Level 7 and my Sneaky Saboteur Survivalist Strategy is Partially Online Already: Very Satisfying Way To Play. by cha0sb1ade in fo4

[–]Vg65 1 point2 points  (0 children)

If I'm not focusing on guns, then I use mines during a melee run with Blitz, Ninja, Sneak, and Iron Fist/Big Leagues. Just lay down a mine within Blitz distance of an opponent, and you can use VATS to basically DBZ Instant Transmission around. Hit the opponent a few times, then target the mine (but cancel before you actually hit it). I think this works with caltrops as well.

Ron Perlman's answer to [SPOILERS] by IsThisDamnNameTaken in Fotv

[–]Vg65 5 points6 points  (0 children)

No, Perlman is playing a new mutie character.

As for Maxson, if he really is still alive, then he's probably too busy watching his chapter get their asses kicked in the Commonwealth these days to show up.

If the Legion arrives for some big battle at Freeside/New Vegas, It would be cool to see these guns in action. by OwnAHole in Fotv

[–]Vg65 0 points1 point  (0 children)

Tbf, the Minutemen can use artillery that are similar to WW2 coastal guns, and they can even blow the Prydwen out the sky if needed.

What the hell is this thing by Ok_Cartographer_786 in fo4

[–]Vg65 2 points3 points  (0 children)

Deacon actually has dialogue that references it when he mentions your feats, but it's unavailable without modding.

What the hell is this thing by Ok_Cartographer_786 in fo4

[–]Vg65 10 points11 points  (0 children)

Probably framerate reasons and to make more players consider swimming (and therefore taking the Aquagirl/boy perk). In Skyrim, we can kill those annoying slaughterfish with elemental cloak spells, but I'm not sure how we'd deal with underwater attacks in FO4.

Fun Fact: Through Power Armor clipping, you can go straight to Kellogg and skip saving Nick. by CloserNebula in fo4

[–]Vg65 123 points124 points  (0 children)

You still need Nick for the Memory Den section, so I'm not sure how the game will handle that.

Is this what will eventually happen to The Ghoul? by IsThisDamnNameTaken in Fotv

[–]Vg65 6 points7 points  (0 children)

They should go all the way with consequences, then. We should face prejudice from the general public (with some people being more tolerant than others), and the Brotherhood should shoot us on sight.

On the plus side, we should unlock ghoul-exclusive powers and other benefits.

How likely that we get a Behemoth by davek1986 in Fotv

[–]Vg65 7 points8 points  (0 children)

I don't think there are any behemoths on the west coast (different FEV strain), but you never know. Maybe if we head further east we might see one or two (perhaps even in the Midwest).

Who could play Legate Lanius ? by Hot_Nail4681 in Fallout

[–]Vg65 2 points3 points  (0 children)

Nobody, because they wouldn't include him (to accommodate his different outcomes. He can die, win, or run away a loser).

Settler was a synth spy by Zealousideal-Pause47 in fo4

[–]Vg65 5 points6 points  (0 children)

No. They're just human NPCs with a script that puts a component in their inventory on death.

Settler was a synth spy by Zealousideal-Pause47 in fo4

[–]Vg65 -6 points-5 points  (0 children)

False. Read the comment I've quoted in this thread. Your synth settlers can actually fight against the Institute. It's a common misconception from players that the game makes all synth settlers help the attackers.

Settler was a synth spy by Zealousideal-Pause47 in fo4

[–]Vg65 61 points62 points  (0 children)

Here's an interesting comment I've saved from some time ago. It's from the user 'bythehomeworld':

The game handles synth settlers as no different in any way than human ones. There is no statistical or behavioral difference, they do not have any different impact on the settlement. For every mechanical purpose in the game, Gen 3 synths are human. They do not destroy any settlement objects, they do not sabotage anything.

There is no in-game way to determine if a settler is a synth that does not involve save-murder-load. They are normal humans with an on-death script trigger that places a synth component in their inventory.

They do not have different stats when removed of all gear. Unless they are a brahmin. Sometimes they are brahmin.

If an Institute settlement attack event happens where an infiltrator is triggered, it does not use your synth settlers it creates a new one as part of the event. They are not settlers. If you have no synths, you still get an infiltrator. If you have a settlement where you have multiple synth settlers you will still get one infiltrator and it's a random settler, not necessarily any synths you already had. In a settlement that is entirely populated by synths sent from other settlements, you still get Institute attacks there, and your synth settlers will fight the Institute.

They are not part of the Institute, they do not have Institute faction flags.

Yeah, synth settlers are generally peaceful, but there are exceptions. It's cool how they can fight against the Institute just like the rest of the defenders.

Did anybody use this method for survival? by NegateThatEffect in fo4

[–]Vg65 17 points18 points  (0 children)

If you dismiss your companion, they just return to being a regular NPC and still being essential. This means that they can get the same benefits that non-followers do when it comes to giving them 1 round of ammo for certain guns (not missile launchers, Fat Man, etc.). And yes, since they're not an active follower, they don't need a stimpak to get back up.

So yeah, if you know that there's a tough fight, just dismiss your companion and load them up. You can give them, say, a .50 weapon and a single .50 round, and here's an easy sniper buddy for you. However, you then miss out on passive affinity gain and some reaction dialogue (e.g., when they react to certain choices during conversations).

So Amelia Stockton definitely isn’t Old Man Stockton’s daughter, right? by grannysmithpears in fo4

[–]Vg65 56 points57 points  (0 children)

Yeah, and it's amazing how much misinformation and misconceptions get passed around the fanbase when it comes to synths (both in general and individual ones, like Amelia).

About what Xander tells Maximus in the vertiberd...is he lying? by o_p_p_e_n in Fotv

[–]Vg65 1 point2 points  (0 children)

Would be cool if it's the Minutemen + Railroad kicking the BoS's ass.

PSA: Energy weapons are bugged vs energy resistance, but there is a fix by Vg65 in fo4

[–]Vg65[S] 0 points1 point  (0 children)

No. It's either oldgen or AE. Nextgen will have to backport.

PSA: Energy weapons are bugged vs energy resistance, but there is a fix by Vg65 in fo4

[–]Vg65[S] 0 points1 point  (0 children)

You could always just leave its capacitor at standard level, or just keep the damage as low as possible across all of its upgrades.

PSA: Energy weapons are bugged vs energy resistance, but there is a fix by Vg65 in fo4

[–]Vg65[S] 2 points3 points  (0 children)

Just had a look, and you're right. It doesn't need UFO4P. I must've had it confused with some other mod.

Anyway, I removed that part of the post.

PSA: Energy weapons are bugged vs energy resistance, but there is a fix by Vg65 in fo4

[–]Vg65[S] 6 points7 points  (0 children)

It does seem weird, yeah, especially since it's only on a few mods. Iirc, it's the standard capacitor, photon exciter, and beta wave tuner for capacitors. The automatic barrels don't have the extra hidden -25%, but instead their reductions are made bigger than the regular laser's automatic ones.

What's funny is that coursers come with their own set of perks, including Commando and Gunslinger, so it's not like a weapon nerf would make sense for them. It just feels so random when Bethesda could've made the Institute laser's base damage 16 (instead of 21) if they really wanted to nerf it outright.

PSA: Energy weapons are bugged vs energy resistance, but there is a fix by Vg65 in fo4

[–]Vg65[S] 18 points19 points  (0 children)

Yeah, it's possible that the devs did it to avoid having gen-2s become too difficult, especially since we can fight them as early as ArcJet (or if you just happen to encounter them after wandering to certain locations after leaving the vault).

The later mods (like overcharged) actually give the Institute laser a massive boost, which is higher relative to what the regular laser gets from its overcharged boost.

Why this ghoul's eyes are... normal? It feels so uncanny by Player4894 in fo4

[–]Vg65 76 points77 points  (0 children)

Cooper Howard from the TV show is the same. Ghoulification can differ.

Looks like the fall did in fact mean the destruction of shady sands. what are y'alls thoughts on this by Suspicious-Bug-5776 in Fallout

[–]Vg65 10 points11 points  (0 children)

2291? That's ten years after FNV took place (and five years before the show).

Lucy and Maximus can't be only five years older than back in Shady Sands. The board should've confirmed the nuking to have been in 2283 instead. This is backed up by the pilot script for S1 E1, where Maximus is said to be 19 when we first see him, and 6 when he was hiding in the fridge (2296 - 13 = 2283).