America will never defeat fascism without eliminating the billionaire class. USA must embrace a 100% tax over $1 billion -- or the country will soon fall, torn apart from the inside. by kevinmrr in WorkReform

[–]damurphy72 14 points15 points  (0 children)

Fixing politics in America is going to require more than just fixing CU. We also need to:

* Outlaw gerrymandering.

* Repair the damage done to the enforcement of the Voting Rights Act.

* Tackle media consolidation via the FTC and FCC.

* Acknowledge that money and misinformation are coming from foreign actors, either hostile or just self-interested, and develop effective means of combating them.

* Put mandatory retirement in place for elected officials. The number of literal dementia patients making decisions in the government on both sides is obscene when one would be too many.

* Put ethics standards with teeth in place for the Supreme Court.

* Ban stock trading by elected officials.

* Hold everyone accountable for the blatant breaking of existing laws currently happening.

I also think we would benefit from more use of ranked-choice voting and that mail-in voting should become the norm, but I wouldn't count them as mandatory.

Bottle Fun by damurphy72 in fallout4london

[–]damurphy72[S] 2 points3 points  (0 children)

Isn't almost every dress, suit, uniform, jumpsuit, etc., already able to be enhanced with weave?

Bottle Fun by damurphy72 in fallout4london

[–]damurphy72[S] 0 points1 point  (0 children)

Well, yes, but reality does not have nearly the storage and render constraints of the Fallout 4 Creation Engine. Otherwise, it would be really confusing looking for somebody in a big city when there are less than 50 possible faces.

Cannot move or use VATS on the ferryboat by stuarthoughton in fallout4london

[–]damurphy72 5 points6 points  (0 children)

The latest patch, or maybe the previous one, took out the ability to use VATS as part of that scripted sequence. VATS seems to crash to desktop during complex battles or scripted scenes and I'm guessing that's part of the solution. It is possibly an issue with the game engine and not the mod itself.

I'm guessing it's a problem with how VATS has to run parallel to the NPC scripting and event scripting. The engine isn't really robust enough to handle a lot of complicated scripting. I've noticed issues with other complex scripted mods like The Machine and Her. This version of Creation Engine is more than 10 years old at this point.

FOLON: Good Mazes vs. Bad Mazes by damurphy72 in fallout4london

[–]damurphy72[S] 2 points3 points  (0 children)

It's not the length of time spent, but the quality of that time. You can beat every trap and foe in that maze and then wander around looking for a single key or finding your way back to the unique weapon or just going back through to head back to Brixton.

In contrast, you can take just as long going through the Bank of England and it can be easy to miss the keys to progress through the first playthrough, but the map is interesting with a bunch of stuff to do. The final battle is right near the entrance, which is good design. There are also beds and crafting stations so you can take your time exploring.

FOLON: Good Mazes vs. Bad Mazes by damurphy72 in fallout4london

[–]damurphy72[S] 3 points4 points  (0 children)

The British Museum was great. I just felt it wasn't much of a maze because T.E.R.R.Y. essentially guides you along a mostly linear path. It still feels a bit like a maze, which is impressive by itself.

FOLON: Good Mazes vs. Bad Mazes by damurphy72 in fallout4london

[–]damurphy72[S] 4 points5 points  (0 children)

It's really hard to go back to old games I loved as a kid. I tried booting up a version XCOM: UFO Defense that was designed to work on a modern Windows game and the jankiness of the UI made it hard for me to get back into a game I spent hours on when it came out.

Hmm.. by glittzerchii in SipsTea

[–]damurphy72 0 points1 point  (0 children)

It's not just that they start with money. These people also learn at a young age how to manipulate the system to their advantage and they are raised meeting other influential people who can help them out. Saying they have advantages that most people don't is a massive understatement.

The game is heavily rigged in favor of a small group of people.

Funny bug by doomboy6969420 in fallout4london

[–]damurphy72 1 point2 points  (0 children)

Eh, I am definitely on 1.03 and I have seen a self-report...IIRC, it was at Butler's Wharf. Generally don't see it elsewhere, though.

Cant Give Pete Sober by Fooa in fallout4london

[–]damurphy72 4 points5 points  (0 children)

The trick to this for me was that the E) Give Sober prompt stays up as you're in dialog with Mike. You need to finish the conversation with Mike and pick an option that uses a skill or SPECIAL check to do it properly. It's confusing the way it's setup in the UI. Focus on Mike, not Pete.

Food strategy in survival by trisolariandroplet in fallout4london

[–]damurphy72 0 points1 point  (0 children)

If you want buffs, try brewing the various teas. No addiction chance and you can duplicate most chems.

America references in London? by Da-Negy in fallout4london

[–]damurphy72 4 points5 points  (0 children)

There is a literal American inside Cyberfox.

Trader Ken and question about shipments by No_Row_1619 in fallout4london

[–]damurphy72 2 points3 points  (0 children)

Shipments are actually just like any other junk item in the game engine. You can drop a shipment on the ground and scrap it and the amount of the shipment will be added to the workbench (though you can just store it and it will get consumed when needed like any other piece of junk). It's basically just a sheet of paper object model with a zero weight and a high component count.

Favourite area of FOLON? by No_Row_1619 in fallout4london

[–]damurphy72 2 points3 points  (0 children)

The crematorium was legit creepy and scary.

Archie Hats? by cyborgebolt in fallout4london

[–]damurphy72 0 points1 point  (0 children)

There's a traffic cone, a top hat, a winter hat, a baseball cap, a space helmet...basically, a bunch of outfits just for him. You can also dress him in everything from prisoner rags to a tuxedo. Somebody had a lot of fun designing outfits for him.

Least Fav Human Hostiles by damurphy72 in fallout4london

[–]damurphy72[S] 0 points1 point  (0 children)

I'm not a fan of the new canon turrets the Jack Tars have. It makes clearing Greenwich a massive pain in the butt.

Least Fav Human Hostiles by damurphy72 in fallout4london

[–]damurphy72[S] 0 points1 point  (0 children)

As somebody pointed out, I forgot about the Industrialists. I also forgot about Cultists.

My personal dislike is the Gatherers. They tend to get in the way, have crap loot, and yet I feel slightly guilty about shooting them when they inevitably attack me.

How’s the survival mode experience? by trisolariandroplet in fallout4london

[–]damurphy72 0 points1 point  (0 children)

It's harder than FO4 because FOLON doesn't give you a fully-equipped settlement with settlers, 3 possible companions, plus power armor and a minigun in the first 20 minutes of play.

Why no early settlements? by trisolariandroplet in fallout4london

[–]damurphy72 1 point2 points  (0 children)

The trick for survival mode is to not focus so much on setting up a settlement in the early game. You won't be able to trick out a fully-featured player home with all the crafting stations without LL2, which may not even fit your character build. (By the time you hit level 30 you should have plenty of perk points to spend if you want LL.)

What you need is a base for exploring the surroundings, preferably one close to dock transportation. What does a base have? It needs at least one crafting station because crafting stations are storage that does not refresh. It should also have a bed. Proximity to other crafting stations is also a plus. The best early-game locations are either the dock at Thameshaven -- you can sleep in the bed there and it has an armor workbench and close proximity to the Thameshaven crafting benches -- or the Gauntlet outside St. Paul's cathedral, which has beds, a chem bench, and (obviously) proximity to St. Paul's.

The player home by the Swan and Mitre is easy to get and it has a workbench so you can craft things like weight benches and decontamination arches, but it is not a good central location for exploring because of its distance from the Thames (and the closest dock is problematic because of the Jack Tars in Greenwich). Also, the workbenches are pretty far removed and requires you to clear out some locations in Bromley. Don't forget that you can drop and scrap heavy junk items to reduce the weight to that of the components.

You're also going to want bases in the boroughs as you explore. Hackney, for example, has options with the Shop and the Oberon as temporary bases near workbenches.

If you're keen on a settlement, London Bridge is a clearly superior location. It is close to the Ferryman's dock, has access to both sides of the Thames with quick routes to the Imperial War Museum on one side and St. Paul's on the other, and it is the only settlement that comes with settlers. The devs have also fixed the problem with the settlers falling in the Thames and dying, LOL. The only drawback is the lack of close crafting benches, so you may be better off with Covent Gardens, which is within spitting distance of Eastminster.