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#If this were Fallout 4 where companions will occasionally give the player items when you talk he'd give Charlie molotovs
lowqualitygarbage · 5 months
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Vault 666 quick sketches from this weekend combined, featuring:
“Oops I made them a ghoul so now they’re my favorite character”
I may try coloring in the two bigger sketches later.
Husk trivia:
He did have a family before he got ghoulified and kicked out of New Vegas; he probably has grandkids kicking around that are Charlie’s age, but he’s never met them
(the alcoholic jackassery far predated the ghoulification, going ghoul just meant it was more expensive to get drunk and he couldn’t live in a “normal” city any more; he was disowned/estranged before he turned)
He’s prone to growling/hissing/rumbling and other more “feral” vocalizations when distracted or startled
He gets really embarrassed and self-conscious if he notices he’s doing it or someone points it out  
Alastor sometimes refers to him as his pet cat mockingly because of the vocalizations and his prickly/independent attitude (the others picked up on the cute nicknames, but don’t realize how insulting it really is to Husk when they use them) 
Charlie is so fucking lucky that Al loaned her probably the only guy in their corner of the Wasteland that has actual experience working a hotel
In this AU he not only bartends, but helps manage their books, advise the girls on supplies and repair priorities, and is basically the on-site facilities manager since Alastor spends more time at the radio station
He’s done a bit of everything back in New Vegas, from pickpocketing as a kid, to performing, to bartending, to management
He basically cornered the market on organized gambling in the Wasteland during his stint as Overlord - everything from running numbers to full-on casinos had to go through him
His SPECIAL stats and skills would probably be the most balanced of the cast, a good jack-of-all-trades type of character
His weapons of choice are throwing knives, a .357 magnum revolver, and Molotov Cocktails - he prefers mid-range fighting
He genuinely thought Alastor was a friend for a little while when they were both Overlords, until Al completely fucked him over to get the upper hand, which makes his servitude that much more humiliating
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danses-with-dogmeat · 3 years
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What Instruments would the Companions play?
Fallout 4 -- 
Cait: Uilleann Pipes (or Elbow Bagpipes) 
     - Okay, it's not just because it’s an Irish instrument (I mean, I'd be lying if I said that wasn't part of it), but also it's the way the unique pipes are played. The player is seated with the instrument strapped to their waist and dominant hand, using their opposite elbow to control the flow of air in the bag (rather than blowing into it like with normal bagpipes). It's a complicated instrument that requires an immense amount of physical control and discipline to play, which meshes well with Cait's physicality and athleticism. She's had the instrument as long as she can remember, finding it lying around in her childhood home. She managed to grab it before her parents sold her, and though it does sometimes remind her of them, all of the hours she spent learning to play it practically forces her to hold onto the instrument. She is wildly adept at playing it, and will sometimes do so in front of Sole, as long as they keep quiet about this ability of hers.  
Curie: Violin
     - A delicate instrument that requires dexterity and control, Curie would love the challenges that playing the violin would present. She found the string instrument in the depths of the vault before she became a synth, but held onto it thinking one day she would find someone who could make it sound beautiful. When she made the change to her synth body, she was incredibly excited to finally be able to play it, and though it took a while, she managed to become quite skilled. As a medical professional, she already has incredible coordination, so not only does the violin provide a creative outlet for Curie, but also it allows her to practice her control, since she still is getting used to just having the two hands, and all of her fingers. Once well-practiced, she loves to play softly to recovering patients in her ward. 
Danse: Baritone
     - When he first found the large horn, he didn’t really know what to think of it, he certainly didn’t consider playing it. However, once Sole explained it to him and told him how the instrument is played, he decided to pick it up one day when he was alone. He might have a hard time at first, since learning to play a new instrument can be especially frustrating for someone as hard on themselves as Danse is, but once he gets the hang of it, he's a big fan of the rich, loud sound it creates. He still rarely plays in front of anyone else (Sole and Haylen being the only exceptions), but he likes to practice in the little amount of downtime that he does have. Plus he enjoys caring for it by constantly cleaning and polishing the different pieces of the larger brass instrument. 
Deacon: Kazoo 
     - It started out as a joke, he found a little metal kazoo, discovered the manner in which to play it, and decided to have a field day with Carrington back at HQ. Later though, after practicing a number of the most obnoxious songs he could find, he found he was quite good at it and quickly he grew fond of the plucky little instrument. Now he carries it around with him almost everywhere, telling everyone that he plays it ironically, but deep down he knows that he truly enjoys it. 
Hancock: Saxophone 
     - Hancock has quite the reputation of being good with his lips and hands, and his adept ability to play the saxophone would only support this. He's had a lot of time to perfect his playing and will sometimes go up on stage with Magnolia to the delight of nearly everyone in Goodneighbor. He loves the instrument's smooth, jazzy sound and always revels in showing off his skills with a good solo.
MacCready: Harmonica 
     - An easy instrument to carry with you on the road, MacCready picked it up in his travels and messed with it whenever he knew the sound wouldn't endanger him. After a couple years, he became quite skilled with the wind instrument and would play it both for Lucy and Duncan as often as he could. He always keeps it with him, almost as a crutch at this point, even if he can't find the right place to play it, just having it with him reminds him of his travels with his son and his late wife. 
Nick: Piano 
     - Always the classic gentleman type, it's no surprise that the old detective knows how to manipulate piano keys in such a way that he seems to transport you back in time to a dark and hazy pre-war bar. The old Nick is where the original skill came from, but the synth's fingers are much more nimble than the human Nick's were. He enjoys playing whenever he can find a piano; however, be warned, if it isn't tuned, you can bet your ass he'll do his best to rectify that, which could take a couple hours at best, and a few days at worst.
Piper: Tambourine 
     - The percussion instrument was a gift from her father, so she's held onto it since she was young and always takes extra care in looking after her tambourine (she considers it the most important item she owns, after her printing press of course.) Besides the fact it was a gift from a loved one, she likes the instrument because of its simplicity and the way she can easily come up with and control her own rhythm. She fondly remembers many an evening prattling away at the tambourine while her and Nat danced the night away in a rare moment of true childish fun. Sometimes Nat will pick up the instrument while Piper is busy at the typewriter and try to create a beat to her sister's typing. 
Preston: Banjo
     - Does this one need an explanation? Preston just gives me mad banjo vibes. Imagine the joy he feels sitting around a campfire, striking up a tune that everyone knows, encouraging all the people around him to join in on the song. He tells himself that he does it for the benefit of those around him, to distract them from their troubles and the cruelty of the wasteland, but the truth is, he does it just as much to distract himself. It makes him happy to see others happy around him, and if the banjo provides a way to do that, then Preston will do his best to stay practiced in as many feel-good songs as he can.
X6-88: Upright/Double Bass 
     - This instrument is an absolute beast, coming in at about 6 feet tall and weighing about 45 lbs, but X6 would welcome the challenge of playing such an instrument; his own height and the large size of his hands providing a distinct advantage in learning how to play the bass properly. Not being of the faint of heart, X6 practices until his playing ability is nearly flawless, reveling in the deep, rich sound that emanates from his intimidating instrument. He prefers to read music and follow chord structure rather than improvise when he is playing, and he works to try and perfect every technique that he can, ranging from using a bow (arco), to striking with his fingers (pizzicato), to slapping the strings against the fingerboard. 
Fallout 3 -- 
Butch: Clarinet 
     - The poor 14 year-old was horrified when he was handed the old reed instrument when inducted into the vault 101 school band. But as Butch grew older, and his playing abilities increased, he realized he could make some pretty cool sounds with this thing. Jazz was always one of his favourite genres of music, and the clarinet allowed him to play along to many of his favourite songs. He doesn't bring the instrument with him while traveling, but he will play it when at home and sometimes will be bold enough to play for audiences at bars. 
Charon: Bass Guitar
     - He had never touched a bass before coming across one while traveling with Lone, but as soon as he picked it up, he found he had an affinity for it. Charon was patient with himself as he learned how to play, his scarred fingers both a blessing and a curse. Though it was sometimes difficult to get the chords right, he didn't have to worry about bloody fingers from long hours practicing plucking the rough strings. He comes up with a few bass lines on his own, then tries replicating songs that he hears. Charon actually really enjoys the creative outlet, and it's the perfect activity to focus on when Lone is gone. 
Clover: Flute
     - Clover treasures her flute, as the instrument was a gift from Eulogy that only reinforces the idea that she's his favourite. After all, he never gave Crimson a flute, or any other instrument for that matter. She finds it difficult at first, as she works to master her finger position and airflow, and occasionally she gets frustrated to the point of being completely unable to play; but once she gets the basics down, Clover uses the little woodwind instrument as a way to distract herself from her jealousy and tends to play it as aggressively as one can play a flute when Eulogy insists on spending time alone with Crimson. Otherwise, she will sometimes play it with Eulogy as her only audience member, but her favourite is when she can sit on her own and play the flute for herself, it makes her happy and it let's her see how far she's come since she was first gifted the instrument. When she begins traveling with Lone, she holds onto the flute and continues to play it for her own benefit, and of course, she wouldn’t be opposed to playing for Lone, if they were to ask...
Cross: Trumpet
     - She discovered the small brass instrument in her travels to pre-war military locations, and was interested in the history of the horn in regards to the old U.S. military. When she first picked it up, she wasn't a huge fan of the brash noise that comes from it, but as she grew more adept at playing it, she found she liked the sound. Cross takes inspiration from the bugle music that was played before the war, and replicates it for the members of the brotherhood of steel. 
Fawkes: Bongos 
     - He's been a fan of percussion ever since he was locked in isolation in the vault. Throughout his time there, he would often find different surfaces to drum his hands on to pass the time. Lone began noticing this little habit of his, and when they surprised him with a pair of bongo drums, Fawkes was elated. He plays them as often as he can, but usually waits until they are at home, after all, he couldn't risk losing or damaging them out in the wastes. But it's his favorite way to relax and unwind after Lone and him return from the hostile wasteland to the security of their home. He did once bring them to Underworld to play for the residents there, but he was anxious about harming the instrument the whole way there and the whole way home. 
Jericho: Maracas
     - Jericho wouldn't have the patience to sit down and learn a complex musical instrument, so maracas are a good fit for him. He found a single one when he and Lone were traveling and didn't think much of it, but thought it was interesting enough to hold onto. Once Lone explained what they believed it was, Jericho began to experiment with the instrument when he was alone (he couldn't risk Lone seeing him acting like such an idiot, with this glorified baby rattle.) But once he discovered another one, he decided he liked the sound of them together. Even though the maracas are all mismatched, he keeps any that he can find and tries them all paired with one another. He still tries to keep it on the down low, but every once in a while he'll know that Lone is listening in, he'll utter some rude comment, but continue playing as though Lone weren't there. 
Fallout New Vegas -- 
Arcade: Ukulele 
     - Arcade doesn't know how it happened, how he found the little guitar-like instrument, honestly, it was left in his tent at the fort, and he doesn't know where it came from. For the longest time, he just left it where it sat near his bed, unsure what to do with it, but after a couple weeks passed, he felt like he had to do something with it. So he started to pluck at the nylon strings, and he couldn't keep from uttering a small yelp of surprise at the sweet sound of the instrument. He doesn't play often, and he still needs to practice, but when he's alone, Arcade loves to strum the strings and come up with little tunes that end up getting way too stuck in his head. 
Boone: Cajón
     - The little, wooden, box-shaped drum is a practical instrument that isn't complicated to play and is easy to transport, making it a nice fit for the 1st recon sniper. Boone has had restless hands for as long as he can remember, and the problem has only gotten worse since the incident at bitter springs, so originally, when he found the cajón and brought it back to his room at the NCR barracks, he would tap at the different sides just as a little habit. However, when he discovered the way each side differed in pitch, he found he could manipulate the tapping of his hands in such a way to create some interesting beats. He brought it with him when he left the NCR and keeps it at his place in Novac to play with whenever he's there. Now it's not only an entertaining pastime, but it's ended up being very therapeutic for him. 
Cass: Acoustic Guitar
     - As a caravaner, you tend to pick up some of the habits of other caravan members that you meet in your travels. Originally, Cass found the guitar and made the decision to sell it, but that was before the guard of another caravan sat himself down by the fire one night, grabbing the instrument from beside Cass's pack, and began to play. When he first picked up the guitar, Cass was ready to deck him for touching one of her wares, but after hearing him play it, she couldn't help but ask him to teach her. She tends to bring the instrument with her when she can, but usually she'll keep it in a safe place so she can practice in her down time. 
Raul: Flamenco/Spanish Guitar 
     - Raul's nimble fingers are good for more than just making repairs, despite their ghoulified appearance, they still possess the muscle memory of when he learned to play the Flamenco guitar before the bombs fell. His family down in Mexico really appreciated the importance of music, and Raul still believes that it helped him get through some of the toughest times after the bombs fell. He makes it a priority to find guitar strings for when his end up breaking, and he tries to keep his original guitar in pristine condition. He doesn't play too often, but when he does, Six can hardly believe the skill in which he plucks the strings of the pre-war instrument.
Veronica: Drums
     - Every time Veronica was sent out on recon, she would keep her eyes peeled for another drum or symbol to add to the developing set she had hidden away at Helios One. It started with a simple snare, then a symbol she had found, and when she discovered a bass drum, she hid it outside the building before she was assigned guard duty, and she snuck the large drum down to her set. She loves the outlet that playing the drums provides, and though she sometimes worries someone will hear her, the risk is worth the thrill of going all out when she takes a seat in front of her drum set. After the events at Helios One that eventually led to her leaving the brotherhood facility, she makes plans to one day return to retrieve the instrument she left hidden away.
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OC Companion Meme
i got tagged by @ultrastimpaks​ !! thanks gio love u 
rules: pick out a fallout oc and fill out the prompts!
tagging uh. @sleights-of-hand​ @rocket-69​ and @rotarydials​​ !!
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THE BASICS
>> which game would they be from?
Fallout 3
>> where would you find them?
A random encounter in the subways!
>> how do you recruit them?
"Just put it down! I didn't do anything to you!" Oppy shouts at the pair while holding her hands in the air.
"Aw, you really think I care, don't you?" The raider throws Oppy's backpack to another, who begins to dig through its contents.
"Never said that. Just give it back and I'll be on my--"
(I wrote it out as a dialogue tree scenario! Read the rest here!)
After rescuing Oppy from the raiders, you have the option to recruit her as a traveling companion.
>> do they have a specialized task?
If you give her dirty water, she’ll eventually hand back purified water!
(First time picking up dirty water with Oppy traveling with you) “Oooh! My mom taught me how to boil all the dirt and stuff out of water ages ago. I can clean those up for you if you want! Much healthier too, don’t want you getting sick on me!”
(Giving her dirty water) “Oh yuck! Will get this back to you as soon as I can!”
(Handing back purified water) “Bye dirt! You belong with the plants, not in my drinking water, thank you very much!”
>> do they give the player items? if yes, which items?
Oppy will occasionally pick up miscellaneous items on your journey with her. Sometimes they’ll even be useful! She will occasionally share them with the player. The things she picks up can range from an old pre-war phone to a stray stimpak she nabbed.
>> do they have a personal quest? if yes, what would it be?
Oppy doesn’t have a personal quest, but she’ll occasionally bring up smaller quests to go to different places around the DC area for research purposes. The player will likely need to take down low-level enemies from these locations before Oppy is able to complete her research.
If enough quests are completed, the player is granted the ‘In the Know!’ perk. This will grant special dialogue options while Oppy is by your side. 
(For example, during the Stealing Independence quest if you have Oppy by your side you can ask Abraham to tell you more about the location you’re going to.)
>> can you romance them?
No.
(If flirted with) “Oh! Well, I’m flattered, but I’m not really looking for romance right now. I’d rather just go on more adventures with you! Where to next?”
>> what perk would they give the player?
Walking on Sunshine: Well-rested will always be granted after sleeping in a bed - being around Opportunity just seems to put you in a good mood! You also receive bonus EXP for any non-combat related actions.
>> what are their SPECIAL stats?
S - 6, P - 4, E - 6, C - 9, I - 8, A - 7, L - 7
AFFINITY
>> loves
- Using a cooking station. “I love cooking! Do you need any help? I know what I’m doing, believe it or not.”
- Helping others, doing good deeds. “Good work! Some people are just down on their luck.”
- Taking down Paradise Falls. “No one deserves to be treated like that. No one.”
- Choosing the non-violent option in quests. “You handled that well! Sometimes words work better than bullets.”
>> likes
- Helping Moira with the Wasteland Survival Guide. “I know it’s tough, but it’s going to help a lot of people! No, really! ...What do you mean I sound just like her, shut up!”
- Siding with Roy Phillips and doing the non-violent route of the Tenpenny Tower quest. “You did the right thing, that Alistair guy is an asshole. ...Excuse my language.”
>> neutral
- Entering vaults. “The so-called height of the pre-war era... Did you know they were experimenting on people even before the bombs dropped? Cruel. We should get out of here as soon as we can.”
>> dislikes
- Drinking alcohol or using chems. “Hey! Being intoxicated isn’t going to help us get anywhere!”
- Pickpocketing/Stealing. “What are you doing?! Put that back!”
- Attempting to unlock owned doors or objects. “Stop it! How would you like it if I blatantly ignored your privacy? Those are locked for a reason!”
- Killing brahmin. “If you wanted to be a butcher you could have just said so, but this isn’t the time or place. What did they do to you?”
>> hates
- Leaving Harold alive during the Oasis quest. “I want plants back just as much as anyone else, but this isn’t the way to do it. He’s suffering at the hands of these people... Maybe you should have rethought that.” (Oppy will pull you aside to try talking you out of it multiple times during the quest.)
- Blowing up Megaton. “Why... would you.... I don’t understand your- What? You know what? No. I can’t stand to look at your face. Don’t try explaining yourself, I’m leaving. Don’t come running after me, either.” (Oppy will permanently leave you if you blow up Megaton. She will pull you aside to try talking you out of it multiple times throughout the quest.)
- Siding with the Brotherhood. “I’m afraid I don’t get why you would do that... They’re only out to help themselves. Have you seen the way they treat anyone different from their own?”
VOICE LINES
>> “use melee”
"Oh! Okay, I got my bat ready! I’ll try my best!”
>> “use ranged”
"I’m not sure that’s the best decision, I always seem to lose my ammo...”
>> “stay close”
“Right behind you! I’ll try not to trip you up.”
>> “keep distance”
“Got it! They’ll never see us- Er... Me, coming!” 
>> “back up”
“Oh sorry, was I too close?”
>> “be passive”
“Great! That’s my specialty.”
>> “be aggressive”
“Why would you want me to do that?”
>> “wait here”
“No problem! Do you want me to set up a camp while I wait?”
>> “follow me”
“Off we go!”
>> when healed
“Ow ow ow- Oh, thanks! You sure we don’t have to amputate?”
>> when killed (general)
“This wasn’t... how I planned this going...”
>> when killed (by player)
“I trusted you!”
>> when talking
“Back home my granmama would always make these tato cakes- they were the BEST. You’d love ‘em. Maybe I could make them for you sometime!”
“There’s a lot more to learn about our history than you’d think. Doesn’t do any good to just ignore it when it’s all repeating itself again.”
“One time my cousins and I were out playing in a nearby creek when we were young and Matty got his leg stuck in the mud.. We were out there for HOURS until my dad and my uncle came out to rescue us. Hey, at least we got snacks afterward!”
“Don’t you find feral ghouls fascinating? I mean, basically losing your mind and who you are as a person.. Only hanging onto what little threads of memory you can hang onto. Must be hard.”
“I think the Capitol Preseveration Society is doing good work, even if most people don’t appreciate it. History has to be remembered somehow!”
“Back home we didn’t have a lot of plants, but we at least had more than there are here.. Sometimes I get tired of all the concrete and rubble.”
“You know... As much as I enjoy looking back at history and all, I don’t want you to think I want to go back to it. Pre-war wasn’t good, I mean, hell, it ended up with a nuclear war that brought us to where we are now.”
“I’ve always thought people should make more of their own music. My family was always singing and drumming against things... I rarely see any of that around here. It’s kinda gloomy, really!”
“I’m not a fan of that Brotherhood of Steel group... They say they’re preserving old technology, but they’re not really helping anybody or teaching anyone outside of their crew, are they?”
>> when trading (neutral)
“Shoot... Which pocket did I put this in again?”
“Hold on, I think I lost... Nope, there it is.”
>> when trading (happy)
“Oh good! Do you have snacks?”
“I assure you I’ll handle your things with the UTMOST care and attention. I even have a dust rag around here somewhere!”
>> when dismissed
“Oh, okay... I’ll be in Rivet City if you need me!”
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samanthasroberts · 7 years
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12 more things in Fallout 4 they don’t tell you, but advanced players need to know
More tips on how to survive in the radioactive wasteland, including how to fight Legendary enemies, hide goodies and carry more stuff
Fallout 4s rich and varied landscape is built for lackadaisical roaming the player characters nicknamed the Wanderer for a reason. The experience isnt about just racing through the main questline or finding the best gear, but assembling your own story from all of Bethesdas tiny interlocking parts.
The Commonwealth is a harsh mistress, however, so we could all use some help and none other than our grizzled survivor Corbyn has heeded your call. Weve already covered the 12 key tips for beginners, so now its time for some more advanced instruction. Lets really get those Super Mutants quaking in their boots.
1. VATS tricks
Fallout 4s Vault-Tec Assisted Targeting System (VATS) mechanic slows time down to a crawl, and allows you to target specific body parts of enemies and displaying the chance of hitting them in a percentage. This is all many players use it for but there are several kinks to the way VATS operates that can make all the difference in a tight spot.
Our Fallout 4 character Corbyn is probably overdoing it by Crit-ing a bloodbug. Photograph: Bethesda
The obvious ones first: use VATS when your guns empty and, for the AP cost of that shot, youll get both the shot and a free reload. Critical hits build up over time in VATS and can then be stored until you want to use them yes these do great damage, but much more importantly theyre guaranteed to hit even if your normal shot only has a 1% chance. This is useful but in fights against enemies with specific weak points, such as the fusion core on power armour, save that Crit and zoom into VATS the second their model turns sideways 1% chance is all you need for the shot that ends the fight.
Crits are also useful for taking out the combat inhibitors on the back of mechanical enemies.
But it doesnt end there! One of the most useful functions of VATS is that your aim will be centred on any enemy you shot at after youve exited VATS. Think of this as at least one free shot and, thanks to the shonky enemy AI, usually many more if theyre still alive after using VATS, just spam that trigger.
2. Fraggle Rock!
Messed up that grenade toss? Always throwing it just a second too late as the Raiders scarper? Worry ye not my wasteland friend, for there are two magnificent tricks to frags that will turn your throwing arm into the envy of Shane Warne.
First one is obvious when you think about it: a well-placed bullet will prematurely detonate your grenade. Hit the VATS button as soon as you throw and youll find you can target the grenade, though depending on its location your shot chance will be different (this is another great opportunity for using the guarantee of a Crit.) And boom no more legs for your luckless foes.
As you can see, no enemies have yet noticed my explosive presence. Timing grenades is especially useful against crowds of weaker enemies.
The second trick, however, is even sneakier. A glitch in Fallout 4s way of slowing down game time during VATS means that, if your grenade has landed and you then target and shoot an enemy using VATS, the grenade will explode during the VATS shots. That is, you dont need to target the grenade at all if its in the right place, just target the enemy in VATS and it will explode near-instantaneously.
3. Getting legless
This one can be a lifesaver for when youre just out on a relaxing stroll and run into a randomly generated tough-as-nails Legendary enemy. Many of these enemies, after taking roughly half damage, will mutate into a tougher form and regain their lost health. What a joke.
This is how I like my Legendary enemies legless and toothless. Now cough up that loot! Photograph: Bethesda
The one thing that doesnt regenerate, however, is limb damage. When fighting Fallout 4s normal enemies you dont really need to target limbs so much so its easy to forget about this tactic, but it is absolutely the core part of my strategy against Legendaries. If its a Legendary Super Mutant, where were worried about their weapon, focus on the arms if they mutate, youve crippled the arm by that point and their accuracys dived. If its a Legendary Ghoul, blow off the legs, and then the mutated second stage can only look up in abject apology as you line up the combat shotgun.
4. Radical Stags
The greatest enemy in Fallout 4, the bane of every player, the most despicable sentence in the Commonwealth: Youre carrying too much and cant run!
God I hate it. There are several common workarounds: load up your companion, use the Solo Wanderer/Dogmeat glitch and so on. But when youre stuck in a lovely loot zone and just need that bit extra to get outdoors and fast-travel home, you want Grilled Radstag.
OK it doesnt LOOK very appetising, but when your other options are mole rats or Spam …
You see Radstags everywhere, usually in groups of two or three. Make a rule of slaughtering these defenceless creatures, and grilling them up at a cooking station because it adds +25 carry weight. Eat that and youll feel the benefit for an hour, but why not wash it down with a bottle of alcohol (+10 carry weight) and have an extra 35 on your weight limit. Because no trinket should be left behind.
5. Sleep well
What do you mean you never sleep? True, you dont really need to but occasionally a nice rest is just whats needed to heal up and see the sun again. One aspect of sleeping that is possible to overlook, however, is where the bed is.
If you really want to maximise XP gain, do this before handing in quests youve already completed. Photograph: Bethesda
Sleep in a bed that you own (in a settlement for example), or rent a room for the night and your character not only heals but gains a Well Rested bonus that gives 10% extra XP for eight in-game hours.
6. Sticky business
You could write a whole article about Fallout 4s crafting system, but one thing everyone needs more of is adhesive. Luckily theres a simple solution waiting in the cookery pot: have your settlements farm corn, mutfruit and tatos for subsistence. Perfectly respectable foods, but you can use these stores to pick the bottom option at a cooking stove and make Vegetable Starch each one worth a whopping five adhesive.
Vegetable starch goes into your junk inventory, so always remember to transfer it to storage before taking off.
7. Pick up named junk
This ones simple to the point of obvious: youll sometimes come across otherwise standard loot that has a modifier in the name, for example Rich Stantons beer. This means it is an exceptional beer for an exceptional man or, in other words, a key item for a quest you havent yet picked up. So pick it up and, down the road, youll be able to hand in that quest immediately.
The jazzy Hubris Comics office has plenty of interesting stuff, and make sure you take a close look at the props.
You may not actually make it through youor birthday if you eat this revolting morsel. However, it has a special name which means it could well be part of a later quest. Grab that sucker.
8. Hazmat and Hat
Two items of clothing I keep on me permanently are a Hazmat suit and a hat that grants +3 Charisma. The utility of the first is obvious: everywhere in Fallout 4 is more or less radioactive, and youll find some nasty spots. Its not convenient to fetch Power Armour for every little cubbyhole, so a Hazmat suit just always makes life easier.
Among the games weather effects are radiation storms which, if they catch you in the open, can be trouble but not with the humble Hazmat. Photograph: Bethesda
Hazmats are around theres one on sale in Diamond City but this is where I stumbled across mine relatively early on. Photograph: Bethesda
The hat I combine with some Grape Mentats (make at any cooking station) for when I need to sell a lot of gear or buy something big. Why not get your moneys worth?
9. Use it, dont lose it
Advice from bitter experience: dont just jump into the water willy nilly while wearing power armour. It sinks and, while most bodies of water in the game have a way out, some of them dont and youll have to abandon it there. Also, dont ever get rid of a companion wearing power armour by sending them back to a settlement my snazzy Flames set is still out there somewhere.
You can repair damaged power armour with steel but even without it the basic frame provides some protection and the suits usual abilities.
Finally, dont get out of it in a non-settlement area without removing the fusion core. Even if you cant see any enemies. Theres nothing so humiliating as getting out to stretch your legs, waking up a nest of raiders, and watching open-mouthed as they hijack your beautiful suit.
10. Mystery Meat
OK, I said I wouldnt be too specific but this is too good to pass up. On the far east of the Commonwealth (shown in the image) you can find Longneck Lukowskis cannery. On entering youll see a short exchange between two characters and can then offer to help with a pest problem in the building.
Looks delicious though, as ever in Bethesdas post-apocalyptic worlds, no-ones cleaned up for 200 years.
This kicks off a short-but-sweet mission, but the reason its great to visit here is that theres an office at the top of the building containing both the Barter bobblehead which permanently decreases buying prices by 5% and an issue of Tales of A Junktown Jerky Vendor, which applies its own discount depending on how many copies you have. Basically youre walking out of there after a 10-minute mission with everything in the Commonwealth 10% cheaper.
This is where youll find Longneck Lukowskis cannery, an essential visit for the savvy scavenger.
Bonus points: in the final confrontation, you can make your opponent surrender if you get them low enough, and make a very … interesting choice. Oh, and do apply the earlier tips about Legendaries and frags when youre exploring. Wouldnt want to end up in a can now, would we?
11. Give them a Minute, man
The Minutemen are rather worthy and dull sorts, all about helping out ones neighbour and looking out for each other. Blah blah blah, point me to the bad guys right?
Some people like Preston, but he constantly moans when youre hoovering up junk so I think hes a circle button. Photograph: Bethesda
The Castles replaced Sanctuary as my main settlement, because a half-destroyed castle looks cooler than half-destroyed bungalows.
Me too. But its worth zooming through the early Minutemen quests, which are all very easy, just to reach the point where you re-take a location called the Castle. First of all, when youre doing the quests beforehand, take Preston as your companion because completing each one depends on reporting back to him.
Take the Castle, go off and do something else, and soon enough someone will turn up looking for you. Go to see her and within 10 minutes youll bag a Fat Man portable nuke launcher, an absolute ton of ammo and a great armour set, and unlock artillery positions for every settlement.
12. And … smile
Though Ive loved much of my time with Fallout 4, it is a game filled with bugs and glitches that can on occasion really ruin your day. Ive lost hours of progress through annoying problems with the save system, seen my companions fly into the sky and disappear, even failed a mission because of an NPC that decided to walk to the bottom of a lake.
But its worth remembering that, for all the frustrations it brings, the janky side of Bethesda games can have real charm too. Use Corbyns tips wisely, comrades, and enjoy these dancing Mirelurks.
12 things in Fallout 4 they dont tell you but you really need to know
Fallout 4 review spectacular, messy and familiar
Fallout 4: the first 10 things to do in the apocalyptic wasteland
Source: http://allofbeer.com/2017/12/07/12-more-things-in-fallout-4-they-dont-tell-you-but-advanced-players-need-to-know/
from All of Beer https://allofbeer.wordpress.com/2017/12/07/12-more-things-in-fallout-4-they-dont-tell-you-but-advanced-players-need-to-know/
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