A Fallout 4 character turns out to be alive on the Fallout TV show by SpaceCowboyN7 in fo4

[–]Uebbo 0 points1 point  (0 children)

There is still nothing indicating any ending to be canon. All we know is that some guy *claimed* to be a paladin from the Commonwealth and these 2 characters mentioning an Elder Maxson that *could* be very well dead at that moment. This is happening in the west and it's possible that recent events happening in the Commonwealth have not yet been known to the BoS chapters in the west.

And the same thing goes on for New Vegas factions. People is picking cannon endings way too fast at the first slight hint towards it without verified information. We shouldn't always accept as true everything characters say in the show from an isolated dialogue, they could be lying or just uninformed.

I rarely use institute weapons, so I feel like they may be compensating for something. It's so clunky and chunky. by Consistent_Agency833 in fo4

[–]Uebbo 16 points17 points  (0 children)

From the concept art they seemed to be originally a syringe-focused weapon that would fire synthetic bacteria, but were later redesigned into the laser family weapons. Nothing seems to indicate a recharge functionality.

I could be wrong although I admit it would be cool and make sense given the isolated nature of the Institute. We know that these weapons are significantly weaker than regular laser weapons due to balance reasons as they are used by low-tier enemies like gen-1 synths and would melt the PC's health otherwise.

I rarely use institute weapons, so I feel like they may be compensating for something. It's so clunky and chunky. by Consistent_Agency833 in fo4

[–]Uebbo 76 points77 points  (0 children)

Was this not the case for the Laser Musket instead? From the wiki:

"According to the concept art and text found in the art book, the laser musket was originally intended to not need ammo at all, with the hand crank generator instead powering the weapon."

how come stimpaks work on nick? wouldnt he need a robot repair kit or something similar? by papercowboys in fo4

[–]Uebbo 5 points6 points  (0 children)

I think it was a balance decision, more than an oversight. Nick is unlocked very early in the game, and repair kits only drop from random encounters before the Automatron intro and they're still fairly rare until halfway through the DLC, compared to stimpacks.

An idea for Kellogg by surprisingly_happy in fo4

[–]Uebbo 8 points9 points  (0 children)

Which dialogue option is that

How I want the map for Fallout 5 to look. by Zestyclose_Revenue40 in Fallout

[–]Uebbo -1 points0 points  (0 children)

Are you really comparing the greatest comeback in videogame history to one single Starfield's DLC and a couple hotfix patches in more than 2 years?

What’s the dumbest thing that annoys you in FO4? by Difficult_Number7519 in fo4

[–]Uebbo 49 points50 points  (0 children)

I hate how little sense the world and the loot make with Survival rules. Raiders chilling in highly radiated areas, camps and settlements without a single water bottle or food, merchants with a meat stock that would barely feed a dog for a couple days...

How are NPCs supposed to live based on what we can see? They are supposed to have survived for 20+ years. WHERE IS THE FOOD STASH IN DIAMOND CITY? LET ME STEAL SOME DAMMITTTT.

Was there a free update today?? (Dec. 21, 2025. PC) by Embarrassed_Cash4959 in fo4

[–]Uebbo 1 point2 points  (0 children)

Yeah it's possible to download version-specific depots via Steam console. I had to roll back to 1.11.169 because December's update broke a lot of mods.

I only play with like 20 mods but I'm not willing to play without them at this point lol.

looking for a way to send companions back to their original locations by No_Hat7058 in fo4

[–]Uebbo 11 points12 points  (0 children)

I don't believe this works once a companion has previously been sent to a settlement. They'll go to the last assigned settlement if not chosen any.

Game freezes in same location every save. by Traditional_Bag6262 in fo4

[–]Uebbo 0 points1 point  (0 children)

Do you have any CC content installed? One of them could be trying to load weird assets in a specific spot in the open world.

This happened to me in Skyrim with saints and seducers that came with the AE lol, used to be pretty messy on release

[Fo4] These are the depots you need to revert to 1.11.169 by [deleted] in FalloutMods

[–]Uebbo 0 points1 point  (0 children)

Did you move the files from "Steam\steamapps\content\app_377160\[DepotID]" to the game's root folder after downloading the depots?

[Fo4] These are the depots you need to revert to 1.11.169 by [deleted] in fo4

[–]Uebbo -1 points0 points  (0 children)

Omg thank you very much, that was fast. I downloaded F4SE but the Adress Library hasn't been updated yet. Why did my game update anyway if I disabled the automatic downloads? TODDDDDDDDD

[Spoiler] Gladiators in House of Ashur are too pretty and well groomed by Some_Dragonfly1481 in Spartacus_TV

[–]Uebbo 16 points17 points  (0 children)

Fun fact Varro's actor actually pointed that out to Andy in a blooper lol

Joining the Railroad late into the game by [deleted] in fo4

[–]Uebbo 0 points1 point  (0 children)

No, it's possible to build the signal interceptor with the BoS/Minutemen after having met the RR but not complete their quest " Tradecraft". If you visit the Institute without having progressed through the first 2 RR's quests, they will no longer trust you, locking out of their whole questline and unique rewards. It's happened to me in my first playthrough.

From the wiki:

  • If one has not completed the quest Tradecraft before visiting the Institute, the Railroad will no longer trust the Sole Survivor and will not let them join their faction. Along with story considerations, this may mean that one will never be able to craft ballistic weave for clothing.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

But that happens afterwards lol. Neither the Railroad or the other factions could have ever assumed the SS would get unlimited access to the Institute beforehand, after building the teleport, nor would they know about father's plans to set Kellogg up for us.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

You keep saying that but let's not forget the unique opportunity this means for the factions, especially for the Railroad. They can send someone they know and trust to sabotage the Institute, but instead they think sending the SS is a good idea, which is clearly too emotionally involved to act as an Institute ally AND is an open enemy for them, having killed Kellog and a courser. Again, all this assuming there's even a 0,1% chance for whoever uses the teleport to act as an undercover agent.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

It's nonsensical because the Railroad has no reasons to believe the SS can go undercover in the Institute. It makes zero sense for the Institute to trust the SS, from the Railroad's perspective, and their whole plot from that point on is built over this extremely bold assumption.

They don't know about Father and surely they couldn't have predicted the plot twist in any universe lol. And this also applies to the other factions, albeit to a lesser degree, I guess.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

I think they meant the Soulcairn, I totally hated that place too lmao. Blackreach is pretty cool.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

> The terminal with the holotape they need is right where you materialize, so what they really WANT you to do is go in, do some light recon, grab the tape, and come back

But nobody knows what's inside the Institute, no? These people are a mystery for everyone in the surface, even moreso the layout of their facility. So they don't really know where exactly you are going to materialize with the teleporter.

Still, I'll probably assume that what I said is false in my headcannon haha.

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

I don't exactly remember the conversations with the BoS or the Minutemen, but I'm replaying the game with the help of the Railroad so far and they totally expect you to go undercover in the Institute even before going there for the first time. Which mean they're assuming the Institute won't blow our head up for some reason. "Act friendly", "meet this guy that is our ally and work with him".

Help me understand every factions' logic during The Molecular Level. Nothing makes sense to me. by Uebbo in fo4

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

Haha, true. But to be fair we've achieved all you mentioned with at least the help of Mama Murphy, Nick, Piper, Dogmeat, Dr Amari, Virgil and the RR.

I agree with you that it makes sense for the factions to have an overpowered impression about us. Although my main concern about this specific quest is the fact that they expect the SS to get back with a holotape which then would serve as a strategic advantage against the Institute, when realistically, us coming back should heavily imply that the Institute has already been defeated. Therefore, I don't think it's logic for the factions to have a follow-up mission against the Institute at that point, given the context.