game when their flat rate is lower then stimpaks procentual restoration. Some food, like deathclaw and yao guai steaks remain incredibly viable all throughout though.

Apologies for the confusion on that, but thanks for the note! I've updated the article to reflect that Stimpaks heal 30% of MAX health, not remaining. I'm a big fan of Mirelurk Omelettes, despite low-ish health restoration. Possibly because I have 80 eggs sitting around and very little to cook with otherwise.

ravenshrike:
There is also the idiot savant save scum method to leveling of course, but that takes significant post creation effort. Basically, take idiot savant, and then every time you turn a quest in save scum till it triggers. Since this works best with low int however, you miss out on VERY good perks.

I'm moderately INT focused, and Idiot Savant is still absolutely worth taking. I put 2 points into it, and it seems to trigger fairly frequently, even with 7 INT. Hitting quest XP for it is nuts, but I'm not committed enough to save scum for it. Just plant a million plants!

I'll see if we can get a few of these tips added in today. Thanks everybody! Also, WTB screws. Why are there never any screws?

vallorn:

Why would I be getting a New Vegas output when I'm in Pittsburgh? The Capital Wastelands are much closer. Plus, I love hearing about Dashwood and Argyle.

Encaen:

ravenshrike:
There is also the idiot savant save scum method to leveling of course, but that takes significant post creation effort. Basically, take idiot savant, and then every time you turn a quest in save scum till it triggers. Since this works best with low int however, you miss out on VERY good perks.

I'm moderately INT focused, and Idiot Savant is still absolutely worth taking. I put 2 points into it, and it seems to trigger fairly frequently, even with 7 INT. Hitting quest XP for it is nuts, but I'm not committed enough to save scum for it. Just plant a million plants!

I'll see if we can get a few of these tips added in today. Thanks everybody! Also, WTB screws. Why are there never any screws?

Yeah, but that's six levels worth of perks that my character would have to invest into luck to get the same benefit. Given the amount, you're looking at level 45+ until it equalizes and becomes worth it. As for screws, desk fans are your friends, and Scrapper is a must.

Encaen:

Interesting. I hadn't noticed somehow, despite wearing Power Armor basically all the time. Still not sure why I have so many Fusion Cores. Thanks!

[...]

I'll see if we can get a few of these tips added in today. Thanks everybody! Also, WTB screws. Why are there never any screws?

Oh, I didn't notice it either until I could mod all my armour parts to be deep pocketed. I always had 310 in carry weight with PA, so when I got to that same amount with deep pocket mods on +STR armour pieces, I was hyped to see what my carry weight in PA would be. I thought it was a bug first, but then I noticed that none of the SPECIAL bonuses on my legendary armour pieces were affecting me.

I have to say, I never had a shortage of screws (...yet?). Did you take the Scrapper perk from 5 INT? I tend to scrap all the regular weapons I find, (bad) mods and all.

Encaen:
(Snip).


--------------------------------------------------
ADDITIONAL MESSAGE - AUTH. QA 71
--------------------------------------------------

Scribe Bigsley reports that optimal farming output can be achieved with one settler assigned to six crops. Settlers will move between crops if there are more than required. A food or water surplus will result in higher satisfaction ratings and a trickle of additional resources into the workshop, and workshop inventory will be linked between settlements that are connected by a trading route. Pressing 'C' in the Pip-Boy displays trading routes, to which settlers can be assigned in the workshop menu by pressing 'Q' when confronting them. Idle workers generate scrap and a settlement's maximum population appears to be limited to 10 people per workshop, plus one extra for every point of charisma. Scribe Bigsley would also like it to be known for the record that he resents this chicken-shit, backwater posting.

Scout Peabody reports that a single guard can be assigned to a maximum of three guard posts. Traps are lethal to both friend and foe, and break after each use, but can have their friend/foe protocols altered in a connected terminal.

I'm not sure why you'd bother with an adhesive farm when duct tape is everywhere you look. I don't think I crafted vegetable starch once. Farming purified water for sale seems like a good idea though. Would have been handy early in the game. One tip I have is to pick up the bones. They're needed to craft cutting oil, which gives 3 oil each, and you're going to need it for turrets.

zed888:
I'm not sure why you'd bother with an adhesive farm when duct tape is everywhere you look. I don't think I crafted vegetable starch once. Farming purified water for sale seems like a good idea though. Would have been handy early in the game. One tip I have is to pick up the bones. They're needed to craft cutting oil, which gives 3 oil each, and you're going to need it for turrets.

Considering adhesive is used in pretty much everything, it's very easy to burn through your adhesive in short order, if you go on a crafting spree. That and oil. So I take full advantage of the vegetable starch method, as I have so much freaking water and veggies it's not even funny.

Random question: And sorry if this has been asked above or in another thread but:

Do the extra benefits of armor pieces apply to companions? For example, if I give Deacon a suit of Muffled/Shadowed gear, does it actually improve his ability to stealth? Because I've noticed a significant increase in the number of times I get spotted, now that I'm running around with a human companion, compared to Dogmeat.

Signal Found - Wasteland Survival Radio

Fallout 4 is finally here! Breaking records on Steam and causing mass "sick days," Bethesda has brought the post-apocalyptic Wasteland to the next generation; this is the definitive guide to help you navigate it.

Read Full Article

...Wut? Why is the escapist showing symptoms of dementia? Time to start looking for a specialised home, methinks...

Two posts above this one, there's an official post that says "Fallout 4 is finally here!", and it's dated Aug 2017.

Honestly, this is just embarrassing, ...worse than embarrassing.

I was wondering why so many people were already banned on this thread... then I saw the dates

Yeah, besides old video content, The Escapist has now also started recycling old topics.
Do they really have this big a problem with finding content to put on the front page?

 

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