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#fiddler's green trailer estates
patsythegreaser · 5 years
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16th Nov., 2287
Before leaving Fort Hagen behind I made sure to go through the radio frequencies once more. With the closest radio tower now active I picked up one repeating civil alert & two distress signals.
The alert came from an abandoned, personal bunker beneath a satellite array. A group of people had built shacks between the satellite towers & seemed to slaughter & rebuild robots with questionable skill.
Following one distress signal led me to Fiddler's Green Trailer Estates. I found a pacifist commune who sought to live free of weapons. They even locked an incomplete T-51 in one of the trailers. Valentine was quick on picking up how to maneuver the spare power armor.
The second distress broadcast sounded like a girl trapped in a cave-in but it proved to be a ruse. They were a branch of the Raiders led by a man that called himself "Black-Eye Bobby". The ruse was a way to recruit or force people to join the gang. I turned him down & he was clever enough not to pick a fight against power armor.
As I was making my way back I was stopped by Valentine. It expressed worry about my mental state after meeting Kellogg. The synth even recounted its own struggles of coming to Diamond City & earning the trust of its citizens. Admittedly I found consolation in this expression of concern, despite it being from a robot.
Patrick Donahue, Survivor
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overclocksaa · 3 years
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@shespy​ / you ship what?? go. romantic & platonic shipping meme / accepting
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tony / maccready the crossover ship that started as an accident caused by a mod that ended up being more indepth and overall good shit than otherwise intended.  see, i was testing a romance mod for fallout 4 - i don’t remember which one, don’t ask me, it’s probably deleted from the nexus now - and used mac n cheesy as my guinea pig and then a friend of mine ( @overcharges​ ) actually rps mac and we really started talking and before i knew it we had the literal trailer park (they all live up the hill from fiddler’s green estates in ft. hagen) of the wasteland happening with a communal family thing going on with different groups of people pairing off and tony and mac just kind of.  blossomed from there.  they worked really well together?  like mac is so much younger than i’m usually here for for that kind of thing but his maturity level (because you know the whole little lamplight mayor / lucy and duncan thing) is enough to bridge the gap i’d otherwise balk at, but.  they work.  they’re dumb - god, are they dumb - but they work.  their love language is mac giving tony rocks (don’t ask) and tony melodramatically getting annoyed by it and keeping the rocks in a box.
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shellheadtmarc · 5 years
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Connections: Macready??
you just don’t know what can of worms you’ve opened, bc the fallout nonsense is like a mushroom:  y’all get to see the cute little toadstool that pops up above ground, meanwhile it’s this huge, ever-growing bullshit under the surface we (mercifully) keep in discord until it sometimes spills over.
so this is gonna get long, strap in.
okay.  let’s talk about tony’s relationship with robert joseph maccready: former mayor of little lamplight, ex-gunner, father, and tony’s emotional anchor in the commonwealth...and...everywhere else, at this point, as far as fallout 4 goes.
first things first, let’s clear up any lingering confusion here:  mac and tony are an item.  a thing.  a couple.  they do gross couple things and are sappy and disgusting and i literally hate them.  in fact, in tony’s fo4 companion verse overall, if there’s no shippy intention and mac was never romanced/picked up by a sosu or otherwise, tony directly defaults to his relationship there.  which is to say you usually get a tony that’s fairly settled and comfortable in that relationship and is usually out doing his own thing while mac’s doing his own thing, too.  at the end of the day, it’s home - wherever they’re calling home, typically fort hagen or sunshine tidings, i’m thinking - to mac that he’s going.
anyway, instead of doing a ~how they met~ retelling, lemme hit the major highlights in their relationship that haven’t necessarily been discussed at length so that they make sense.
+ when tony handed over caps (mac said two fifty, tony said two hundred, mac said deal) it wasn’t to hire a mercenary.  he didn’t think he needed one, didn’t want one, and thought mac would slow him down.  instead, it was for information about the gunners because he’d gotten jumped by them down the hill from fiddler’s green trailer estates (the overpass with the big windmill) a couple of days previously.  that was it.  that was all.  he’d inquired about the gunners in bunker hill and one of the caravan hands had pointed him to goodneighbor, telling him there was an ex-gunner merc working out of the third rail he could talk to.  he could have walked out of the third rail that night (the third rail, those not in the know, is a bar in an old subway station in goodneighbor) and not thought twice about it.  unfortunately (or fortunately) for tony, mac saw him win back his caps in a game of pool and decided to pretty much consider himself hired whether tony wanted it or not.
+ joke was on mac, however, tony has a thing about otherwise taking caps from people he considers needing them more.  he does a lot of work for free.  wasteland billionaire tony is not.  more days than not he’s barely got two caps to rub together - he prefers to barter.
+ that was and remains a big bone of contention between them.  it gets better, eventually tony turns the haggling of caps over to maccready and lets him do as he sees fit for the most part, but tony is focused on everything but money (i know, funny right) while mac is super honed in because he’s got a kid to look after - you don’t stop needing caps just because they’re not sick anymore.  part of this is because zetta gives birth to quinn (to be discussed in another one of these asks) and that throws tony fully into parent territory, and part is because while he doesn’t necessarily need a lot of caps to get by and it takes him a while to realize that just because he can scrape by with next to nothing, kids in the picture change that a whole hell of a lot.  the other is because there are just things you can’t make in the wasteland and need to pay for.  medical services are high on that scale - i don’t think tony expects stephen to patch him up for free, and croup manor and the fort hagen blood clinic need caps coming through to keep running.
+ there’s a rewrite of maccready’s quest, because tony moves too slowly for the affinity nonsense in that he’s got his own job to do in the commonwealth which isn’t about pinging affinity goalposts.  and because mac has a sick kid he’s gotta find a cure for now that can’t depend on tony being that slow.  mac decides to take on the waystation of gunners on his own.  tony wigs.  zetta tracks mac down.  tony shows up and it’s just...it’s a mess.  i’m pretty sure he probably tried to fire mac right then and there even if he never really hired him in the first place.
+ we see how well that worked.
+ part of the above is because tony had already caught feelings and tried to grind them into the dirt with a boot heel.  we also see how well that worked.  he hadn’t intended to stay in the commonwealth for any reason.
+ tony blurts out them feels at the worst time imaginable and - for someone with no shame - immediately wishes a hole would open up under him and swallow him whole.  unfortunately, he has to deal with that because there were no sinkholes opening that day.  things go weird and awkward for a while.  assuming - always assume (cough mala the smooch thread cough) - things go plan, things will get straightened out there in the dugout inn (another bar, this one in diamond city (fenway stadium)) when they finally both get their shit together.
+ another point  of note/point of contention is the fact that stephen and mac...don’t...really get along.  stephen’s weird, they butt heads a lot, it all stresses tony the fuck out.
+ to all of the above, tony was actually really leery about mac in the beginning.  and almost all of it has to do with the fact that tony knows what someone seeing an easy payday in him looks like.  the fact that mac, for whatever reasons of his own, sticks around when that doesn’t happen is what brings him around.
+ tony and maccready have a lot in common, as far as shared trauma goes.  they’ve both lost people they loved in horrible ways:  maccready’s wife lucy was killed by feral ghouls, his kid is sick with the new plague (a prewar disease that was also called the blue flu because of the blue boils someone would get with it - and is incredibly fatal) and may not make it.  they both have an ingrained fear of losing someone else they love.  the difference is, overall, mac has his shit together so much better than tony does.  he’s the mature one, if we’re being honest, he’s the one that knows how to handle the day to day domestic in the way that tony actually never really has, even now.  so while they share that, the fact is they’re different enough in the right ways to balance each other out pretty well.  mac is also leader material, but on a smaller scale.  the eventual plan is to get tony to semi-retire (never fully, he’ll never be able to not) and let mac oversee a settlement so tony can tinker.
+ third bone of contention - which isn’t really, it’s just a good example of prewar vs. wastelander mindset - is childrearing.  tony believes in letting kids be kids as long as they can be, especially with how shitty the wasteland can be - but the degree to which he feels that way about it isn’t feasible for the moment.  so it’s not really argument material more...you know you’re raising children of the corn, right?
+ mac absolutely calls tony a mungo, and tony has no idea what mungo means.  he really, honestly thinks mac’s pulling his fucking leg and that it doesn’t mean anything at all.
+ the rock thing:  tony mistakes a rock in the water for a mirelurk one time and maccready never lets it go.  but:  mac keeps handing tony rocks thinking he’s funny.  tony has a box full of said rocks.  he thinks nobody knows about it.  everyone knows about the rocks.  maccready has been known to send genuinely pretty rocks by way of apology when they fight and tony’s grumbling to himself in his lab (in the confines of fort hagen proper).
+ they don’t really agree about synths.  tony is very, very pro-synths are sentient beings and not property.  mac isn’t a fan.  it’s one of those subjects tony actively avoids - and after fallout 4′s main quest endgame has very little bearing on their actual daily lives, though he does do some tourist work for the railroad and doesn’t exactly hide it from mac.  
+ duncan (mac’s kid) finally does get brought to the commonwealth, for the record.
+ in the beginning tony is very much still...fly by the seat of his pants on a lot of things?  he doesn’t think twice about spending longer in the glowing sea than he’s given an estimate for (and with no way to reach him most of the time because of the radiation) or taking off to vegas on a whim (and taking a month to get back because he returns on a caravan full of people important to someone else in this little group to make sure they get there safely), but as time goes on and he settles in, he tends to do this less and less without warning.  he’ll probably never stop completely doing it - tony follows his nose and his gut and thinks it’s way better to ask for forgiveness than permission - but they get to be a rarer occurrence.
+ tony has never given mac a solid nickname.  you know, like pepper or rhodey or happy.  it attaches meaning to it, and for a long while he’s trying so damn hard to not get attached, and now...well, now it’s just a matter of how creative can he get with puns of mac’s name.  he’s also never once in his life called maccready anything but by maccready or a pun thereof.  no rj, no nothing.
+ they’re both rough and tumble - in the sense that playfighting ends with a higher than average amount of boo-boos.  they are, honest to god, children.  how many times has one or the other ended up with mud down their shirt who knows.  not me.  has tony had to have his jaw reset when a tickle fight goes wrong?  you betcha.  has one or the other punched the opposite in their sleep?  oh yeah.  
+ overall they’re very domestic?  like they have a life and it’s not always fun and exciting adventure entering prewar ruins and fighting super mutants or deathclaws or whatever.  a lot of it is day to day bullshit and being adults and chasing after the kids and fixing this generator or that water pump or herding binky the brahmin back into her pen because she got out again and their neighbor from three plots down won’t double check his gate and -  point being, the angst level is actually fairly low, there’s not as much upheaval as you might think, though they do have their fights and arguments about actual life things - less so about iron man, amazingly - and most of that’s down to the fact that they, literally, come from such different worlds, between tony being prewar and mac being a dyed in the wool waster.  like...it’s not a perfect coffee shop au relationship where everything is sparkles and rainbows, they function in a way real people do in that sometimes they don’t agree.  and sometimes they argue.  and they’ll make up and move on.  it’s not dramatic, but honestly i love them so much, i love that about them, how they function like a real couple.
ask about muse connections : accepting @ofspaceandmyth
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littleatombomb · 4 years
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Fallout 4 Creation Club Quest: Dog Rescue
Dog Rescue is a side quest in Fallout 4's Creation Club. It is received upon loading the game for the first time after downloading the Black Labrador, Border Collie, Boxer, Chocolate Labrador, Dalmatian, Golden Retriever, Great Dane, Husky, Pitbull, Rottweiler, Shiba Inu, or Yellow Labrador Creation Club content. 
Walkthrough
Upon activating the quest, a marker will be placed on the dog's location. Upon travelling to the marker the dog can be found. At this point either adopt or rename the dog.
Adoption - Upon choosing this option, the choice will given to assign the dog to a settlement. They will then travel to the settlement designated and act as a guard dog.
Renaming - Upon choosing this option, the game will circle through a preset list of names, changing the name each time an option is selected. Each breed of dog has a different set of names that the game will cycle through.
Dog Locations
Black Labrador – In a parking lot south of Easy City Downs.
Border Collie – On the road between ArcJet and Cambridge in the yard of a bombed-out house.
Boxer – Fiddler's Green Trailer Estates.
Chocolate Labrador – Just southeast of Coastal cottage.
Dalmatian – On a dock south of Ticonderoga.
Golden Retriever – North of Vault 111.
Great Dane – Junction east of Med-Tek Research.
Husky – On the road just south of Croup Manor.
Pitbull – West of South Boston military checkpoint.
Rottweiler – West of WRVR broadcast station.
Shiba Inu – In a ruined house south of Wildwood Cemetery.
Yellow Labrador – In the South Boston area, northeast of University Point, along the northern path to the Castle.
Quest Stages
Find the <dog breed> (I've found the location of a stray <dog breed>. I should see if I can find it and give it a new home.)
Adopt the <dog breed> (I've gained the trust of the <dog breed>. I should adopt it, and send it to a settlement.)
Quest complete (I've adopted the <dog breed> and sent it to live at a settlement.)
Source: https://fallout.fandom.com/wiki/Dog_Rescue
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sweetsarsaparilla · 7 years
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So I’m tinkering with a mod idea of adding more NPC settlements to Fallout 4 because I a) I feel like it’s hugely under-populated and b) there needs to be more quests outside of the main factions.
So here’s some ideas I’ve been mulling over. And yes, there are raiders/super mutants there or they’re locations for various radiant quests but they’ll be removed. Would like some feedback!
Wreck of the FMS Northern Star, as covered by a previous post.
Old Corner bookstore - owned by a nice little ghoul who allows anyone to read there, including raiders. You can donate overdue books there. I’m also thinking of adding a raider character who likes reading there, and is starting to reconsider her life, but is in deep shit for spending her scavenging time reading unless you help her. You can also come by and take most of the books for the Brotherhood if you want to be an asshole and send the above furious raider after you.
Beantown Brewery where they actually brew things. Will need some tinkering with Travis’s quest.
Lexington - it was a normal town until they came under siege by a horde of feral ghouls and need help clearing them out and finding the source of the ghouls. The people inside the Corvega plant are actually manufacturing things.
Irish Pride Industries shipyard - yes, yes, Rory and his little murkies. I’d rather have a place of irish people fixing boats. Might include a quest about moving the shipwreck of the USS Riptide so boats can go down the river. Walden Pond - populated by people who live by Henry David Thoreau’s philosophy of simple living.
Salem - jesus fuck I am going to make so many quests about this place you have no idea. Will probably remove the Devil’s Due quest due to it being extremely underwhelming so I can use the museum building.
West Roxbury - another town where they’re starting a school at the high school, people are being mysteriously trapped in the Fallon’s department store, and will need to fiddle with the Silver Shroud quest for the hospital.
Mahkra Fishpacking - as I’ve said before you’re expected to make a settlement in a smashed cottage but not this perfectly safe concrete building.
Malden - basically take out the super-mutants and raiders and turn it into a town. Will require some tweaking of some quests.
Revere Beach station 
Robotics Pioneer Park 
Fairline Hill Estates - this is a perfectly nice location that’s empty for some reason except for a bear. Will try to add a spooky reason as to why everyone disappeared.
Fiddler's Green Trailer Estates - filled with friendly ghouls and/or the elderly to go with the joke behind the name.
West Everett Estates 
Custom House Tower - this place confuses the shit out of me. You can only go into a small lobby that has super mutant gore but nothing else. Cut content maybe?
Harbormaster hotel - filled with irish people to help explain Cait’s mysterious irishness. Why? A vault under the hotel was full of irish people for an experiment I have yet to design.
Postal Square - a place surrounded by cool skyscrapers for people to live in!
Easy City Downs - obvious reasons but creating a quest to bet on robots will likely be really damn hard. Will have quests for parts or robots!
Mass Bay Medical Center - is being used as an actual hospital that uses gunners as protection. Will probably have a shady side like an Institute experiment.
South Boston High School - technically a small settlement surrounding the Dorchester Heights monument like at Bunker Hill.
Faneuil Hall - Nooot sure about this one. I could make a quest where the gilded grasshopper was secretly sold, leading to more quest markers.
Boston Police rationing site - either people have got trains running or are using brahmin to pull caravans. Either way it’s a trading import/export hub.
Dartmouth Professional Building - they’re worried that the skyscraper leaning on their home is going to collapse theirs. They can blow up the other skyscraper with a controlled demolition but their neighbors are understandably horrified. Naturally you can do it properly or cause mayhem.
Layton Towers, Parkview Apartments, and Evans Way Cul-de-Sac - it really confuses me that no one lives around Diamond City despite the security and caravans.
Four Leaf fishpacking plant - tricky, but people can live inside without going to the chem lab. They either feign ignorance or genuinely don’t know.
D.B. Technical High School - oh come on, a whole settlement wearing green and yellow with a few tamed bears? Fuck yes. Wearing the bear heads to creep enemies out? Fuuuck yes.
Gwinnett Brewery and Restaurant - same as Beantown Brewery but this is in a much more dangerous location ... but then you can have rivalry between competitors! 
College Square - some sane ghouls herded some feral ghouls into the area to clean out the raiders and to keep other smoothskins away. But they’re freaked out that the BOS is nearby and might try to kill them all, and you can do that or convince the BOS that the ferals are gone and send the sane ghouls elsewhere.
Monsignor Plaza - trading hub, but Ticonderoga will need a cover story.
Union's Hope Cathedral - has Father Gabe as an actual NPC that you can talk to. He’s trying to find feral ghouls so he can lay them to rest and send them to the lord but he’s been injured and thus asks you to please clear out a few places for him.
Vault 95 - some gunners are there and they charge a steep price to be allowed in to use the detox machine. Either pay with caps, speech checks, intimidation, or side-quests to be let in.
Vault 75 - is still full of Gunners because this is where they came from.
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acabang · 8 years
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One of the more creepy series of holotapes you can find in the Commonwealth that I wanted to share.
I show off the rest of the unique loot at this location (Fiddler’s Green Trailer Estates) as we listen to the story.
There are a couple more secrets in this area that I didn’t show but they just contain your run-of-the-mill scavenger junk and ammo.
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shellheadtmarc · 5 years
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connections!
you get to be my post about moe bc you already know all of this shit since you’re like 50% of the bullshit that happens in this verse.
anyway, for those that don’t know, have a seat.  we’re gonna talk about the npc present for fallout 4 verses on this blog named moe.
or more specifically, M.O.E.  what it stands for isn’t actually that important - he, like jarvis, has outgrown the words of the acronym his name comes from.
+ moe is a gen1 synth.  you know the kind - the skeletal looking ones full of pumps and tubes and all that fun stuff.  he was one of the ones zetta blew apart on her rampage to get to kellogg.  he doesn’t remember this.  he doesn’t remember anything from the institute at all, and this is a feature, not a bug.  tony doesn’t want them to be tracked down - not that the institute could crack his programming with how they’re still running on robco code.
+ speaking of bugs, moe is full of them.  figuratively speaking.  he was supposed to be a limited run to test ai coding because he had plans to rebuild said synths he finds in the commonwealth into something of a ground force for the iron legion.  (he does eventually do this for the record - they’ll eventually serve as something of a security force for settlements with a cosmetic overhaul all with distinct personalities.)  he was going to be shut down and wiped repeatedly as the code worked itself out but…well.  elle (as in elle days, courier six from the mojave) got attached to moe.  moe got attached to her.  and tony realized he was learning on his own.  not at the same pace as those that came later, no, and in a different way, but he learns and develops his own personality and in the end tony doesn’t have the heart to pull the shut down trigger because it starts to feel horrifyingly like murder.
+ so moe’s not perfect, but he’s his own person.  and proof that with better coding all synths can be sentient and self-governing.  he learns most things from the people he’s around most often:  tony, elle, stephen, maccready.  which means he’s incredibly innocent in a lot of ways, and incredibly stubborn and persnickety in others.  he’s very stubborn about problem solving on his own (he gets that from tony), has a surprisingly dry wit (tony and stephen), loves a good bad joke or prank (maccready and tony), and somewhat trusting (elle) and sweet-natured (elle) when he’s not trying to work something out.
+ tony did not cosmetically alter moe.  in fact, he’s barely touched moe at all since he was brought online, except to patch fatal bugs and add a directive or two here and there.  he’s also been damaged since being rebuilt, because in the beginning there were no enclosed parameters for where he could wander and it turns out moe doesn’t have much in the way of self preservation (tony, stephen, elle) and got attacked by some feral ghouls, losing his bottom jaw until he managed to overcome them and limp his way home, where tony patched him up (he’s still missing his lower jaw for now).  after that, he’s got defined borders that, if nothing else, keep him safe and among a populated area with override codes, in the chance tony decides to take him along elsewhere (he stays in fort hagen/fiddler’s green trailer estates).
+ he’s also something of a companion for elle.  elle is a little…clingy, and sometimes tony and stephen (boy elle and stephen, i’m glad that’s not a can of worms i gotta dig into) are, you know, busy.  but tony is soft.  he’s so very soft on elle, and feels bad, because she’ll slice you right to the soul with puppy eyes, so moe is kind of like a friend/companion/babysitter(?) for elle in a lot of ways.  it’s because elle is trouble.  unfortunately, moe is also trouble, and tony realizes that Mistakes Were Made but it’s honestly too late to do anything about it now.
+ moe isn’t some silent hulking skeleton robot.  he talks!  one minute he’s asking a million questions that remind you violently of elle, the next he’s delivering a stinger tony would wipe a tear of pride over.  he also has his own likes, dislikes, and methods of judgement for people, and tony won’t lie, it’s been with not a little bit of pride that even his buggy work works.  like all of his bots and ais, moe is as much one of his kids as they are.
+ moe mostly helps out around the house and the lab, he’s…kind of like tony’s own babysitter in a way that he handles the things tony forgets because he has a three-dimensional form and can do so.  did tony get distracted and leave something on the kitchen table?  moe puts it away (and as he develops learns to complain loudly about tony as he does so).  he’s very stubborn and set in the way things are To Be Done around the house and has no compunction about correcting something someone else has done.  right in front of them.  while staring them directly in the eyes while he does so (learned from tony and stephen and probably mac).  
+ tony didn’t leave him defenseless, either.  he’s as locked and loaded as any of the later synth rebuilds and while his coding may be buggy, his defense protocols are most certainly not (one of the fatal errors tony did fix in his programming).  
+ all in all, moe’s as much on the badger tony to take care of himself train as everyone else, because he’s made the connection of them doing it, and why they’re doing it, and calculations suggest tony taking care of himself is better than tony not doing so.  he’s been known to pull the breaker in the house in fort hagen and shut the power down completely if tony stays up too late.  sure, tony could give him the command code to plug it back in, but at this point it’s to be used in dire emergencies only, as moe has consciousness and free will, so he’s left with no choice but to give up and go to bed (so how are you feeling about synths now, maccready).  moe’s as much of a figure in fort hagen as tony is, and while there’s definitely a need for “don’t shoot the synth” signs, you get used to him.  really.
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shellheadtmarc · 6 years
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alright note to self for later for settlements to finish up/take caps of/do a bit of a write up on (i think i’m just gonna add a blog page for this maybe? idk):
in the order they were founded: + med-tek parking (needs a settlement!name) + lynn pier parking (needs a settlement!name) + fiddler’s green trailer estates (shortened to just fiddler’s green) + rocky narrows park (shortened to just rocky narrows or the narrows)
idk it’s coming.  settlement hell takes forever and now that i finally have the community leader perk maxed i can actually build shops and shit.  so.  fingerguns.
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heathenhole · 6 years
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Fallout 4 S03 EP87 Ghouls at Fiddler's Green Trailer Estates
The video starts out with a small preview of Season 4 that is coming up.
Full Episode Synopsis: We finish investigating Weston Water Treatment Plant. Nothing but a Tank Bot. It was dark and rainy the entire episode, so you can look forward to Pipers wet ass. Fiddler's Green Trailer Estates is where Tara Dikoff, Piper and Dogmeat end up this EP. The place is infested with Ghouls. We end up listening to “The New Squirrel” Part 1… but did not have time to listen to the rest, that will be in Episode 88.
#fallout4 #sexymods #fallout4mods #gamedev #automatron #dogmeat #ghouls
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