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#fallout 4 player home
catsumiai · 1 year
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Small home in the wasteland, it's fun to decorate places in this game.
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bearcina · 9 months
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I hope to get around to playing fo4 again, I haven't played in such a long time!!
Drop some good mods in my inbox please!
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equitynahas · 2 years
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Loverslab fallout 4 player home
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#Loverslab fallout 4 player home mod#
#Loverslab fallout 4 player home mods#
#Loverslab fallout 4 player home download#
#Loverslab fallout 4 player home windows#
Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file.
Modification permission You must get permission from me before you are allowed to modify my files to improve it.
Upload permission You can upload this file to other sites but you must credit me as the creator of the file.
Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources.
#Loverslab fallout 4 player home mod#
This mod has been cleaned with Fo4Edit as per these instructions.Īs always, back up your saves before installing a new mod. Clean Water of the Commonwealth (Clear Version). Use cheats to gather materials and put them into the workbench. Will fix ASAP (people keep messaging me about it. Something is weird with the door texture. It also includes a fusebox recolour and V2 has a door recolour as well.ġ. The file includes a material file that takes the shininess away from the floorboards in the interior home as it looks 'wet' otherwise. This mod's exterior architecture and aesthetic relies on many objects from Far Harbor. There will not be a no DLC version, sorry.
#Loverslab fallout 4 player home windows#
I've placed wall vents in some of the rooms for aesthetic purposes - I like to think it keeps the rooms with no windows clean and fresh smelling :) Still follow you (they will take the long way around though). Although I have had problems with the navmeshing out the front of the home on the sand, companions will The exterior build area extends out to the end of the sand dune, and rises just above the home. I have tried to hide the fuseboxes as much as possible - only the connector point sticks out of the ceiling. In the first and second room to the right of the entrance hallway. There is a fusebox in the basement as well as two on the ceilings The interior home will be dark when you enter it. The coast around the home has been cleaned up a little bit for aesthetic purposes. Working on a cheat box for consoles in the mean time. Supply lines are currently not working. If you can help PLEASE send me a message!!! I know it can be a lot better at the border. I have worked on fixing the bugs that were there on the first release and I've greatly improved the navmeshing on the beach, however It is meant to just be used as a player home. This does NOT function well as a settlement. Once you have discovered the home you can travel to it. The map marker is right at the top right hand border near the Nakano House. Please refer to the image section for a visual reference to the location. This way, you can make it yours with your mod/s of choice :)Ĭliffside Home is viewable from Mahkra Fishpacking plant, and is just a short walk away from the Nakano family home. I am not going to spend hours decorating for most people to complain about the decor. WHY HAVE YOU CHOSEN TO LEAVE IT UNFURNISHED?īecause I feel that is the best way to have a housing mod.
#Loverslab fallout 4 player home download#
If you don't like it, don't download it or change things to your suiting in the CK. The only changes that will be made are possible bug fixes. I will not be making any aesthetic changes or taking suggestions, either. If you don't like the mod, please politely move on from the page. This isn't really supposed to be lore friendly - it started as a personal project for somewhere I could take nice screenshots that I decided to release. The interior player home features plenty of space - with two bedrooms, two bathrooms, kitchen, dining, and living areas, as well as a deco marble entry hall and a big basement for storage or to place down numerous workbenches. The interior and exterior parts are made up of neutral palettes and are unfurnished so you can furnish them to your tastes. I will continue working on small fixes like the supply lines until I can get it working.Ĭliffside Home is a minimalistic coastal player home inspired by architects such as Frank Lloyd Wright and Mathias Klotz. I have decided to offer the mod as is this way after numerous requests to put it back up. You may need to use God Mode (tgm in the console) to build if you do not have enough materials for what you want to build. If you are unable to select the workbench, hold down the workshop button to bring the menu up. LET ALONE THE NUMEROUS REQUESTS I GET EVERY DAY.ĪNY FURTHER MESSAGES WILL BE IGNORED AND DELETED.Īfter numerous attempts, I cannot get supply lines working with the interior and exterior workbench in this mod, which is why I have removed it from as it's a useless mod on console because of this.
#Loverslab fallout 4 player home mods#
I BARELY HAVE TIME TO WORK ON THE MODS I WANT TO WORK ON, AS STATED NUMEROUS TIMES, I DO NOT TAKE REQUESTS.
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calder · 2 months
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In every mainline Fallout game except for New Vegas, players can earn the loyalty of a dog known as “Dogmeat.” As part of the main quest of Fallout 4, Dogmeat assists in tracking down the antagonist, even if the player has never encountered him before. When you leave Kellogg’s home, Nick simply starts talking about Dogmeat as if he’s a known quantity.
Perhaps related to this quirk of the world, Dogmeat is first named in this game when the clairvoyant Mama Murphy recognizes him and addresses him by name. The game’s UI calls him “DOG” until he is recognized by Valentine or Murphy. It seems clear that this german shepherd is somehow an independent agent with a good reputation, or something.
Dogmeat does not have a loyalty quest associated with him, which is how the player would earn the other companions’ perks. However, upon finding Astoundingly Awesome Tales #9 within the Institute, Dogmeat becomes more resistant to damage. While this isn’t coherent or conclusive evidence of Dogmeat being a synth, it’s plainly prompting the audience to consider that idea. In light of these factors, his origins have been fiercely debated among the community.
The skeptics and “hard sci-fi” fans out there would have you believe that he’s merely a famous stray dog who solves crimes. But I believe there's something more remarkable at work.
There's a section in the Fallout 2 instruction book called the Vault Dweller's Memoirs, where the player character of the first game recounts what canonically happened. Due to Fallout’s famously terrible companion AI, if you travelled to Mariposa with Dogmeat, he would consistently run into the force fields and get vaporized. So, in the Memoirs, we learn that this is exactly what became of Dogmeat Prime, in canon. He loyally sprinted into a wall of solid light, and disappeared. What if our buddy simply awoke in a new, confusing place?
In Fallout 2, Dogmeat must be found at the Cafe of Broken Dreams, which is explicitly a liminal space. It appears randomly to travellers in the desert. The NPCs within are frozen in time, such as a young version of President Tandi, who mentions that Ian went to “the Abbey,” an area cut from the game. To gain Dogmeat’s trust, the Chosen One must equip the Vault Dweller’s V-13 jumpsuit, which Dogmeat recognizes as belonging to his dead master. You can also attack him to spawn Mad Max, who claims ownership of the dog. Max fits the description of Dogmeat's original owner given in Fallout.
There’s also the “puppies” perk in Fallout 3, which enables you to restore Dogmeat, in the event of his death. “Dogmeat’s puppy” inherits his base and ref ids. In other words, they ARE the same NPC, just renamed. So, the way this actually articulates is that whenever Dogmeat dies in combat, you can find him waiting for you back at Vault 101. In practice, it’s almost Bombadilian.
Lastly, please consider the following developer context.
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In June of 2021, the dog who performed Dogmeat’s motion capture and voice for Fallout 4 passed away. A statue of her was placed outside of every Vault in the China-exclusive sequel to Fallout Shelter. She still watches over each player.
River's owner, developer Joel Burgess, honored her in a brief thread about her involvement in the game, and shared much about his thought process and design goals while leading the character’s development. The Dogmeat project changed course early on, after Mr. Joel saw a new member of the art team gathering references of snarling German Shepherds. This motivated him to bring River into the studio, so the artists and developers could spend time with her.
He wanted to steer the team away from viewing Dogmeat as a weapon, and towards viewing him as a friend. Everything special about Dogmeat was inspired by River. For example, whenever you travel with Dogmeat, he’s constantly running ahead of you to scout for danger, then turning to wait for you. This was inspired by River’s consistent behavior on long walks. The only way they were able to motivate River to bark for recordings was by separating her from Joel while he waited in the next room. Reading the thread, it’s very clear that he hoped Dogmeat would make players feel safe, encouraging them to explore, and to wonder. In his closing thoughts, he said the following:
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-Joel Burgess
Mr. Joel felt it was important to express that the ambiguity of Dogmeat’s origin in Fallout 4 was deliberately built into his presentation. He also felt it was important that you know Dogmeat loves you. Dogmeat was designed, on every level, to reflect the audience’s inspirations, and to empower their curiosity.
The true lore of Dogmeat is a rorschach test. The only “right” answer is to pursue whatever captures your imagination.
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tau1tvec · 8 months
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Clutter aficionado, and one of the best player home modders from Skyrim to Fallout 4 was a developer responsible for lighting and clutter design in Starfield.
This explains so much, lol.
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slocumjoe · 1 year
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A ramble about Preston Garvey and a self-indulgent revision of the entire Minuteman questline
TDLR: The Minutemen faction sacrifices writing and Preston’s character as a means of shoveling errands and busywork at the player.
Preston’s issues as a character are entirely Doylist, meaning the fault of outside forces. His writing, his concept, his themes, those are solid. This is not a racehorse that broke its leg and was still sent down the track, like some characters. This is a horse that was hale and hearty, but they made it run in circles around cars in the parking lot instead of putting it in the race. 
This essay is not going to be my most coherent one. Preston’s issues are so apparent, so in your face, it kinda feels like a waste of time explaining it. Just look at him and anyone with two braincells to rub together can see. But a lot of things in Fallout 4 sticks with me, even when I’m not in a Fallout 4 mood. Preston is one of those things. So neglected, so misused in the game, I couldn’t stop thinking about the bastard. 
Before we get into what Preston is, in-game...what was he meant to be?
And you know what? 
He’s close to Danse, post Blind Betrayal.
Preston Garvey started his military career as a fresh-faced, bright-eyed young man, who wanted to be another gun protecting the Commonwealth against whatever would harm it. He always had his faction’s best interests and ideals in mind. The first to wave the flag, the first to say the motto, the first to pick up a gun for it. He didn’t want heroism, or glory. He wanted to make the world a better place. It sounds cookie cutter, cliche, so sugary-saccharine. But this is the wasteland. This is in a world where everyone else seems content to succumb to futilism, to pretend there is no Better for the world. 
Preston Garvey is, inherently, part of a rebel army. The Minutemen were a militia, a guerilla army of farmers and their children, banding together against the oppressive totality of raiders, mercenaries, anyone who would rather gnaw on bones than build to ensure everyone was taken care of. The Minutemen are the fuck you, we want to recover and heal faction, to the raiders’ fuck you, I have a right to wallow in the ruins.
The legend herself, the icon, the Queen, Ursula K. LeGuin once said;  “The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist; a refusal to admit the banality of evil and the terrible boredom of pain.” The MInutemen might look like your average, boring heroes (we’ll get into why), but it is inherently badass to look at the literal End of the World and decide, no, actually, we don’t want to lie down and die.
Preston Garvey is not a boy scout, the Minutemen are not mall cops. They are furious, determined, and most dangerously, optimistic. 
A young Preston Garvey joined under a blue banner, served under it for years...and watched as people who saw money, power, glory, took that banner and tied it into a noose.
Joe Becker died, and having not chosen someone to take over as General, all of the colonels squabbled for the position, wanting the fame, the cushy office. These people weren’t Minutemen, not at heart. The faction had grown so large, there was bound to be people looking only at the resources, what was in it for them. Preston, still a young man, but quickly losing his naivety and faith in his fellow Minutemen, watched as these colonels dropped their altruistic acts and demanded they get theirs.
And then Quincy happened.
The Minutemen were in disarray, following the Mirelurk invasion of the Castle, lacking a home base and their radio communications. But Colonel Ezra Hollis, potentially the last Colonel who gave a shit, heard that Quincy was under siege by Gunner forces, and he led his small, out-gunned squad to do whatever the fuck they could, until another Colonel came to provide the needed fire support. Hollis’ Minutemen succeeded in driving the Gunners back, and holding them off, but their help from Colonel Marbury never came. Preston watched as his Colonel refused to give up and let Quincy fall...and he watched as Clint, a ten-year veteran, betrayed everyone, chose money and a winning team over what was right. 
Quincy fell. Preston Garvey watched as the refugees fell in a line, running for safety. Watched his comrades, who he had been fighting against impossible odds with for days, dropped with them. 
Preston Garvey died, and I can tell you where. At one house, to the right, down the street from the museum, where the last other Minuteman lay dead in a yard. Where he became the Last Minuteman. Even if there were others who would call themselves such...they weren’t Minuteman, not really. The real Minutemen tried to save Quincy. Everyone else, who gave up, never believed at all.
Preston was still fucking furious at the hedonistic cruelty people indulged in and called inevitable. But he was alone, a failure, and had lost any reason to believe that there was a possibility of continuing. A point, a reason, yes. But the optimism...without that, there was no Minuteman army. 
Preston is Danse Post BB, because he’s freshly disillusioned from his faction, horrified at the truth and betrayal. He has lost his identity, his values, unsure of where to go, if there’s anywhere to go. And then...salvation walks down the street of Concord, and walks him and his group back up the road to Sanctuary. Sanctuary.
And then comes in the fucking dialogue system (FDS) and the fucking radiant system (FRS), armed with folding chairs, to beat Preston Garvey’s rich character into a bloody, twitching pulp. We cannot talk about Preston without talking about how his faction questline plays. We simply have to, because it’s like a shotgun wedding from hell.
Let’s start with the very first quest in the Minutemen. Preston, while running for his fucking life from gunners, then ferals, then raiders, has somehow heard through the grapevine/radio he doesn’t have that Tenpines has a Corvega raiders issue. He asks you to do it because he’s busy guarding Sanctuary. Okay.
You go to Tenpines, Corvega, and back, and whoop, you are now Minuteman general. 
You START THE MINUTEMEN as THE LEADER. Even fucking MAXSON waits for you to at least bump Danse off before making you a Paladin, but nope! Starting at the top, ending at the top. This kills progression in all senses. There is no sense of gaining ground, the Minutemen start with a General. Skyrim gets mocked for making you the leader of all factions, but good god, at least you had to earn it by sticking with them. 
So, bad start. 
Then you do some settlement stuff...which is handed to you in the worst fucking way. The FRS. 
Where is Preston getting this information? How are people sending it out? Ignoring the logistics...it’s just boring. You talk to Preston sometimes, and he always says Go Here, Do This, Come back. Do this enough times, Preston wants to retake the Castle. At this point, you don’t have any men, it’s just you and Preston- wait, who the fuck are these people?! We’ve had soldiers this whole time?! Who hired them?! You take the Castle and it’s admittedly cool, if not a pain to restore for all your- okay, wait, I can only bring settlers? Where are all the men I supposedly have, there’s three soldiers here! Three soldiers, this is just a Clearing the Way radiant quest, but the moving in folks helped me kill the mirelurks! 
Ugh, fine. You keep traveling, Preston gives you more- Preston?! I killed a Mirelurk Queen specifically for the radio tower, so I could get quests from the radio! Why is Preston still dispensing quests? It discourages you from talking to him, because you’ll get busywork cluttering your quest log. You can’t talk to Preston Garvey. You can’t fucking talk to him without doing him a favor first. 
Y’know what makes this even more abominable? You are said to have soldiers, who could be doing this instead! Why am I going after kidnapped settlers when we have soldiers?! The General still has a kid to find and the Institute to explode! SPEAKING OF...
The Commonwealth Provisional Government was started by the Minutemen, and ended by the Institute. This is never brought up again. And it’s not even Preston who talks about it, it’s Nick. The Minutemen have very real reason to want the Institute gone, and a good excuse to get the player to want to destroy the Institute beyond “grrr synths/they took my baby.”
Anyway, you go get artillery from Ronnie Shaw at some point, build it in your settlements, and...make your farmers man them. Not soldiers. I know you can deck out your settlers with armor and weapons, but the fact that you have maybe 5 constant, non-random encounter soldiers, all at the Castle, is...it makes it feel hollow. Where is my army, Preston? Who am I leading?
So, you do the Main Quest, blow up the Institute. Blah blah. Blow up the Brotherhood, too. Blaaaaah.
Either way, let’s get into fixes. And by fixes, I mean, complete rehaul.
First thing’s first. The entire questline is bad. It’s radiant quests and then boom boom Institute. It starts and ends the exact same way, you being the general. Second thing, we need to go back to the old dialogue system; no more YES, NO, WHAT, SARCASTIC. Actual dialogue. Back to Fallout New Vegas’s system, that relied on all stats and perks. Actual conversations with branching paths.
Saving Preston at Concord is fine. Works. It’s the first radiant quest that sucks ass. Throw that system out entirely, and I do mean entirely. Don’t save it for anything, it needs to go. It cannot remain. No being sent to Tenpines because Preston heard from a little birdie.
Instead, you work with Preston and the survivors to fortify and set up Sanctuary.
First, you work with Preston to shore up Sanctuary’s defenses. As you work with him, he’s polite, but curt. Professional, but not warm, open. He expresses gratitude, but definitely not trust. He doesn’t know you, he doesn’t know what your motives or wants are. You can tell him about Shaun, but he’s still not sure about you. He can’t afford to be and will tell you that outright, but...he needs someone to go see if anyone survived Lexington or Concord. He knows his other Minutemen split up with other survivors, he doesn’t know if they made it out. You can offer to go find them, or stay and protect Sanctuary. If you go, the other survivors will set up Sanctuary on their own without your help.
If you stay and Preston leaves, you plant crops with Marcy, getting to know her and potentially, she cracks and shows some vulnerability. She doesn’t soften right away, she’s still traumatized, but you get to see why she’s the way she is now. She just lost her baby, her home, all of her friends and family. Was just failed by the people who swore they’d protect them all. Betrayed by them. 
Then, you work with Sturges to get a water pump/purifier running. Sturges will tell you about Quincy in some detail, explain how it went to shit. He talks about how the Minutemen were needed more than ever, but crapped the bed at the last minute. Sturges says he thinks there’s a place in the world for the group, but with the last living soldier clearly reeling from everything that’s happened, he thinks it’s safe to say the Commonwealth is on it’s own. 
Next, it’s the bed situation with Jun. He barely says a word, only quietly thanking you for your help. If you choose the right dialogue options, he’ll say you remind him of Colonel Hollis, very brave and kind, even when it was a bad idea to help. Hollis didn’t survive, but you did. Maybe it’s not all bad, maybe Hollis wasn’t wrong, just of bad luck.
After, no matter who goes to find the bodies of the other Minutemen and Quincy locals, some Corvega raiders attack Sanctuary when they come back. It’s only a small scouting party, looking for Mama Murphy. You kill them, and Preston is freaking out and about to pack up and keep everyone moving farther. It’s up to you to calm him down and offer to go kill them. If you’ve picked certain dialogue choices before and Sanctuary has a high defense score, Preston will join you on the trip to Corvega. It’s on this journey + throughout it you can tell him about the fate of his comrades, or he tells you. If he doesn’t accompany you, you two talk about it when you get back to Sanctuary after killing Jared. 
Either way, It’s here that Mama Murphy tells you about Diamond City, not in the museum.
You do the main quest now, and when you get to Diamond City, you overhear people talking about the Quincy massacre, and what a shame that the Minutemen are gone. Someone talks about how McDonough forced all the ghouls out, and they moved up to the Slog, but now the Slog is having mutant troubles. From there, you can go decide for yourself if you want to do the Minuteman questline. The first few quests were just to organically show you the settlement system, dialogue system (the old, good one), and dungeon crawling, the explore-loot-return loop. It’s here that the Minutemen branch off from the main quest.
If you choose to save the Slog, you have the option of saying you’re there on Minuteman business, even if you’re not a Minuteman. Choosing this is what gets you in the faction proper. 
You can keep finding settlements and offering help. Doing this, Preston eventually catches word through Diamond City Radio and demands to know what the fuck you’re doing. You have a lot of options to choose from, but only the altruistic, optimistic ones will earn Preston’s trust. Anything else, he might just try to kill you, if you, like, say you’re doing it for money. But if you’re doing this for good reasons, he’s on board. Surprised, unsure this will end well, but...hey, if you want to try, he won’t stop you. If Sanctuary has enough settlers, defense, and you’ve turned enough settlers into guards (which have a different character tag, when assigned to defense posts), Preston will offer to accompany you, and that’s how you get him as a companion.
So, you and Preston wander around, doing quests, and helping out settlements. Help enough settlements, they’ll realize hey, we’re all on good terms with this Minuteman, and this person who’s basically a Minuteman...let’s just get the Minutemen back, yeah? People band together, settlements you’ve provided for will get settlers on their own. Eventually, people at settlements approach you and offer to help, what needs doing? If you have a settlement quest/errand, you can assign them to it, and they’ll complete it for you. This snow-balls until you’re taking over the Castle, for all these guns-for-hope to gather around and manage trade routes and work. You get the radio tower. You get an army. You get artillery, automatically built at every settlement in a designated spawnpoint.
It’s here that, by popular vote, you’re offered the position as General...but you can turn it down. You can hand it to Ronnie, or Preston. Both of of them agree, no, the people and the new Minutemen want you, but they’ll take it if you pass enough dialogue checks. Ronnie will run the Minutemen like a hardass, fierce and cynical to deter a second collapse, but Preston runs it like a community. He believes that cynicism was what killed the first Minutemen, and that constant reminder of who and what they do this for will keep motives pure. No matter the general, the Minutemen are now a solid force in the Commonwealth, stronger than ever, making everyone piss their pants. And it got this way because you wanted to help. 
It’s at this point that Preston’s conversation about his depression unlocks, and his romance. 
But the fun begins when the Gunners take a modicum of offense to all this.
Sanctuary is put to the sword, the Castle is attacked, and best of all, the old Colonels show their face, either on the side of the Gunners as bosses, or trying to weasel their way into the Minutemen again. Preston loves killing all of them, hates sparing or talking them down. These fuckers left him, Quincy, the Commonwealth to die, they are traitors, they are pure scum. 
The Minutemen, they fight back. You take squads into Gunner camps and clear house, take it over. People stop working with or hiring the Gunners because they don’t want to piss off the General, whoever that is. The Gunners aren’t on the ropes yet, but they’re staring down Minutemen barrels and it’s only a matter of time before this explodes into someone getting wiped off the face of the earth. 
Somewhere in-between looking for the Institute, you get kidnapped by Gunners and taken to Quincy. They’re using you as either a hostage, intending to kill you to prove a point, or torturing you for fun, taking the piss out of the idea that the puny militia could ever stand up to- hey, why am I hearing gunfire?
Preston and the Minutemen storm Quincy, putting it under a siege not even the Gunners could ever have hoped to accomplish. If the Minutemen were dog food, the Gunners are kitty treats. It’s a swift, brutal execution of every green-wearing bastard. They don’t even have time to prepare before Preston himself kicks the door down and frees you, then runs back out to continue bashing people’s heads in with his rifle. You meet up with Ronnie, and she points you down Preston’s warpath, gently asking if you can go stop before he gets himself killed trying to throttle Clint. As you chase him down, you see Clint up on the highway, looking down, before he walks away, presumably to meet Preston. 
You can go find Preston, kill Clint before he gets to him, or go kill Baker first. If Preston gets to Clint, you’ll hear him screaming bloody murder before they start the fight. They’ll fight until you go finish Clint off. Once Clint drops, Preston has something of a nervous breakdown. Ronnie and other Minutemen show up, she takes over and tells you to finish clearing Quincy with the other soldiers while she gets Preston out of the fight. You can listen to her, or insist you stay with Preston. If you stay, you clear the way for Ronnie’s group to get back behind Minutemen lines just outside of Quincy. Baker can be killed by NPC Minutemen, so you don’t have to worry about it too much.
The Minutemen have Quincy again, Preston is recovering from his panic attack, and Ronnie is foaming at the mouth at the idea of going at Gunner HQ. You can agree or disagree. If you’ve been killing the Colonels, Preston will think that the Gunners are in such bad shape, it’s only a matter of time before they kill themselves with infighting, just as the Minutemen did. If you’ve spared the Colonels, he’ll want to finish off the Gunners, as they’re still too organized and armed to leave alive. If Ronnie is General, the Minutemen attack Gunner HQ anyway, no matter what, but if not, the player can influence Preston or make the decision themselves.
Laying siege to Gunner HQ cements the Minutemen’s place as the strongest army in the Commonwealth. With this ending for the Minutemen, non-important/notable raider hideouts will be cleared automatically, either because soldiers killed them, or the Minutemen were so oppressive, they couldn't find anyone to raid. Other factions will speak more carefully to you, be gentler when describing their intentions. Maxson and other BOS soldiers, if you join them, will mention that being so close to the Castle was unintentional, and they’re nervous about the Minutemen turning their artillery on the Airport. You’ll have a harder time getting the Brotherhood to go to war with Minutemen in this ending. Everyone in game will acknowledge what the Minutemen become, through your efforts.
If you let the Gunners dissolve, you’ll see Gunners having left for raider groups, groups of them killing each other, Gunners trying to get in with the Minutemen. Those Gunners, if you’re general, you can take them on, kill them, or turn them away. General Ronnie will kill them, General Preston’s choice depends on if you have been more merciful, or grudge-holding. People will comment on the Gunners wasting away into little more than scavengers, and with enough time, if you go to Gunner HQ, you find it empty and abandoned. People are less scared of the Minutemen this ending, as they didn’t obliterate the most dangerous local  army in a show of total force and revenge. The Brotherhood is more likely to go to war with you, less intimidated, but the Railroad will offer their spy network if you agree to help them rehabilitate and save synths, provided you’ve spoken positively of synths.
Either ending, the Institute will try to destroy the Minutemen, as they destroyed the Commonwealth Provisional Government in the past. But now, the Minutemen have the firepower and intel to destroy the Institute, or take it over, if you so choose. Even if you don’t follow Shaun, if you choose to or convince General Ronnie/Preston to spare the Institute and use it for the Commonwealth’s benefit, you are left with it under your control, enforced by the Minutemen. 
So. What does this revision do?
I dislike when people portray him as an innocent, gentle little sunshine boy, and not as an army vet who survived where none of his fellow soldiers could. This man has an edge to him. He isn’t a small sad puppy, he has something of a mean streak in canon. In this revision, Preston has opportunities to demonstrate layers of his character, showing how his trauma and guilt has effected him. You get to see it for yourself, rather than hear about it. You can see him break down in Quincy, you can see him resist the idea that strangers can have good intentions, you can see him rebuild his hope for the Minutemen and himself. And you can also see him lose patience for people who have wronged him, want to cut down anyone who would threaten his people, be kind of irrational and lashing out.
I also dislike that the Minutemen have no visible effect on the wasteland, nothing you can actually see. No one else sees it, either. Here, people will acknowledge the Minutemen’s power. And, c’mon, in game, you are the only one doing anything. In this rehaul, you get things started, but people will be active participants in restoring the Minutemen, will build settlements for you. You can go decorate and fiddle around, but you won’t have to worry about water, food, beds, and defense, they’ll get it sorted themselves. The busywork is also passed off to soldiers, who you could potentially catch in the action as they clear out mutants or save kidnapped settlers.
And the finale of facing off against the Gunners, and either destroying them, or brushing them off as a decaying tantrum with guns, gives the Minutemen something to do for themselves, beyond the Institute. You’d have to lock off Quincy and Gunner HQ, so the player can’t clear them without going through the questline, but that’s fine, other quests do that. But the Gunners are never brought up, not really. It also lets Preston confront his greatest trauma and come up victorious, even if it hurt, and when deciding on the fate of Gunner HQ, lets him evolve as a person and take influence from the player, depending on their relationship. 
I think, as the de facto companion for his faction, Preston’s arc needs to be directly tied to it. The other companions don’t really have this either, but Preston got the short straw in that he was his faction. Everything came from him and was turned in to him. He became a dispenser for quests instead of one person in this group, with his own ideas about how to run it, his own fears and guilt about how it failed the first time. He doesn’t reflect the Minutemen, their ideals. Who they are as a collective.
Deacon, Danse, and X6 have their own massive writing issues, but it’s clear that they are representations of their factions. Deacon is an all-over-the-place trickster type trying to keep shit together, the Railroad is a clown car trying to smuggle slaves to safety. X6 is a cold, ruthless, logical Terminator, the Institute are cold, sterile, ends-justify-the-means scientists. Danse is a stern, no-nonsense soldier with a good heart under the Power Armor, the Brotherhood is a tight-knit brotherhood, an army with good intentions that often forgets who those good intentions are meant to serve. 
Preston...he’s a good guy, a traumatized one. The Minutemen...you have 5 nameless “Minuteman Soldier” NPCs, and Ronnie. So...the Minutemen is Preston, Preston is the Minutemen. He isn’t allowed to be Preston, who is a Minuteman. He’s Preston the Minuteman. 
That’s a damn shame.
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rad-roche · 8 months
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do you have any mod recommendations? other than romanceable nick lol
exposing my mod list is a real 'please don't tell anyone how i live' moment because it, top to bottom, is all just pretty little outfits for gloria, furniture, or very small changes to nick that i like. gameplay? story additions? those sound interesting, i wonder what those are like. my toxic video game trait, consistent across absolutely everything, is i can play a 5fps mess if it means i get to snap pretty pictures
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now of those categories...
SAD WOMAN DRESSUP GAME FEATURING AN RPG OR WHATEVER:
Caliente's Beautiful Bodies: you know it you love it, and there's a nevernude option should you desire. i always forget what i have installed, so i made sure to get the nude one so i could nod appreciatively when a modded outfit failed to load. it's my present to me. got rained on? had an argument? never fear. glussy is here.
Apocalypse Attire
Commonwealth Cuts
Dave's Poses
Looksmenu
Mirrored Vanilla Scars
Eyes of Beauty
Photo Mode (even if you have absolutely no interest in the cc stuff, this thing is a godsend if you ever want to take screenshots)
Cigarette In Mouth
Handmaiden - the outfit in that picture. comes in other colours, too!
Concealed Armors
HOUSE FLIPPER: IS IT STILL MIDMOD IF IT'S THE FUTURE
Creative Family mods. you can't install these like you would the rest, so pay close attention to the instructions, but the quality on these is unmatched. creative clutter, do it yourshelf, modular kitchen, they're all really, really good if you like decorating player homes.
Building Budget Extender
Dino's Decorations
Global Stash
Just Some Rugs
MadKea (this thing adds 500+ items so if your computer has a hard time with fo4, give this one a skip unless you don't mind waiting an age for menus to load)
PlaceEverywhere
Reversed Workshop Highlight (gets rid of that annoying green glow! godsend!)
Workshop Plus (completely reworks workshop; lets you clone items, save layouts to layers, float around buildable spaces, undo/redo. it's hard to overemphasise the usefulness of this if you plan to build)
SO THERE'S THIS SENIOR CITIZEN
Companion Accuracy Boost
Companions Go Home
Alternative Synth Eyes
Nick Valentine Robot Voice (it makes nick sound as if he's talking through a speaker. it's subtle, but i really dig it)
Valentine's Revolver
Valentine Jaw Sync
Settler and Companion Dialogue Overhaul (makes npcs seem more 'aware' and much less likely to make repetitive comments)
Delay Nick's Quest (only allows Long Time Coming to trigger after you complete Gilded Grasshopper; a lot of his location-based dialogue remains open instead of him defaulting to brooding about the tapes and that long, hard quest)
I'll respect your wishes and not mentioned critically acclaimed Fallout 4 mod Romancable Nick Valentine, which can be found here. I will, instead, mention this adorable one where you can marry him, which I assume is keeping in the spirit of you specifically asking me not to mention them. Now go forth and play your wildly overambitious otome game
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heart-forge · 27 days
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interested in yr starfield take. played a lot of skyrim as a teen as one does but am not per se a bethesda fan and am mostly bemused by how little i have seen anyone talking about starfield either way in my social circles
well listen this with the important distinction that I am a Bethesda fan. Todd wrapped his chess-master's hands around my throat as a child and has not let go, so perhaps it's me that is biased, but I've been asking for years for a Starfield-esque game and I will not complain now that they've given it to me.
The critical like friction point I think with Starfield and mainstream gaming is that it's an FPS that isn't an FPS. I rarely had to actually fight outside of space flight mechanics. Most plot-based fights could be avoided with a keen enough charisma-or-whatever-space-equivalent skill. I think overall Starfield's flaw was Cyberpunk's flaw in a much more professional setting: it didn't commit enough to what it wanted to do, and by doing so added some watered down stuff that didn't work. Starfield wanted to be an exploration game: No Man's Sky, Garden of the Sea, something that's focused on studying the flora and fauna.
But also they doubled down on settlement building, something that people only wanted to use to make themselves home bases in Fallout 4 and otherwise didn't enjoy as a method of resource management (unless there was some bethesda forum silent majority: generally I gauge whether something is broadly popular or unpopular by asking my brother if it annoyed him dsfkjhds). And then also there was combat, but not just the ship combat which was the real novelty, but also base level FPS combat? But only sometimes.
And then of course there were the procedurally generated worlds which everyone knew immediately was not going to work, because No Man's Sky had already fumbled that hurdle. Bethesda narrative structure is not suitable for random distribution: they excel with specific and focused quest lines in limited, fleshed out locations (ie Shivering Isles, particular abandoned Vault side quests in Fallout 3, Rivenspire in ESO) and become overly generic and repetitive once they remove that element (all the busywork in Skyrim, all the backtracking in Starfield).
This is a problem with a lot of AAA video games as time goes on because...they don't want to commit to genre. What if someone doesn't like that genre? Then they won't buy the game. And it's gotten to the point where games are starting to flop because the mechanics are so broadly generalized and bloated that even the interesting stuff isn't relevant enough to do more than annoy players. I love scanning things in Starfield, I loved scanning them enough that they were fully researched, I loved finding different planets with variations on gravity...but there was literally no reason to explore. There could have been: I was in a guild of explorers. They could have done so much to make it worth my while to explore planets, but instead it was a radiant quest that I didn't even get the first time I played.
I've asked for a long, long time for a video game where my core purpose was not "bloodthirsty fighter itching to kill something with a gun or several guns or a knife or a sword murder kill death death death I don't understand magic I just want to cull my enemies". I hate playing ESO and getting treated like a barbarian in every interaction. I hate being railroaded into being a combat marine in Mass Effect (and was thrilled when Andromeda gave me cool biotics like everyone else got except for Shepard even if Shepard was a biotics class). I want class variation, even if we need to take money away from fidelity and put it into narrative so I can have someone treat me like I'm not a complete drooling neanderthal even if I specifically pick a magic or stealth class.
Starfield gave me that. I was able to pick dialogue options that reflected my skills. If I had points in geology, I could reassure Barrett that the story that the mining company fed him about his husband's misconduct was implausible. I could scold people for improper storage and care of relics even without sinking any particular skills. I could choose to be in religious awe of the relic visions, I could choose to be scientifically fascinated by them, I could choose to be power hungry about them. It's the most flexibility that's ever been allowed in a Bethesda game that I've ever played, and combat was so unfocused that I frequently forgot that fighting was even an option.
I really liked building my ship. I liked that it was a bit of a puzzle when it came to connecting things. The UI was awful and there wasn't much of a tutorial, but I said already that I'm a Bethesda fan. I liked ship combat once I got the hang of it, I liked the act of flying the ship around space. A lot of people said "Starfield gets really good...twelve hours in har har har" which I don't think is strictly fair. Starfield gets good once you figure out how to do stuff and use stuff the way it's supposed to be done and used.
Overall I think Starfield was a really positive experiment in trying something new with the FPS genre. Not everything worked which is grounds for a mass murder-suicide when it comes to how level-headedly gamers react to things that are really popular that they're just not clicking with (seriously I think a lot of problems in the game industry could be at least alleviated if we unlocked the 'just because you want to like it does not mean a fundamental right of yours is being violated if you don't' skill tree), but I like that a company the size of Bethesda is still kind of trying new things. Some quests REALLY hit me in the face: there's one where you're hunting down a relic and find a permeable reality where you have to decide to canonize one particular timeline over another, which involves a lot of switching through timelines in order to advance through to the next room. That was incredible, and meant so much more to me than any generic fetch quest. Grinding mechanics are difficult: not all players like to grind, but if you leave off grinding altogether then it becomes more complicated to balance for difficulty, especially if your goal is to present specific challenges to your player.
Anyway I thought Starfield was fun, I thought the story was good, I think fidelity is overrated, I think that many problems with video games would be solved by carefully integrated accessibility features, and I watched multiple videos criticizing Starfield for things that have always been true across Bethesda games (ie "why do guards know I've stolen and what I've stolen between different planets" because that's how Bethesda has always handled theft mechanics, maybe you just don't like Bethesda games and don't have an immutable human right to frictionlessly play and enjoy every video game that your friends are also playing (not YOU anon just the general you)). There's plenty of things to criticize but at this point I think some people just start nitpicking for nitpicking's sake. It's okay that some people didn't like it. They don't have to, but much like not liking something doesn't make it evil, not liking something also doesn't make it bad.
Overall though I'm not surprised that no one has heard much about it: it ran terribly without many options outside of modding to fix that issue. Maybe things are different over on Reddit, but I'm willing to wager that a lot of PC gamers have outdated systems. I said it about Cyberpunk and I'll say it here too: it's nice that your NASA computer can run one billion fps with high detail shadows and 4K reflections. Mine needs to be able to turn that shit off or else I just can't play your game.
As far as what you haven't heard about the main plot, I'll say this: it's a very, very interesting twist on infinite replayability. Nothing is truly infinitely replayable, but Starfield makes a very bold and frankly fascinating leap into how to achieve such a thing, to the point where before I found the ending I was like "it would have been better to redirect resources from x to the ending in order to achieve this insane thing" and while it's not perfect, I was SHOCKED that they just...literally do. It's so fascinating that I'm kind of surprised that no one talked about it.
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themojaveexpress · 2 years
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I was thinking about how New Vegas firmly grounds your character in the world, the courier is part of F:NV's narrative and you can't separate them from it. They are not a visitor to the world like the player is, they belong there, in that moment. No matter how outlandish the player character is, they're never truly out of step with the rest of the cast.
Which got me thinking about that connection being missing from Fallout 4. Which is ironic to say the least, given that bethesda did all that build up and back story for the intro - only for it to kinda mean nothing. I mean, it's almost the perfect set up - that extended, unskippable intro sequence that screams THIS IS HOME WHETHER YOU LIKE IT OR NOT. Why start in that place only to never circle back to it?
The whole schtick with the sole survivor is that they're "a person out of time", but it's not explored or discussed beyond initial "Whoa that's weird! Sucks to be you... aaaanywayyy..." conversations. It's kind of touched on in Far Harbor, when Dima suggests you could be a synth. But I'm really not sure if that was intentional or not. It's not a key theme, unless you imagine it to be of course. I guess I was hoping they'd use the "fish out of water" scenario to build upon themes of being displaced, being keenly aware of the fact that You Do Not Belong Here.
In particular I remember looking forward to them twisting the knife, so to speak, with your only real pre-war connection being your son, who is now further away from you, physically at first, he's literally out of reach. And then you find him, and he's not only aged beyond what your character could ever have possibly imagined, but now he's also emotionally and mentally distant.
For what it's worth, I like to think they tried to compensate for this with the companions and the settlement building, literally letting the player build a community around them. And if this worked for you, then I'm glad! Because I wish that had been enough for me. But outside of headcanon, and whatever I imagined was happening, it felt empty. And the frustrating thing is that bethesda could have capitalised on that! They had it right there, in their hands.
It's like if I stop adventuring and having fun for a few minutes the isolation creeps in and I realise the companion I'm with hasn't said anything for a while now, and I turn around to find that they're gone. Dogmeat is there though and he stares at me, head tilted to the side. He pulls a teddy bear out of thin air and starts shaking it. A pre-war car behind us explodes for no reason. I look down at shaking hands and wonder how I got here, and what was it I was supposed to be doing again? The ground starts shaking and I look up, Paladin Danse is racing towards me in power armour like his life depends on it. He stops in front of me and immediately relaxes, like he's the one who has been waiting for me. No one ever asks how I'm feeling.
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vide0-nasties · 28 days
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random thot but you’re the expert here, which fallout game would suit the camelthots most?
WAS A MISTAKE ASKING ME THIS BITCH DFGJF 💖💖
Short Answer: Fallout 4, but I'm barfing up under the cut lmao.
Long Answer:
The Knights 12 is already built to hardcore fuck as the Brotherhood of Steel bc they're literally based off feudal knights in their ranks—Squire, Scribe (seperate semi-non-combat research/tech/clerical role), Knight, Paladin, Sentinel with sub ranks and titles.
Arthur would be the Elder of the Brotherhood of Steel, which funnily enough the canon Elder is named Arthur (Maxson). He's been urged into a burgeoning occupation of the Commonwealth (Massachusetts) by the Proctors of his various Orders (Sword, Shield, and uhh Quill I think??), but he's reluctant to committ so many forces in such volatile and unmapped territory that's not only wilderness but also occupied urban. Don't know if Synths are gonna be the Devils of this game but I'll come back to mess with that later.
——— There IS a super mutant subplot that's pivotal in the Bethesda East Coast Fallout lore that's heavily focused on their eradication and has a massive influence on their plot.
Since this is a military op, Lancelot is probably one of Arthur's most trusted Sentinels, alongside Lucan. Guen I can see being a Head Scribe or Proctor, as well as Ysele.
I could see Morgana being an ousted Head Scribe who was meant for the Elder title, but muscled out. Weligan I could see being a traveling merc that's built a rep for himself up and down the east coast as a mutant killer, becoming smth like a living legend or smth in that neighborhood. Also, could be a Railroad operative, which would be the perfect thing for his rep to hide. Lead em to what the right hand is doing and away from the left hand.
Elowen I feel like is a hmm. See, so much is tired up in the Brotherhood it's hard to get away from it. But she was a waster in the Capital Wasteland, where the Brotherhood's home base is, and (after the events of Fallout 3, where basically they abuse the Lone Wanderer into facilitating their ascension to being the ruling force in the Wastes [hi Lone Wanderer!Perrin and RW crew 😭😭] by leveraging their good name, they go on a colonizing campaign and make it a Steel territory, then they recruit recruit recruit) was inducted to the BoS as a kid. We got child soldiers baby!! Guyeruenna (sp) and their bunch are former wasters turned Steelers from the same territory.
Mordred I could see being yeah a waster turned Steeler, but not by choice. Could've even been a raider or raider captive. Not sure!
I think the main outliers are the other pagans, who were in the Commonwealth already. This is where the rest of it gets fucky.
Deorwine I could see as being the mayor and last inhabitant of Goodneighbor, which is basically a walled anarchist community, that was wiped out by raiders. The timeline is fucked but it exists, and the other pagans are actually settlements across the region. Nimue is the leader of an independent settlement, and Gawain is kind of next in line to become the General (leader) of the Minutemen, which had become incredibly corrupt at the end before its reformation.
I have to fiddle around and figure out who is the player character role this time—Perrin's the Wanderer and Z's the Courier for instance, so we're looking for the Sole Survivor here—and I think that might be Elowen actually? The basic plot needs redone but that's a given bc Bethesda plots are hot garbage.
I WILL CONTINUE TO CHEW TY FOR ASKING LOVE DFHJD
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falloutcaldera · 1 year
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“Welcome to the neighborhood!”
Fallout: Caldera is a theoretical post-apocalyptic role-playing fan game inspired by & expanding upon the setting associated with Obsidian Entertainment and published by Bethesda Softworks. While Caldera is neither a direct sequel nor prequel to any of the games, it references many of the events surrounding the era, including cut or outright canceled content & concepts. While the theoretical game would likely make use of a modified Fallout 4 or Fallout 76 engine, its overall tone & themes would likely be more typical of Fallout: New Vegas or earlier titles. The theoretical game is set primarily in a post-apocalyptic Montana, specifically Yellowstone National Park, a Postgame ‘Add-on’ facility, and The Grand Teton 'Add-on' Area.
Setting
The game takes place in 2256, 179 years after the Great War. The events of Fallout: Caldera occur 154 years after Fallout: 76, 95 years after Fallout 1, 59 years after Fallout: Tactics, 48 years after Fallout: Brotherhood of Steel, 15 years after Fallout 2, and 3 years after the canceled Van Buren, which it considers as semi-canon. 
This means it is also 21 years before the events of Fallout 3, 25 years before Fallout: New Vegas, and 31 years before Fallout: 4. Chronologically it is the fifth game in the series after Fallout 2 (though sixth if counting Van Buren).
The game takes place in The Caldera, which is composed of the former Grand Loop of Yellowstone National Park. Much of the main game takes place across various ‘Domesticons’ - planned condominium communities reliant on android ‘Securiunits’ to keep them safe & maintained, along with various campground-based shanty communities, ranger stations, and firewatch towers.
Famous local landmarks like the the Grand Prismatic Spring, Old Faithful Inn, and Fort Yellowstone are included in the game world, though Caldera takes a semi-’procedural’ approach akin to earlier games like Fallout 1 & Fallout 2 - with the majority of the actual mapping focusing on points of interest & landmarks while otherwise pulling from a series of random encounter map tiles designed to fit that area, such as Mountain, Forest, Lake, Road, Ect.
Story
The Homemaker, the player character, arrives in Yellowstone to join a new kind of planned community in Madison, a 'Domestic Condominium', or 'Domesticon', created by an expanding medical company called REGENT. After leaving their bus & interacting with various neighbors or protesters, they meet their assigned 'Securispouse' - a cutting-edge comfort & service android. 
Although the player can decide both the Homemaker & their Securispouses name, gender, and appearance, they are commonly referred to as 'Mx. Nazerov' & 'Daisy Belle' due to these being the names given as default both in-game & in expanded media. Fallout: Caldera briefly begins on October 23, 2077 (the day of the Great War), showing the player arriving at their new home and interacting with their Securispouse before being rushed inside as the bombs drop. After a series of events, they emerge after the Great War to a largely decrepit Madison Domesticon.
The story of Fallout: Caldera guides the player into its world, discovering a series of different factions with varying ideals & conflicts with others, albeit generally being introduced as paired groups.
These include the grungy and patch-job’d Outskirts, continuingly pushing-and-pulling with the large, pristine, and repressive Stepford Domesticon, whose citizens live in a perfect simulacrum of pre-war americana at cost of their sanity & deepening guilt while their Outskirts neighbors grow increasingly disruptive to their illusionary way of life.
Out in the campgrounds, a group of ghoulified tourists and their descendants now known as Caldera Runners chafe against the rules and regulations still-enforced by the Caldera’s Ranger Corps, having ample reason to utilize what many in the Ranger Corps think should be pristine wilderness and virgin pools.
Then there is the Ranger’s sister group, the Firemen, who have grown their own new brand of social structure thanks to the Caldera-strain Super Mutants withins constant fight against both the natural wildfires of the Caldera, and the arsonist tendencies of the flame-worshiping raider group known as the Char - who speak of great calamity, past sins, and strange visions from their psyker oracles and triad of ‘Sears’.
Meanwhile a group known as the Bison Riders has had the differences amongst their two subfactions come to nearly a head, with the Bison Ranchers summer lives differing so much from the Bison Nomads winter movings that both groups can barely recognize the other as the same. Though the player cannot change their minds on the subject, they might be able to influence their hearts. 
All the while, two groups connected-yet-disconnected from the rest of the Caldera are about to be forced to find where they stand, with the strange neolithic Mammoth Men reinventing the wheel when it comes to culture, and the Golden Eagles scouting out if they are fit to be part of everyone's life again properly or not.
Fallout: Caldera has four main endings, one for each reaction to the end event sequence, with variations regarding the choices made involving each of the ten distinct political factions, along with separate ending slides for Recruited Companions.
Add-Ons
REGENTs Crown is a post-game Add-On similar in concept to Fallout 3’s ‘Broken Steel’, split between a winterized post-ending Caldera and the REGENT Headquarters facility, which is designed as a Survival-Exploration-Horror Add-on with puzzle elements. 
Broken prototypes & creeping-flesh mutations roam the halls as you descend into the depths of the still-sealed ruins in an attempt to either reactivate or destroy the almost-eldritch AI construct below, guided by a production master-prototype ‘E.V.E.’ Securiunit named Earth.
Grand Teton is a (canonically post-game spring of 2257) anytime playable Add-on intended for high-level characters still in development, featuring new enemies, in-depth environmental hazards, and ambush gameplay.
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newvegascowboy · 1 month
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I’m late but. for the fallout oc asks: 3, 5, 30, and 32 for whichever OCs you want (or all)
Aw thanks! Sure, I'll do All, why not lmao. All least all that i know offhand.
Prepare for length
3. What is their SPECIAl?
Red - S: 5 P: 9 E: 8 C: 3 I: 4 A:6 L:7
The math on this might be bad, who cares. Scores also slightly change by endgame (endurance and strength increase with the addition of mechanical organs, and perception increases to 10 with the addition of the prosthetic eye, at the sacrifice of even more charisma and a little agility)
Killian: S: 10 P: 3 E: 10 C: 2 I: 10 A: 3 L: 1
Minmaxed to fuck
Cecelia: S: 5 P: 8 E: 7 C: 4 I: 9 A: 7 L: 4
This might differ slightly from other times ive posted, but hers sits somewhere around here. More agility/intelligence based.
Cato - S: 7 P: 5 E: 8 C: 4 I: 9 A: 5 L: 5
Strong AND smart, just a little lacking in the charisma and agility a lil
5. What is their highest skill? Lowest skill?
Red - highest: guns, lockpick, speech. Lowest: energy weapons or science
Killian - highest: melee, unarmed, science. Lowest: speech or barter
Cecelia - highest: medicine, science, survival. Lowest: unarmed
Cato - highest: science, sneak, melee. Lowest: barter, lockpick
30: what have they done that has affected their canon wasteland?
Red - game wise, just doing shit in thr campaign. They helped take down caesar and assisted the NCR in keeping control of the hoover dam, killing lanius (although the dam intake did all the work). Out of game, they were a semi infamous outlaw for a number of years, which continues to haunt them long after the Dustriders are gone.
Killian - Killian's story is a bit AU, since he gets out of the vault a few years earlier than intended and goes almost straight to Nuka World, taking over from coulter much quicker and shaping the gangs into something much more cohesive, for a time. The gangs fed into his drug addiction and he quickly became more of a figurehead/attackdog for the gang leaders to throw at various problems. Nisha eventually attempts ti assassinate him, which is where he's freed from nuka world and his story really begins. It takes him a longggg fucking time to even get around to the events of fo4.
He's present in Quincy when the gunners attack and assists the survivors when they flee, helping them along the way. In an attempt to atone, he helps Preston regrow the minutemen, although refuses/is not given the title of general. He kind of travels around, helping settlements out with their defenses and home militias.
Cecelia - since she's not a player character, most of what she affects happen pre and post game. She was also an outlaw, like Red, but she was much more in the background and never had the same price on her head that they did. After the game, she keeps a small group of Followers in the Mojave after the main group move on and they station themselves in Goodsprings, going out to help the people recover from the aftermath of Caesar's Legion. She personally helps in putting down the remnants that splintered after Caesar and Lanius' deaths.
In her courier 6 au, she does much the same, as well as campaign stuff.
Cato - also not a main character. Formerly a zealous and loyal Legionary, he suffers a crisis of faith and begins feeding the NCR information from the inside. He's in a position of relative power, controlling some of the points where information goes through the Legion ranks. Working with the Frumentarii, he manages communication lines and develops ciphers, as well as working to crack NCR codes. He's in an incredibly dangerous position to be a turncoat. When he's discovered, he's very nearly killed. After escaping and being rescued, he joins the final fight at the Hoover dam to help push the Legion out for good.
Finally free, he chooses to stay with the Followers who remain, stationing himself in Goodsprings with them and devoting himself to his passions, like falconry and animal care.
32 - what is their go to weapon or weapon class?
Red - Revolver, lever action rifle, melee.
Killian - Melee, unarmed, small guns
Cecelia - Repeater rifle, pistol, explosives
Cato - automatic rifle, melee
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calder · 3 months
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Although most glowing ones encountered elsewhere in the wastes have become feral, those encountered in New California are generally civil (if not sane).
Until Necropolis was overrun by the super mutants in 2162, glowing ones lived quietly in the remains of Vault 12, separate from the normal ghouls on the surface. Just above ground, several were kept in cages within the Hall of the Dead, apparently as a source of lighting.[1] All glowing ones at Necropolis were kept within the church or the Vault. Those who dwelt within Vault 12 were all capable of articulate speech, and expressed themselves in strange, poetic declarations.[2] Those imprisoned at the church seemed to mumble and drool.[3]
Nearby, a separate population of peaceful ghouls were forced to take refuge in a sewer by the ghoul warlord Set.[4] Despite his brutal ways, he neglected to kill these peaceful ghouls, so they could help defend Necropolis should the need arise.[5] The placid glowing ones of Necropolis may have been kept for similar purposes. They also guarded and maintained the Vault's water processing system, which was still operational.[2]
As they are not feral creatures,[2] the glowing ones of Vault 12 are mentally ill elderly people. They require water, and without the Vault's water processing functionality, they will die.[2] They will not attack the Vault Dweller unless the player assaults them or removes Vault 12's water chip. In both scenarios, the glowing ones act in self-defense against someone who has entered their home and attempted to murder them. There are no other encounters with glowing ones in the original Fallout.
The destruction of Necropolis resulted in the Bakersfield ghoul population scattering to the surrounding areas, such as Los to the east, where they founded the Church of the Lost, a ghoul cult dedicated to the protection of the Secret Vault. Glowing ones are seen among their ranks.
To the north, several glowing ones would go on to find work in the nuclear plant at the metropolitan settlement of Gecko, performing complex labor in the reactor area. The named character Hank is one of these glowing technicians. If the Chosen One fixes the reactor's radiation leak, the ghouls will remark that the plant feels "chilly." Additionally, two glowing ones live at Broken Hills, a settlement where all humans and mutants are invited to live in cooperation.
[...]
One person who ultimately went feral in Appalachia, Freddie Lang, was capable of typing for some time after his skin began to glow.[6]
not givn up gettin hardr to thikn straigt skin glwing so sick i tried feelss good to be dwn in th mine warmer near the radiation just gonna sleep ther wait 4 whtevr — Blackwater Mine terminal entries; Blackwater Bandits terminal, Help
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maddymoreau · 3 months
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Fallout New Vegas Live-Blog Part 4
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I went on a killing spree against all the Fiends. I murdered every single member including the ones inside Vault 3.
I tried to take a cool picture on Fiend Leader Motor-Runner's chair but for some reason the player sits like this 😂😭
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I stuck to my word and burned Cook-Cook alive. Before that I blew up his precious Brahmn named Queenie with a Plasma Mine. It was really satisfying seeing him lose it and kill his companions.
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I also turned in all the Fiend Leader's bounties to the NCR at Camp McCarran, freed those held captive in Vault 3 and helped retrieve Ranger Morales' corpse.
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I got a lot of interesting intel from a handsome ghoul at Freeside named Rotface.
I worked on Quests for the Khans like saving Anders from the Legion and delivering drugs to Vault 3.
I then killed all the Khans. I killed them despite the fact they agreed to help me fight against Ceaser and that they idolized me.
In game the only way to kill them is through a bloody massacre but for my Courier I'm rewriting it a bit. Killing the Khans the same way she killed the Fiends doesn't make sense for her character.
Since she really got to know the Khans beforehand (even Papa Khan tells her she had the makings to become one of them). I imagine she poisons them all. Her Science Skill is high so she'd easily know how to do it. Her Speech Skill is also super high so she'd be able to talk around and stop anyone from finding out. She was also idolized so if anyone saw her messing with something (helping with dinner, cooking drugs etc.) no one would find it suspicious.
She really wanted to let the Khans live, but after speaking with Yes Man she started to doubt her decision. His opinion is EXTREMELY important to her. To an unhealthy degree.
While fighting the Fiends she starts to wonder. After the fight with Ceaser even if the Khans do leave will their drugs? How long until the Khans grow in size before their drugs begin to get trafficked into her New Vegas?
So I picture her visiting the Khans by herself after she kills all the Fiends with Lily and ED-E. The Khans are very vulnerable right now since they're distracted after losing their biggest buyer (The Fiends). She tries to subtly engage the idea of them no longer selling drugs and finding other means to support themselves. However from their reaction it's clear that will never happen. So she goes through with her plan.
She kills them all in one sweep.
During it I imagine she's eating dinner with Regis, Diane, Jack, Melissa and Papa Khan. The poison kicks in and she'd take the antidote in front of them. Apologizing and explaining her reasoning. Jack would be too focused trying to help Diane. While Regis, Melissa and Papa Khan try to attack her but it's too late.
Despite being poisoned around the same time Papa Khan would die last. It's almost fitting. Him desperately fighting to survive like his people always have.
By the time she'd leave Papa Khan's home all other Khans have succumbed to the poison. It was merciful! I had no other choice! She'd try to convince herself.
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When she reports to Yes Man hearing his praise is like a god sent.
It's almost enough to clear her conscious . . . almost.
akdf;k I actually picture this conversation between her and Yes Man happening inside the Presidential Suite in The Tops that Benny gave her before she killed him.
I can imagine after Yes Man says this she just giving him a big silent hug. It's the first time she's ever done something affectionate like this so he's like ?? but reciprocates. Yes Man would probably make a remark about it (not sure exactly what). Afterward she pulls away and acts completely fine. Trying to pretend that didn't happen because she's embarrassed. From there she'd go back to normal. Changing the topic and trying to figure out what she should do next.
Also I think it's REALLY funny my Pit Boy says the Great Khans view me as a Wild Child but no is actually left to view me that way.
I'm going to do the Old World Blues DLC next. When she discovers the satellite at Mojave Drive-in projecting onto the theater's screen and gets abducted I like to think during that time she's going to feels like this is divine punishment for what she did.
Part 1-3 Below:
Part One:
https://www.tumblr.com/maddymoreau/738944610851864576/i-spent-a-majority-of-my-time-exploring-the-top?source=share
Part Two:
https://www.tumblr.com/maddymoreau/739188768511229952/finally-leaving-the-strip-i-worked-on-a-quest?source=share
Part Three:
https://www.tumblr.com/maddymoreau/739399214287749120/fallout-new-vegas-live-blog-i-was-looking-at-a?source=share
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shantyslimes · 6 months
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Whenever I hear someone say that silent protagonists aren't immersive I can't help but think about how for years people made fun of Bioware games having dialogue options like "hey don't kill eachother" and the character actually saying "you're both lame idiots who nobody loves fuck you you suck absolute waste of precious oxygen smh" because a character with a voice inherently changes the meaning from text. Plain text is forced to be clear in its tone and how harshly it tries to be.
Remember how in Fallout 4 how every single dialogue had a "sarcastic" response which was usually just you being an asshole and the conversation not moving at all? Or that one robot you can talk to who describes methods of cooking and killing you, and your dialogue options are all responses to the different methods it describes. But your character literally just says "What?" for all the options.
I see more depth of personality from the Fledgling in vtmb having options between "I listened very closely, here's what was said to me" and "something about anarchism? I wasn't really paying attention" partly because every time I play for the anarch ending, I say I wasn't listening. Because I, the player, interpret that as not letting on that I was taken by what was said to me. In either case it doesn't change the response LaCroix gives. "You would do well to pay attention to what everyone says"
If those lines were read by a voice actor then it wouldn't add to my immersion. It doesn't help my mental image of my character absentmindedly picking wax out of their ear. It sits you down and tells you "this is how the line is being said." and leaves me with less room to put my own voice in the world.
In games like bloodlines especially that's important because you're a POV character. They exist to be projected upon. I don't think I've heard anyone say they're more immersed by the Fallout 4 protagonist having a voice, if anything I remember everyone being frustrated and annoyed by them being an extremely fixed character without much room to make them your own outside of what faction you work for and what build you use. But everyone loves how the Courier felt like a person who existed in the world before you started playing yet never imposed itself upon you, meaning you were able to roleplay and actually get immersed without the main quest being entirely about how your character had a life before you that you don't care about. Back to Bloodlines, how you play the fledgling is up to you, but you know they had a life before you, because one of your friends before you were embraced, in a panic, tries to bring you back to your old life after you disappeared. She assures you everything is going to be okay, that it's fine that you vanished but now you can come home. And you tell her no. Because in the players mind, you were minding your own business and now you're being ambushed by someone who you have no idea about. When the game tells you that you've redeemed the masquerade for it, you realise that woman was right. Your character used to know her. The themes of VTMs horror is sold more by your own choices of dialogue being rewarded than having a voice actor stammer out lines to make it clear that they're lying ever could. Hell, assume you the player pick up on it immediately as many do, and you still have to lie to her. The game doesn't give you an option to go back, but it's an act of quiet horror that you have no choice but to commit to, just like how the fledgling has to knowingly lie to this woman. If you had a voice, and could hear the performance, unless it was played to damn near perfection, you'd lose something by not feeling these be your own choices that you need to commit to.
If in Fallout 4, you had no voice but the world simply reacted to you diving into the most secure location in the country just find your kid, people asking how you did it, being amazed that love can drive someone that far, or even horrified at the implication that you managed to pull it off, then people would lavish it with praise. Like they did when that happened in Fallout New Vegas, and the moment you've hunted down and killed the guy who tried to kill you, every major faction starts gunning for your attention because that's an insane thing to do and they want you. It's not the voice that ruins that idea, but the writing surrounding the player.
Anyway tl;dr voiced protagonists aren't more immersive you just need to write really well and people will praise the writing.
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I am an avid gamer. I play games 90% of the time I'm home. Yes, I'm a girl. I hate the stereotype of girls only playing games like Animal Crossing, Stardew Valley, Pokemon, etc. I've played all across the spectrum. I've played Halo 1-5, Call of Duty (my fav is Black Ops and MW2), Mario (many different ones), Ooblets, Fable 3, Bejeweled (Twist is fav on DS), Fallout (3, 4, and New Vagas), Dark Souls, Legend of Zelda (not all but different ones), Sea of Thieves, Thief, and a whole bunch more. I'm not shy to say I've played "girly" games. But I've also played "boy" games. Gender is not something you should base your views on when someone says "I'm a gamer". People like different things. So, don't ever associate a person's looks and personality with the games they play. It's annoying and rude. A girl dressed in frilly outfits could be the best player at Dark Souls. And the bulky gym bro could enjoy playing My Time at Portia. So, NEVER assume. That's all I have to say.
I hope you all have a great day and please, listen to this information. Don't judge a book by its cover. You never know what people are into. Love you all. 😘😊🫂❤️
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