**** Official Fallout 4 Thread ****

I'm at 170 hours. Still barely started the main quest ha. I'm spending so much time building :D

I need ideas for my castle settlement though :/
 
Reached what looks like a big decision point (after around 80 hours).

Trouble is I can't decide! I don't really like any of the factions enough to grant them ultimate victory, but equally I don't want to go to war with any of them and I can sense some ***** off factions will be the result of what I choose next...

1) Ignore them all, explore and build settlements. You don't care about the factions. This would work if you don't care about the main story either.

2) Try to have as many factions as possible co-exist. I think it's possible if you opt to go against the Institute. The Institute won't co-exist with any other faction, but I think the others will co-exist with each other. I'm doing missions for the other 3 and I'll eventually support the Minutemen. They're more tolerant than the others. Maybe if I have enough status with the other 2 they'll not declare war on the Minutemen.

3) Pick one at random and go with it in a committed way for roleplaying purposes.
 
Now mulling over my longer term plans for grim reaper's sprint and four leaf clover. Do these become useful late game? Does VATS become more necessary? Also wondering if I shouldn't shoot for science instead as I'm seeing more laser and plasma weapons around and the plasma rifles look to have great stats. Do ballistic weapons become underpowered as you level up towards 50 and beyond?

Depending on what the... coilgun based weapon is classed as (ballistic or energy) ballistics can still do very well. I've been rocking a maxed out, semi-auto 5.56mm for ages and haven't had to use VATS for quite a while now (full points in non-automatic rifles probably helps). It's VERY accurate with a relatively simple scope on and still decent as a hip firing weapon.
If the coilgun type weapon mentioned is classed as ballistics still then I'd say they're definitely fine into end game. The special named version of it is easily my biggest hitter.

1) Ignore them all, explore and build settlements. You don't care about the factions. This would work if you don't care about the main story either.

I'd go with this. I'm a pretty long way from any faction choices and level 62. Time spent on... relatively simple/efficient settlements has been quite fun. Pump points into the strong back perk so you can fast travel while overloaded.
Playing it as a sandbox has been pretty rewarding.
 
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1) Ignore them all, explore and build settlements. You don't care about the factions. This would work if you don't care about the main story either.

2) Try to have as many factions as possible co-exist. I think it's possible if you opt to go against the Institute. The Institute won't co-exist with any other faction, but I think the others will co-exist with each other. I'm doing missions for the other 3 and I'll eventually support the Minutemen. They're more tolerant than the others. Maybe if I have enough status with the other 2 they'll not declare war on the Minutemen.

3) Pick one at random and go with it in a committed way for roleplaying purposes.

I went with this option for a while since my last post. As I didn't want to make any of the decisions I just ignored them and explored and picked up other missions.

Now, however, I'm at a level where I don't really want that many more perks enough to care that much about leveling, and I have over 35,000 caps and nothing I care to buy with them, so now I feel I just need some closure on this game.

At the moment I'm staying onside with The Institute since I hate the BoS anyway and it's looking at the moment like at least The Minutemen will be let alone. A Commonwealth with my running The Institute and all its tech and also with The Minutemen providing order and assistance I think I can live with. Gonna be hard if I end up having to kill my bro Deacon though...

Depending on what the... coilgun based weapon is classed as (ballistic or energy) ballistics can still do very well. I've been rocking a maxed out, semi-auto 5.56mm for ages and haven't had to use VATS for quite a while now (full points in non-automatic rifles probably helps). It's VERY accurate with a relatively simple scope on and still decent as a hip firing weapon.
If the coilgun type weapon mentioned is classed as ballistics still then I'd say they're definitely fine into end game. The special named version of it is easily my biggest hitter.

Ah, the gauss rifle? Yeah, I have that but it needs Science! to work up the decent mods which is what I was worried about since I haven't gone deep enough into the Int tree to pick that up and can't be bothered grinding all the levels I'd need just for that. Still, my modded Overseer's Guardian is still working out well :)
 
managed to get into the settlement building side of things in this one, generally I avoid stuff like that as I've not found it interesting but FO4 has got me building stuff and spending a lot of time doing it :)

One thing that has me annoyed though is that the dead bodies of feral ghouls I had to clear out in Sunshine Hills wont despawn, I've even tried dragging them outside the settlement but I guess one of the settlers goes out at night and puts them back again :D

Any ideas how to remove them?
 
managed to get into the settlement building side of things in this one, generally I avoid stuff like that as I've not found it interesting but FO4 has got me building stuff and spending a lot of time doing it :)

One thing that has me annoyed though is that the dead bodies of feral ghouls I had to clear out in Sunshine Hills wont despawn, I've even tried dragging them outside the settlement but I guess one of the settlers goes out at night and puts them back again :D

Any ideas how to remove them?

Go into the console, click on them and type disable. Their 3D objects will be deleted.
 
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.

I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.
 
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.

I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.

Go to the town near sanctuary, there should be a battle going on. Help the guys in the church, Preston Garvey will get you to "reboot" the minutemen faction. He'll give you lots of missions, many of which are to reclaim/start new settlements.

Settlement building is fun!
 
[..]
Now mulling over my longer term plans for grim reaper's sprint and four leaf clover. Do these become useful late game? Does VATS become more necessary? Also wondering if I shouldn't shoot for science instead as I'm seeing more laser and plasma weapons around and the plasma rifles look to have great stats. Do ballistic weapons become underpowered as you level up towards 50 and beyond?

I'm at L59 and I am using only one weapon - Overseer's Guardian. It's wholly ballistic. It's a combat rifle with extra damage against everything. I've maxxed the non-automatic rifles perk and the gun modifying perk and I've modded it to give a good balance between hip fire, scoped fire, damage and fire rate:

308 receiver
long light barrel
recoil compensating stock
large quick eject mag
large night vision scope
no muzzle

That gives me 258 damage, 49 fire rate, 203 range and 110 accuracy. Recoil is fine. Magazine size is 40 and even without reloading perks reloading is very quick on a combat rifle with a quick eject magazine.

It's very usable at all ranges, although it's poor for small skittery enemies unless you use VATS. Radroaches and bloatflies are the only things I routinely use VATS for. So I'd say that VATS doesn't become more necessary.

I have tried fully modding a laser rifle but it still doesn't match Overseer's Guardian. I found a Never Ending plasma rifle (never needs reloading, though it still uses ammo) and fully modded that - 256 damage and the rate of fire, range and accuracy are lower than Overseer's Guardian. Also, plasma ammunution is far more rare than 308. The only advantage it has over Overseer's Guardian is weight. My OG weighs 18.8 and my NEPR weighs 6.9.

I have lots of weapons. I have a locker with dozens of legendary weapons in it and I've tried modding many standard weapons to see the results. OG beats all other weapons and has done since I bought it and modded it.

If there's a perk for energy weapons like there is for each type of ballistic weapon, then it would be a different story. If such a perk exists, I've missed it.

EDIT: I haven't used Grim Reaper's Sprint or Four Leaf Clover. I also haven't used anything to do with stealth in any way. Very much the opposite - I ring bells on counters and fire a few shots at nothing just to announce my presence. If it's at all dark, I leave my Pipboy light on so enemies can see me clearly. I'm playing the main character as someone who is intending to forge a country. He wants a larger than life reputation. He wants stories of how he strolled into a building full of supermutants while loudly proclaiming his arrival so they had a chance to run away. Run away from his territory, his country, because his country will be safe for the people living in it and anyone who would be a danger to them has a choice of leaving the area or dying.
 
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Guys, really need some ideas for the castle. What have you build on the tops of the (repaired) walls? I have crops along one side, and I have artillery in all 5 corners. On the land facing sides, I have turrets, traps and spot lights. My court yard is quite plain so far:





 
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I'm at L59 and I am using only one weapon - Overseer's Guardian. It's wholly ballistic. It's a combat rifle with extra damage against everything. I've maxxed the non-automatic rifles perk and the gun modifying perk and I've modded it to give a good balance between hip fire, scoped fire, damage and fire rate:

308 receiver
long light barrel
recoil compensating stock
large quick eject mag
large night vision scope
no muzzle

That gives me 258 damage, 49 fire rate, 203 range and 110 accuracy. Recoil is fine. Magazine size is 40 and even without reloading perks reloading is very quick on a combat rifle with a quick eject magazine.

It's very usable at all ranges, although it's poor for small skittery enemies unless you use VATS. Radroaches and bloatflies are the only things I routinely use VATS for. So I'd say that VATS doesn't become more necessary.

I have tried fully modding a laser rifle but it still doesn't match Overseer's Guardian. I found a Never Ending plasma rifle (never needs reloading, though it still uses ammo) and fully modded that - 256 damage and the rate of fire, range and accuracy are lower than Overseer's Guardian. Also, plasma ammunution is far more rare than 308. The only advantage it has over Overseer's Guardian is weight. My OG weighs 18.8 and my NEPR weighs 6.9.

I have lots of weapons. I have a locker with dozens of legendary weapons in it and I've tried modding many standard weapons to see the results. OG beats all other weapons and has done since I bought it and modded it.

If there's a perk for energy weapons like there is for each type of ballistic weapon, then it would be a different story. If such a perk exists, I've missed it.

EDIT: I haven't used Grim Reaper's Sprint or Four Leaf Clover. I also haven't used anything to do with stealth in any way. Very much the opposite - I ring bells on counters and fire a few shots at nothing just to announce my presence. If it's at all dark, I leave my Pipboy light on so enemies can see me clearly. I'm playing the main character as someone who is intending to forge a country. He wants a larger than life reputation. He wants stories of how he strolled into a building full of supermutants while loudly proclaiming his arrival so they had a chance to run away. Run away from his territory, his country, because his country will be safe for the people living in it and anyone who would be a danger to them has a choice of leaving the area or dying.

Yeah, in the end I found very similar to you. Level 58 now and OG is still owning everything very handily. Almost too handily, in fact. Pleased about that as was getting concerned that failing to invest in Science! would come back to bite me but it doesn't seem to have done.

I still very rarely use VATS and so I do now look on my VATS critical skills as wasted perks, but there's not a lot else I want to invest in at this point. Starting taking points in Toughness because there's not much else I need and damage reduction is always welcome.

I can't imagine playing a Fallout game without stealth, though. It's just ingrained into me. Silenced shots from the shadows for me! Plus the Mister Sandman perk stacking with the other stealth perks gives me 5.4x damage for stealth shots with a silenced weapon, plus 15% for Bloody Mess and 25% for Lone Wanderer (plus the Rifleman/Gunslinger bonus) and it's instant death even to legendary Super Mutants or BoS members. I'm taking back the wasteland one silenced bullet at a time...
 
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.

I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.

Go to the town near sanctuary, there should be a battle going on. Help the guys in the church, Preston Garvey will get you to "reboot" the minutemen faction. He'll give you lots of missions, many of which are to reclaim/start new settlements.

Settlement building is fun!

To add a little to that:

In my experience, the happiness rating of a settlement appears to have some effect on the rate at which new settlers will come to it.

Whether that's true or a mistake on my part, it's possible to build a settlement up without settlers in it. I always do it that way - the recruitment radio tower is the last thing I build. I want settlers to have a striking first impression of my towns because I am roleplaying the founder of a country. I want to give the impression of security and plenty. Strong walls, overkill defences, big stores of corn (grains have long been a staple because it can be safely stored for years without preservation), such an abundance of pure water that it's available for bathing, The settlers never wash or need a food store - I'm roleplaying for fun. When a settlement that's already inhabited joins my nascent country I go straight in and build overkill defences for them, then develop the settlement when I have expanded provisioning routes to reach that settlement.

You'll probably find that you will have to do a lot of exploring and/or missions in order to acquire material for settlement building. Materials can be bought, but of course that requires money which you'll have to get somehow. Any shops you own pay tax. It goes into the workshop in the settlement the shop is in (listed under 'bottlecaps') and not directly into your own money, so you'll have to go to settlements to collect it. It won't be enough to fund settlement building, but it's a useful extra. You could probably work up to earning enough from selling purified water once you have access to a settlement with a lot of buildable area on water and enough resources to build lots of industrial water purifiers and extremely strong defences (the scale of attacks on a settlement is affected by how much water it produces).

I'm always short of wood.

If you're really into settlement building, I suggest using a few mods. Settlement building is very obviously an add-on to the game and one that Bethesda spent very little development resources on. It's not really complete in the unmodded game. Nexus is probably your best bet for that - it's full of mods and if you use the Nexus Mod Manager then that can handle everything for you apart from adding 3 lines to ini files to enable modding (see the fallout 4 mods thread on here for that).

If you want to stick very closely to the unmodded game, I suggest safe settlements extended, stackable foundation blocks and craftable ramps. There are low limits for the number of objects you can place in a settlement. You'll probably want to increase those limits. I do it with console commands, but as far as I know safe settlements extended does it too. If you want to expand settlement building more, then look around on Nexus. There are a lot of mods for settlement building. You can have windows, carpets, dozens of different styles of walls and floors in various materials, over a thousand more craftable items from the game (pre-war and Fallout 4 time). You can have working lifts, industrial scale generators, working street lights...all sorts of things.
 
I'm now at level 75 and main mission complete. Will mess around from time to time until the official DLC, then when i get bored with that head over to Nexus, mod up and replay the whole thing I think. Still think this is one of the best styles of game even with Bethesda's creaky engine.
 
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I still very rarely use VATS and so I do now look on my VATS critical skills as wasted perks, but there's not a lot else I want to invest in at this point. Starting taking points in Toughness because there's not much else I need and damage reduction is always welcome.

I'm maxxing all my SPECIAL attributes because I feel like it. It fits in with the larger than life aspect of the character I'm playing. The Glorious Founder is perfect in body and mind and character! Modesty? That would be false modesty and therefore dishonest and therefore unworthy of the Glorious Founder!

I can't imagine playing a Fallout game without stealth, though. It's just ingrained into me. Silenced shots from the shadows for me! Plus the Mister Sandman perk stacking with the other stealth perks gives me 5.4x damage for stealth shots with a silenced weapon, plus 15% for Bloody Mess and 25% for Lone Wanderer (plus the Rifleman/Gunslinger bonus) and it's instant death even to legendary Super Mutants or BoS members. I'm taking back the wasteland one silenced bullet at a time...

That's part of the fun of Fallout games - you can play them in a variety of ways. This time, I fancied playing someone who'd create a new country, someone who'd be a legendary figure with a status high enough to create enough unity to maintain a newly formed country...and hopefully live long enough afterwards for the country to become strong enough to survive their death.
 
Guys, really need some ideas for the castle. What have you build on the tops of the (repaired) walls? I have crops along one side, and I have artillery in all 5 corners. On the land facing sides, I have turrets, traps and spot lights. My court yard is quite plain so far:






OK, so this is my Castle build thus far...




 
What is the best way(or mod) to increase the size limit of settlements? I only want to do it to Sanctuary. (I mean increase the number of settlers and the size limit)

Cheers
 
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.

I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.

They will slowly trickle in now that you have the recruitment beacon up and running. I personally didn't bother with Red Rocket, as Sanctuary is just down the road and it is better as a starting location for a settlement.
 
I'm at L59 and I am using only one weapon - Overseer's Guardian. It's wholly ballistic. It's a combat rifle with extra damage against everything. I've maxxed the non-automatic rifles perk and the gun modifying perk and I've modded it to give a good balance between hip fire, scoped fire, damage and fire rate:

OG is certainly one of the best weapons in the game, albeit mine is nowhere near 258HP yet! Let's hope it doesn't get nerfed in a patch. However Reba II is my preference for distance work and on my first playthrough I had a similar .50 Incendiary Sniper Rifle which I haven't found this time round so far (maybe I got it from The Forged but still to do that mission). However for close encounters I'm finding the Deathclaw Hand very effective and it also saves on ammo quite a bit.
This is the main prize for doing the Museum Of Witchcraft mission, though I wish I'd left the egg on the nest rather than giving it to Wellingham and then having insufficient CH to coax more than the basic 200 caps from him. Reckon Bethesda should have given more incentive to do that - perhaps a truce with deathclaws for doing the right thing or even a deathclaw companion!
 
OG is certainly one of the best weapons in the game, albeit mine is nowhere near 258HP yet! Let's hope it doesn't get nerfed in a patch. However Reba II is my preference for distance work and on my first playthrough I had a similar .50 Incendiary Sniper Rifle which I haven't found this time round so far (maybe I got it from The Forged but still to do that mission). However for close encounters I'm finding the Deathclaw Hand very effective and it also saves on ammo quite a bit.
This is the main prize for doing the Museum Of Witchcraft mission, though I wish I'd left the egg on the nest rather than giving it to Wellingham and then having insufficient CH to coax more than the basic 200 caps from him. Reckon Bethesda should have given more incentive to do that - perhaps a truce with deathclaws for doing the right thing or even a deathclaw companion!

I was using Reba II and a maxed out .50 cal sniper, but I recently bought the OG and it's mint. Means I've have to give all my .50 ammo to Curie and buy **** loads of .308 ammo. I tend to sell every ammo type except for the weapons I use, however I tend to always have a good stock of 10mm and shotgun shells.I tend to name all the weapons I keep and use a lot. I've called my .50 sniper 'Javelin' (my favourite ME3 SR), my Shotgun Boomstick II (I replaced my original favourite shotty), my incendiary AR 'Sparkler', my Guass Rifle 'STRELOK' (the GR always reminds me of STALKER, so 'STRELOK' is apt :D).
 
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