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> Fallout 4 - no spoilers, Are the rumors true?
Lopov
post Aug 18 2018, 05:45 PM
Post #481


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QUOTE(Renee @ Aug 18 2018, 05:23 PM) *

QUOTE(Lopov @ Aug 18 2018, 09:56 AM) *

The Hobo...well he could wander anywhere.

So could somebody else we know well if he survived, somehow... but we won't talk about that guy. huh.gif


Don't worry, he's dead. wink.gif

This post has been edited by Lopov: Aug 18 2018, 05:45 PM


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SubRosa
post Aug 18 2018, 06:05 PM
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That is not dead, which can eternal lie,
and with strange aeons, even death may die.


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Lopov
post Aug 18 2018, 07:56 PM
Post #483


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...by mad Arab Abdul Alhazred. ph34r.gif


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SubRosa
post Aug 18 2018, 08:16 PM
Post #484


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Ia! Rattler! As a foulness shall you know him!


In other Fallout news, Victoria's game started to feel stale, so I decided to start up a new Hecate run through. This time I decided to start her out near Covenant, with the idea to use it as a home. That has not worked out so well. The place just has too many issues.

Even after you take it over, there are still items marked owned by the former inhabitants, and taking them is stealing. That makes the robot Deezer hostile. I would rather not do that because it is not necessary for one, and he makes some good lemonade (I think it is a 50 point healing item, which is nice in the early game).

I tried out a mod that is supposed to make everything unowned, but it does not work on everything. I also tried a mod that cleans up the garbage, but it does not get all of that either. I was able to clean up the destroyed turrets with the console. But I found another problem in the office building. There is a broken radio there that just puts out static. I could not remove it with the workshop, so I did it with the console. But it still makes the static noise in that area. That is really annoying me.

So I decided to give up on Covenant as soon as possible, and just use it as a place to sleep and store loot until Hecate can find a permanent home. 111 Cloverfield Lane is my thought on that now. I moved the exterior down south of the Drumlin Diner, and west of the Super-Duper Mart. It is near the train tracks and abandoned house that a lot of encounters happen at.

I took a look inside, and it is well done. Just like the movie in fact. I recognize a lot of the meshes and textures as Elianora's work, so the whole thing has the feel of one of her mods (which is a good thing). It is just like the movie (which was also good), but that aside, it has all the things you need in a lair. It is not a settlement that you can change things in. But it looks good. The author did some really interesting things with the workbenches, using different meshes for some. For example, the prewar stove is a real cooking station now. Kind of as it should be.


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Lopov
post Aug 18 2018, 09:26 PM
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QUOTE(SubRosa @ Aug 18 2018, 09:16 PM) *
Ia! Rattler

Mad raider of the wastes with a thousand young hit points. laugh.gif

I don't know that movie but that modded home looks great, my favorite part of it is the entrance.


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Renee
post Aug 22 2018, 12:52 PM
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I agree. Cloverleaf Lane looks well done. I would have one of mine live there, surely.

QUOTE(SubRosa @ Aug 18 2018, 01:05 PM) *

That is not dead, which can eternal lie,
and with strange aeons, even death may die.

Shhh shhh ... Don't encourage him!



This post has been edited by Renee: Aug 22 2018, 12:54 PM


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SubRosa
post Dec 24 2018, 08:39 PM
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I found that the Flamer is great for dealing with Mirelurk egg nests. It efficiently destroys all the eggs. This is of course if you are like me and want to destroy all the eggs, and don't want to get as many as possible to spawn the baby 'lurks.


I also found a helpful trick for editing your face. You can use the console command SLM Player to bring up the face change menu. But the problem with doing that after character generation is that you cannot get close enough to see any subtle changes you make. Go to the Body, click ok to accept your body type (or change it if you want). Then accept that and go back to the main face changing screen. The game will zoom in on your character's face just like in the original character generation.


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mALX
post Feb 25 2019, 06:22 AM
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QUOTE(SubRosa @ Aug 18 2018, 02:16 PM) *

Ia! Rattler! As a foulness shall you know him!


In other Fallout news, Victoria's game started to feel stale, so I decided to start up a new Hecate run through. This time I decided to start her out near Covenant, with the idea to use it as a home. That has not worked out so well. The place just has too many issues.

Even after you take it over, there are still items marked owned by the former inhabitants, and taking them is stealing. That makes the robot Deezer hostile. I would rather not do that because it is not necessary for one, and he makes some good lemonade (I think it is a 50 point healing item, which is nice in the early game).

I tried out a mod that is supposed to make everything unowned, but it does not work on everything. I also tried a mod that cleans up the garbage, but it does not get all of that either. I was able to clean up the destroyed turrets with the console. But I found another problem in the office building. There is a broken radio there that just puts out static. I could not remove it with the workshop, so I did it with the console. But it still makes the static noise in that area. That is really annoying me.

So I decided to give up on Covenant as soon as possible, and just use it as a place to sleep and store loot until Hecate can find a permanent home. 111 Cloverfield Lane is my thought on that now. I moved the exterior down south of the Drumlin Diner, and west of the Super-Duper Mart. It is near the train tracks and abandoned house that a lot of encounters happen at.

I took a look inside, and it is well done. Just like the movie in fact. I recognize a lot of the meshes and textures as Elianora's work, so the whole thing has the feel of one of her mods (which is a good thing). It is just like the movie (which was also good), but that aside, it has all the things you need in a lair. It is not a settlement that you can change things in. But it looks good. The author did some really interesting things with the workbenches, using different meshes for some. For example, the prewar stove is a real cooking station now. Kind of as it should be.


That place is gorgeous! (and huge!)








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Kane
post Mar 1 2021, 03:07 PM
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Hehe, with Tarani having 9+ Endurance, Far Harbor is a walk in the park. Having all four perks of Ghoulish and all three perks of Life Giver means that rads slowly dissipate, and health slowly restores. The dreaded Fog is essentially a non-issue and she doesn't even carry Rad-X or RadAway anymore.


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SubRosa
post Mar 1 2021, 11:19 PM
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I modded the Rad Resistance perk to eventually give you 100% resistance. So many of my characters eventually got to that same point. It was really nice.


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TheCheshireKhajiit
post Mar 1 2021, 11:23 PM
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QUOTE(SubRosa @ Mar 1 2021, 04:19 PM) *

I modded the Rad Resistance perk to eventually give you 100% resistance. So many of my characters eventually got to that same point. It was really nice.

“bUT tHAT’s CheATinG!” laugh.gif


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Kane
post Mar 2 2021, 01:26 PM
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That does seem like removing almost a core component of the game. I'm sure it's lovely to experience, but definitely seems like overkill, lol. With Tarani she still has to take time in between rad exposures to let it go away. Far Harbor might be easy (well, as easy as it can be on Survival Mode at level 86), but the Glowing Sea would still kill her.


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SubRosa
post Mar 2 2021, 11:24 PM
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I find the whole radiation thing just becomes a tiresome mechanic after a while. Especially since you can have hundreds of points of resistance, and still take radiation damage. So I am willing to spend 4 perk points to nullify it.


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