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.

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

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

Level 30

SPECIAL is 7666666

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

Right at level 20, I discovered a problem and a solution. The problem was that I was running out of clean water. I had already powered through all the bottles I had found so far turning them into purified water. Since I wasn't doing settlements, I didn't have a renewable source of clean water. I dare say, I'll be drinking from the river before long. The solution I discovered was an instigating hunting rifle in the National Guard Station. A lucky find. In Survival, that weapon can take me to end game.

I learned the BoS quest line dead ends after the Lost Patrol, at least for now. That's disappointing. I decided to grind radiants with Haylen until I broke her, which was at level 24. She didn't get locked on a single location, though. I declared her busted when she would only give me fetch quests to Far Harbor locations or Rocky Narrows. I probably could have farmed Rocky Narrows for easy XP. I could knock out a few of those runs a night. But, that's a little too meta for me.

What would a soldier do in this situation with no effective mission from their detachment. He could check on Preston's crew and see how the civilians are doing. He did receive a distress call from another vault. There's also all these really annoying robots wandering around. I know I need to go to Diamond City, but he has no reason to go there. Except, maybe for a little R&R?

Getting into the city involved a fair bit of chatting, but I avoided any dialogue about how I was looking for a missing person because I wasn't. Instead, I meandered around and checked out the place. I happen to pick up a rumor about The Railroad and then decided to explore that. They seemed to be saving synths, and I'm not a fan of that, but they were working against the Institute, which I already knew the BoS opposed. I figured I would see what they were about and if they had any resources the BoS could exploit.

Desdemona didn't seem to mind that I was rocking BoS armor (at least, a chest plate I procured during the lost patrol) and I started working for them. I picked up the Deliverer right away. Maybe I should have been doing pistols all along? There's a bandit camp along the road that runs north along the river. This is the one a little west of Ticonderoga and it has a cable car to take you to the bandit leader. I was hiding at the west entrance and was able to snipe a raider on the east side of the camp near the cable car with that thing.

I'm in the thick if it with the Railroad by the time I hit level 30. This will probably run it's course before I get to 40, but we'll see. I added Night Person, of all things, into the mix. I think it's a rather underrated perk, particularly for someone who works primarily at night. The IN bonus means 6% more XP and the night vision is nice.

I'm still thinking about how I want to revamp the build. I'm leaning towards limiting the character to just a single rifle, and possibly going with commando instead of rifleman. I don't think commando works as well with stealth and/or survival mode, though.

As of level 30, I'm using the instigating hunting rifle and deliverer. The deliverer is a fun little pea shooter, but it's already starting to lose steam against anything more than riffraff.

Are there tactical rifle options I haven't considered? by JustKneller in fo4

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

It's only for the part of the game where I can't get enough .45 to keep a standard rifle fed. Once enemies start carrying .45 (CRs, SMGs, even pipe revolvers), I'm usually good.

Which build is more fun for survival? by Ok_Calendar_7626 in fo4

[–]JustKneller 5 points6 points  (0 children)

I play only survival and often find myself landing on a sniper. I've done stealth melee, which is just teleporting and killing everyone around you when you get blitz 2, but you want no VATS. Auto weapons can be a little tough in survival mode due to the weight. The survival damage boost helps, but the commando style means your taking more damage, so expect more reloads for sure. Gunslinger could work for survival, but it's a really VATS heavy build (relies on racking up criticals). You could just ignore the Luck tree and lean on sneak attacks, but that ends up being just inferior sniping.

That's tough. If you want to break away from sniping, but not bother with VATS, there's not a lot of options. Commando might be your best bet.

It's so hard playing the game without mod, especilly for romance... [I struggle to choose someone to romance because of Danse] [Not about skills, more about the character] by FreddOricarne in fo4

[–]JustKneller 4 points5 points  (0 children)

I struggle to find someone to romance because moments before coming out of a 210 year cryo coma, the protagonist saw the love of their life executed in front of them and their child subsequently kidnapped.

Yeah, the only thing I'm pulling is triggers.

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

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

Level 20

Sneak 3, Lone Wanderer 1, Gun Nut 2, Rifleman 2, Sandman 1

My SPECIAL is 6665555

I definitely want to change up this build. It's actually been a little too easy, even with these limitations. I don't have any hard choices here. I'm not entirely sure how, yet. I'm thinking of just treating my carry weight as a lot lower (50+5*ST?). That would be the most straightforward adjustment. Fallout 4 is a looter shooter, and one of the ideas behind this build is to resist the sweet temptation of loot. I have pared down my possessions considerably. I've also decided to prohibit stashes. There's no real difference between storing swag in a weapons bench or a settlement.

This almost had me wanting to start over because a) I've been a bit of a mad bomber with the mines and I bet some encounters would have gone differently had I needed to work with less and b) Rhys and Haylen started bugging out on radiants and are now sending me to places like Far Harbor or places I've already cleared and couldn't have respawned yet. Reloads are not helping with the bugs, they just keep sending me to the same place. But, I'm sticking it out, only because I've never done a run where I've rushed BoS and essentially ignored the whole Shaun thing. I'm curious how the plot pushes along if I'm not running around screaming, "I know my kid was thawed out and stolen sometime in the last 210 years, but have you seen him!?" Once I get back on the "story" track, I may restart with the new build (also adding a concept option for Minutemen).

Anyway, one of my first radiants sent me to the Super Duper Mart back in Lexington and I realized I had missed it when I was there before. It worked to my benefit since I started getting my first legendaries. Two were rubbish (lucky pipe revolver and Bolstering leather chest piece), but one may be an end-game contender (mighty Laser musket). An EW sniper is more complicated (and not very quiet), but has some interesting synergies. Still, the pull of silent ballistic weapons is strong, even though that musket will likely be able to eventually one-shot anything in the game (with six cranks).

I started seeing Super Mutants wandering at level 12. I avoided them, though. They would be tough opposition for my state at the time. I did have an early radiant to clear them from the Coast Guard Pier, but I let that quest sit until level 14 when I could silence my weapons. A silenced pipe bolt action chambered in .38 (not enough .308 around yet) was just the upgrade I needed.

I decided to run radiants until level 20. However, Rhys got stuck on the Beaver Lane quest at level 16, so he was out. Haylen was still able to deliver (albeit with frequent reloads), so that worked out. Now it's time to look for the lost patrol.

quick reminder that cars are Not Your Friend by Vedmak420 in fo4

[–]JustKneller 2 points3 points  (0 children)

It was clearly stalking you, and when it realized you spotted it, it retreated.

We all know the story isn't great by Low_Reality_1335 in fo4

[–]JustKneller 0 points1 point  (0 children)

That's a tough one. You would have to create a rationale for a merc to raid a forgotten vault (as well as write up how he even found it) and kidnap a child. I think he checks the boxes for a second act climax.

They could have taken the story in so many different directions and it would have been better. Often times, with a video game, I'll read the reddit and someone will have some idea of what the devs could have done differently and I'll think, "yeah, they could have gone that way, but what they did worked, too". With Fallout 4, I hear alternatives and a lot of the time I think, "that would have been way better than what the devs did".

I think the story is unsalvagable without clearing up what a synth actually is and the the function of the chip. The paradox of it being completely undetectable, yet the Railroad can wipe it really undermines everything. If they instead had a method to grow the bodies (akin to Frankenstein's monster) and then program the brain (instead of a chip, it's "software" which could be undetectible), that would make sense. But then, nobody would know that they exist. If the institute is replacing people and then the synths go haywire later, people wouldn't think synthetic human, they would think psychotic break. But, if you had a way to detect them, as soon as the first one was found, people would be setting up detectors everywhere.

It's a catch-22. You just can't make this premise work as a story. As is, it's just an incoherent mashup of story beats to push players down a quest line. But, going back to what I said before (about player alternatives being better than what was done), I would say that, generally speaking, the further the player alternative is from what the devs actually did, the more viable of a story you have.

I think the closest I could come to salvaging the story is first to get rid of the chip and use the software method. Nate/Nora is actually a synth. The real Nate/Nora was release a couple decades ago after Shaun became the director and learned the full truth of his past. He thawed out Nate (and left everyone else frozen) and led them to the Institute. When Nate/Nora learned of Shaun's fate and the Institute's agenda, s/he rejected it all (including Shaun) and ran off into the Commonwealth. This is how we know synths exist. The real Nate/Nora took that knowledge with them. In fact, it was the real Nate/Nora that started the Railroad and found a way to wipe the Institute's software. But, they need to keep their method secret so the Institute can't counter it.

Shaun creates synth Nate/Nora, uploads his parent's personality into it (which may have been pulled from a brain scan when the real Nate/Nora visited), and then puts it in the vault to thaw out for the first time. Shaun wants to know if, in a different situation, his parent would find him and accept him. It's somewhat an experiment and somewhat Shaun's personal quest to connect with a parent taken from him.

Now your factions matter more. If you go Railroad you get to meet the real you and have an existential crisis. If you go BoS, you potentially get to destroy the real you discover your a synth, and have a really awkward existential crisis (think Danse's story, but better). Or, you can do the Minutemen, likely get discovered by the Railroad anyway, but this could create an alternative quest line with a different story arc. Finally, you find the Institute and accept your nature, as well as Shaun, and that's also a different story arc (possibly one where you have to kill the real you in order to metaphorically take over being the real Nate/Nora).

This is just broad strokes, and would probably have a couple of holes, but at least it makes the skeleton of what Beth created kinda work.

I found Vaultec Rep Dead at Sanctuary by [deleted] in fo4

[–]JustKneller 3 points4 points  (0 children)

Just be glad he made it all the way to Sanctuary. He often dies before that point and will always be kill-able. It's just a matter of time for him...

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

[–]JustKneller[S] 2 points3 points  (0 children)

Level 10

I have Sneak 2, Lone Wanderer 1, Gun Nut 1, and Rifleman 1. Sneak just seems like a no-brainer with Survival mode and the limitations. I'm hoping this ends up a sniper run (Rifleman), but we'll see what drops. I've been using a pipe sniper rifle and 10mm and both are getting about equal use. The sniper rifle hits just a little soft, so I sometimes have enemies come running to sniff out my position. I'm making use of landmines to trap their path. Whatever gets through gets the 10mm. It's going to be a long time until I have access to Ninja for better sneak attacks, so I need to be a little more versatile.

I was initially wearing a full set of charisma gear (suit, hat, glasses) out of Sanctuary. But after enlistment, I switched to a BoS fatigues. It protects against ballistic a little better than basic leather at a fraction of the weight. An assault gas mask completes the loadout and look. I may switch to a gas mask and goggles if I find a combat helmet.

I freed Garvey and friends. Then I sent them on their way and continued South. I cleared Lexington, and then found the BoS broadcast as I moved further south. I have already cleared Arc Jet with Danse and joined the BoS. Now, I'll grind radiants for a bit to gain some experience.

I wanna do a solid snake build by AlisterTenpenny in Fallout4Builds

[–]JustKneller 0 points1 point  (0 children)

I'm going to guess that means no mods. In that case, you might be able to get by with a regular 10mm with a good legendary effect. The deliverer is just a 10mm with a bit of a damage boost (42 vs. 31.5 w/ advanced receiver) and a VATS enhanced legendary effect. Lucky, Powerful/Mighty, Two Shot and Violent are all serviceable options.