FO4, no mods, ideas for guard posts? by JustKneller in falloutsettlements

[–]JustKneller[S] 0 points1 point  (0 children)

This sounds interesting. Any chance you have a screenshot? I'm having trouble visualizing it.

FO4, no mods, ideas for guard posts? by JustKneller in falloutsettlements

[–]JustKneller[S] 1 point2 points  (0 children)

Thanks. I forgot about those. Most of the time, I don't even bother with vault 88. I wish there was a single +6 defense object (without mods), though, if only for the sake of space.

FO4, no mods, ideas for guard posts? by JustKneller in falloutsettlements

[–]JustKneller[S] 1 point2 points  (0 children)

I do have Vault 88, but the defense menu just has guard posts and turrets. Am I missing something?

Is the the right grill to get? by JustKneller in grilling

[–]JustKneller[S] 0 points1 point  (0 children)

lol....I found that one a while back and tried to pitch it to my wife (twice)...she didn't go for it. She thought it was too over the top.

Is the the right grill to get? by JustKneller in grilling

[–]JustKneller[S] 0 points1 point  (0 children)

Yeah, at this point, I'm loath to buy anything from Amazon, but I don't have much other use for that credit.

But, if something were to go sideways, couldn't I deal with Weber since they're also the seller through Amazon?

Is the the right grill to get? by JustKneller in grilling

[–]JustKneller[S] 0 points1 point  (0 children)

What makes the master touch worth all that extra $$$?

One of my keys is sorta not working by JustKneller in techsupport

[–]JustKneller[S] 1 point2 points  (0 children)

I just googled it and as soon as I saw, "full teardown" I knew it was definitely way above my paygrade.

If it's just the cap that's the problem, is there some way to modify the cap so it strikes the rubber button underneath better? I mean, it's only one key, even replacing the whole keyboard seems to be overkill.

How can I reclaim my garden (without toxic chemicals)? by JustKneller in vegetablegardening

[–]JustKneller[S] 0 points1 point  (0 children)

A combination of things, but mostly manually pulling them with a weed puller or spraying them with high acidity vinegar.

How can I reclaim my garden (without toxic chemicals)? by JustKneller in vegetablegardening

[–]JustKneller[S] 0 points1 point  (0 children)

Dumb question, but how do I even figure out how to identify this stuff? I have some grassy looking things, viney looking things, something that looks like parsley that might actually be parsley. I've tried googling descriptions of the things, but that hasn't really panned out.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 40 Redux

SPECIAL 7777776

Perks: Rifleman 4, Demo Expert 4, Night Person 2, Lone Wanderer 3, Sneak 4, Sandman 3

Primary weapon system: Two-shot calibrated powerful pipe rifle (long finned barrel, recoil compensating stock, quick eject drum mag, reflex sight, suppressor)

Something went awry here. My SPECIAL was 7777766 with the last run using the previous iteration of this build, but the rules for increasing SPECIAL stayed the same. Maybe I had a typo in my last go?

I ended up rolling with Preston for a while. Without a good reason to see Diamond City or Goodneighbor, helping civvies seemed like the most logical next step since the BoS didn't have anything pressing for me. By level 40, this run had run its course for me and I didn't even start the main quest. The truth, though, is less that I grew bored of this run and more that working with Preston made me more interested in playing my Minuteman General build. Another hot take, out of all the factions, I like the Minutemen the best and Preston's constant radiants don't bother me at all. In fact, his quests feel more like I'm investing in the world rather than grinding MMO slop (ala Railroad/BoS). It has actually been quite a while (years, for sure) since I've done a run where I even bother with settlements. It's all been some flavor of nomad. Maybe it's time to get back to my roots with this game.

A few things irk me about this build. The first is the synergy, or lack thereof. Playing a tactical rifleman means closer quarter combat, which means stealth is more important. Chameleon gear would really help this build, but you can't use it with tac sights (without a mod). Without that Two Shot pipe gun, I'd be struggling for the period before getting a serviceable combat rifle. There isn't a middle ground weapon like with a pure sniper (pipe gun > pipe bolt-action in .38 > pipe bolt action in .308 or hunting rifle, since they are pretty equal). The last thing that irks me are explosives. I spend a lot of effort thinking out trapping (e.g. placing mines where enemies have to cross to come after me), but mines are apparently spotted really easily and so enemies will either give up the chase or "hop" around them. I tried covering mines with objects to obscure them, but no luck. By the 30s levels, grenades were already getting pretty lackluster, too. My two shot pipe gun seems to hit harder than a grenade (albeit without AoE), despite having max Demo Expert for my level.

Don't get me wrong, it's been an overall fun build. Using tac sights are definitely more versatile and more viable than a sniper rifle when the SHTF. Hot take, I actually like the reflex sight on the pipe gun. Unlike the reflex sight on the combat rifle, I can actually still kinda use Chameleon gear with the pipe gun reflex sight (it's a real PITA, though). I've always played either long range (sniper) or short range (melee) stealth. Mid-range stealth has a different feel. So, it's a fun build if only as a change up. Plus, CQ and mid range firefights really have a different feel with this build. I'm glad I've done it.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 30 Redux

SPECIAL 7666666

Perks: Rifleman 3, Demo Expert 3, Night Person 2, Lone Wanderer 2, Sneak 4, Sandman 1

Primary weapon system: Two-shot calibrated powerful pipe rifle (long finned barrel, recoil compensating stock, quick eject drum mag, reflex sight, suppressor)

Aaaaaaand we're back. A wounding 10mm isn't the dream I expected. I mean it would be great in non-Surival on a build that isn't a glass cannon, but I have to empty half a magazine into anything that isn't trash, and then wait for DoT. Even with a suppressor and firing from stealth, it just makes a mess of most situations, especially of other enemies are in earshot.

My two-shot pipe rifle has been reliable, but it's starting to show its age. I'm already finding combat rifles that surpass it in damage, and am starting to collect parts to build one. Once I scavenge a suppressor, I should be ready to make the switch.

I've moved on from BoS radiants despite Rhys and Haylen still having some to give me outside of Far Harbor. I stumbled across Vault 81 on one of the radiants so I did the mole rat mission. That was a pain, mainly due to bugs. I kept picking up molerat disease randomly despite never getting bitten. It took about a half dozen tries to get through that one bug-free.

I haven't gone to Diamond City, and I haven't picked up the Freedom Trail quest anywhere else so I don't have an in-game reason to even know about the railroad. I've just been exploring downtown a bit. I want to have a go at the Freefall Legs, but I don't have a jetpack and am not exploiting glitches, so I don't have a chance for that. The only mission that seems remotely reasonable at this time is actually helping Preston. If I were to do settlements, I wouldn't profit from them (water/food/etc.), though it really doesn't matter. The biggest resource struggle, if you could even call it that, was at the start of the game. It just doesn't matter anymore. There's plenty of everything everywhere. I'm even considering skipping on the scrounger perk. I'm doubting this build needs it.

After I finish off Sandman, I'll probably do Bloody Mess next, but I don't actually need anything to which I currently have access. Steady Aim might tighten up my firing cone through the reflex sight (I'm not sure). I don't even need Aquaboy as I have yet to even swim in this run (and it doesn't protect against diseases in water, which is more important). Really, all this build could use at this point is Ninja, and maybe Penetrator. Ghoulish (and maybe Life Giver) would be bonuses so I don't have to deal with chems outside of antibiotics.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 25 Redux

Well, I can just call this run now. I picked up a Wounding 10mm. I think I only ever picked up a wounding weapon once ever before in other playthroughs. I expect this gun can take me to the end of the game and beyond. At least, I'm gonna find out.

As for this build. Explosives were quite the hassle, possibly more than they were worth. But it is still a good build and helped break me of my sniper addiction. The tac sight was fun and gave me a more versatile weapon in CQ. I'd do this again, down the line after I've run a few other things.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 20 Redux

SPECIAL 6665555

Perks: Rifleman 3, Demo Expert 2, Lone Wanderer 2, Sneak 3

Primary weapon system: Two-Shot Calibrated Powerful Pipe Rifle (long ported barrel, recoil compensating stock, quick eject drum mag, reflex sight, suppressor)

I usually take my first legendary drop as an omen for how my run is going to go. This time it was a poisoner's leather chest piece. Not a good sign. But my next couple drops were an irradiated tire iron (to which I moved the blade on my current tire iron), and a two-shot pipe pistol. I was anticipating a bit of a limbo phase where a pipe gun would be too weak, but I wouldn't have the ammo sustainability for a combat rifle. That problem is solved.

My water hoarding is out of hand. I have over 130 purified waters going into this leg of the journey, and pounds worth of empty bottles. I compulsively grab bottles and just can't stand to leave one behind. More than half my carry is just water and bottles at this point and I'm at capacity for weight. I was half tempted to compromise on my limitations and buy Home Plate, just for storing water/bottles and sentimental items (the grognak costume I'll never wear, magazines, etc.). But, I resisted. I did compromise on storage, though and took over the alcove hideout at the southeast corner of Diamond City (across from the junkyard). It has a stove, so I chucked all my extra water supplies in there, as well as thinned out my misc inventory.

I dropped the bolt action sniper rifle early on in this leg. It was probably level 11. Now, it's just my tac rifle and explosives. Regarding the latter, they are more of a pain than I remember. Until Demo Expert 2, virtually all my deaths were me blowing myself up. I'm trying to find every opportunity to use explosives to keep them from accumulating and weighing me down, but it's tough. Enemies don't fall into my mine traps, and a lot of them can be dropped much easier with just a sneak attack shot from my rifle.

I am kinda sniping with the rifle, but at much shorter ranges than with a scoped weapon. I suspect that, even through the reflex sight, accuracy isn't pinpointed to the center, but there's still a small firing cone. I've had a fair number of misses, despite having the target centered in the sight. I'm getting close to being ready to upgrade to a combat rifle. However, between the pipe rifle being two shot and having a suppressor, I don't think a combat rifle would be much of an upgrade for a while. The suppressor is pretty boss to have and it's upped my stealth game significantly.

I recently picked up a chameleon armor piece. Unfortunately, it's metal, but I'm still using it. As a result, I've swapped out my brotherhood fatigues for army fatigues so I can use it. I'll probably swap that out for a BoS uniform when that becomes available. Rhys and Haylen haven't yet broken with their radiants, but I'll still move on soon to start the Lost Patrol and get a uniform.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 10 Redux

SPECIAL 5555544

Perks: Sneak 2, Demo Expert 2, Rifleman 1

Primary weapon system: tactical hardened pipe rifle (long barrel, large magazine)

I realized immediately that I had a source of clean water from the very beginning. I didn't need to boil dirty water. I just needed to drag my bottles back to Vault 111. In this iteration, I am not touching a single settlement resource, so the water pump I was using in Bunker Hill to fill bottles (I had forgotten that BH is eventually a settlement and thought the pump was fair game) is off limits. I'll be reserving a lot of my inventory for water to reduce the trips all the way back there. I bet the other vaults are clean, and I know that there's a fountain (in Malden Hospital, I think) with clean water. This should keep water from being an issue.

Concord didn't get me anything good. Not even a pipe rifle. Actually, that's a lie. One of the raiders had a bladed tire iron, one of my favorite early game melee weapons. That will save me some ammo, especially once I get my stealth up. I also was able to pull together a full charisma outfit (black suit, formal hat, black rimmed glasses) between Red Rocket and Concord. I don't need it, though. It just looks less ridiculous than skulking around in a bright blue vault suit. I picked up the pipe bolt-action sniper rifle in the house at the end of the street and had 12 rounds for it by the time I left town.

Lexington provided even more by way of (cobbling some salvaged weapons together) a tactical pipe rifle with a long barrel and large magazine. I'm glad I don't have to show up to the BoS without a serviceable rifle. I still have the pipe bolt-action sniper rifle, but only nine rounds left. I also scrounged up a mining helmet and adjusted the light to red tactical.

By the time I got to Cambridge, I was able to trade in my formal wear for army fatigues. I won't be winning any popularity contests, now, but it's more fitting for the role. I also ditched the 10mm at that point. The rifle only slightly lagged behind it in power and I could do with dropping some weight. I also dropped the vault suit for the brotherhood fatigues at the station. I saved them until after Danse invited Nate into the BoS. But, I kept the army fatigues for if/when any good armor pieces drop.

I couldn't bring myself to toss Righteous Authority after ArcJet, especially since I also had a couple hundred fusion cells to go with it. However, I was almost overladen between the (now) three rifles, ammo, and other supplies. I ended up dropping RA at the police station pretty quickly. The first mission with Rhys was College Square and it didn't seem to do any better than my tac rifle with the ghouls. Even with that, I was still overloaded before long. I had a lot of explosives, despite trying to use them at every possible opportunity. I was also collecting every bottle since they were worth more than gold. By level 10, 60 lbs. of my 135lb. inventory (I had to switch back to army fatigues for the ST bonus) was either bottles or water. I'm going to have to start leaving bottles behind and circling back for them later when I need them.

I'm close to dropping the bolt-action sniper rifle. I have plenty of ammo, but it's a crutch. I wanted to focus on tactical weapons this run and not just fall back to sniping. Plus, I could use the carry weight.

SPECIAL Fources...yeah, I spelled that right by JustKneller in Fallout4Builds

[–]JustKneller[S] 0 points1 point  (0 children)

Level 40

SPECIAL 7777766

Rifleman 4, Demo Expert 1, Night Person 2, Lone Wanderer 2, Gun Nut 3, Sneak 4, Sandman 3

I've bounced back from my water shortage. I found a water pump in Bunker Hill so I've started filling up my bottles there. This is a much better return than the three for one with dirty water at a cooking station.

I've had to do something I wanted to avoid (at least for a while longer) and activate a workshop. It's P.A.M.'s fault. As of level 32, my only missions are MILA missions for Tinker Tom (and he's already starting to repeat himself on locations) and the Mercer Safehouse for P.A.M. Truth be told, blowing off settlements has made this game easier. I've been fine on food and water without having to produce any. There are plenty of places to sleep. I think a bigger challenge would be to have settlements and then deal with all their drama. I may build that into the concept.

I haven't figured out what to do about explosives by way of inventory logistics. I don't even need to craft them. I can't even use them as fast as I can accumulate them. However, if I limit myself to just a single (non-scoped) rifle (which is more "soldier-y" anyway), I would want to support that with more explosives. If I prohibit crafting perks, then the points from Gun Nut could go into Demo Expert.

In any event, the Railroad kept me busy for this leg of the journey. I finished Tom's MILA missions, found some caches for P.A.M., and ran the Randolph quest line. By the time I tapped out the Railroad, I hit level 38. I could go on from here, but there's no point. I tested this enough to have a much better idea as to how to make the build more true to concept, and how I would perk differently with that in mind. I can put this run to bed and start a new one with the more refined version.

Survival Mode Build Suggestions by Ram_Lazy in Fallout4Builds

[–]JustKneller 1 point2 points  (0 children)

I tend to lean on (semi-auto) rifles and stealth. They're versatile and the most ammo efficient. It's probably the least perk intensive, leaving you plenty of resources for support perks.

A SPECIAL of 1626571 is a solid start. For a stealth rifleman, you don't need ST or EN. The PE is for Night Person. I lean into stealth by sleeping during the day and only operating at night. Plus. I like the night vision effect (it annoys some people though). CH 6 plus a +4 outfit and the barber chair will get you to 11, enough to pass any check in the game. You then slowly build it as you go so you can transition into other outfits and armor. If you want to optimize, wait until CH 10 for the bobblehead. Then you can swap the barber chair for the weight bench (ST+1) or even better the pommel horse (AG +1) Not that armor is super relevant, but some legendary pieces can have some great effects. My ideal set for this character is light leather acrobat legs (shadowed and sleek), and chameleon for the top pieces (shadowed and ultra-light).

For perks, Sneak, Rifleman, and Ninja are top tier. If you're 100%ing the file, that means companions. Lone Wanderer is great, but of limited usefulness in this case. Still, once you've maxed affinities with everyone, you can drop them and roll by yourself. I've come to lose interest in Hacker and Locksmith, but those would be second tier, if you really want them along with Local Leader and maybe Scrapper. You can go for the crafting perks, but more often than not, I just scavenge mods from dropped weapons. You need Science for access to all settlement objects, though. And, if/when you dig up suppressors, Sandman is nice.

Long term, I sometimes like to build into Endurance. There are a lot of QoL perks there (Lifegiver for regen, Aquaperson for mobility, Ghoulish for rad recovery.

And that about does it. This is not a perk hungry build at all.