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* So Doc Crocker ends up killing Earl Sterling while operating on him. Why doesn't he come clean with it and claim it was a minor accident during the surgery?

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* So Doc Crocker ends up killing Earl Sterling while operating on him. Why doesn't he come clean with it and claim it was a minor accident during the surgery?surgery? He might lose his licence or serve some time, but he won't be charged like it's straight murder.
** Earl's limbs and head are severed from his torso. Explain '''that''' as a minor accident. Besides, Crocker is clearly insane and he thought that he could get away with it all by disposing of Earl's body.
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[[folder:What's Up, Doc?]]
* So Doc Crocker ends up killing Earl Sterling while operating on him. Why doesn't he come clean with it and claim it was a minor accident during the surgery?
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[[folder:Danse Off]]
* If you leave the bunker during Blind Betrayal without convincing Danse to live, he kills himself. How? There's no gunshot and he's not carrying any weapons.
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[[folder:Radiant quests]]



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[[folder:Cait's Parents]]



** Considering what a [[SarcasmMode lovely]], peaceful, well-adjusted young woman Cait turned out to be, it's possible that her parents saw the writing on the wall that their little punching bag was getting feistier, stronger, more assertive and more interested in the great art of parricide with age, which is purely their own fault. They decided to cut their losses and sell her to the raiders to she wouldn't end up giving them Remington kisses; fat load of good that did them.
** Perhaps Mama and/or Papa O'Something loved their little girl [[ParentalIncest too]] [[PaedoHunt much]], but lost interest in Cait when she was an adult and sold her to the Raiders.

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** Considering what a [[SarcasmMode lovely]], lovely, peaceful, well-adjusted well-adjusted]] young woman Cait turned out to be, it's possible that her parents saw the writing on the wall that their little punching bag was getting feistier, stronger, more assertive and more interested in the great art of parricide with age, which age (which is purely their own fault. fault). They decided to cut their losses and sell her to the raiders to she wouldn't end up giving them Remington kisses; blasting their brains over the walls; fat load of good that did them.
** Perhaps Mama and/or Papa O'Something loved their little girl [[ParentalIncest too]] [[PaedoHunt much]], but lost interest in Cait when she was an adult or realised she was plotting against them and sold her to the Raiders.Raiders.
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[[folder:Engines]]



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[[folder:Dogmeat Breed]]



* Why does Virgil choose to hide from the Institute in the glowing sea? It's not like synths are affected by radiation, not are they attacked by any of the creatures there. Obviously, he's still in the Commonwealth for safety reasons, but it's senseless that he chooses to hide there with only two turrets for security.

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[[folder:Virgil's Hiding Spot]]
* Why does Virgil choose to hide from the Institute in the glowing sea? Glowing Sea? It's not like synths are affected by radiation, not are they attacked by any of the creatures there. Obviously, he's still in the Commonwealth for safety reasons, but it's senseless that he chooses to hide there with only two turrets for security.


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[[folder:Nuka-Cola]]


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* Radiant quests occasionally dip into this due to their randomized locations, which are occupied by all kinds of hostile factions. A prime example would be Hostage Rescue. These quests always provide an option to just pay the ransom if one doesn't feel like mopping up another shipment of cannon fodder in order to rescue one dumb settler. That's completely reasonable if the kidnappers are raiders or Gunners, but it gets slightly strange in the case of Super Mutants. Why? Because Super Mutants neither need nor care for money. [[IAmAHumanitarian They catch humans for the sole reason of eating them]].
** Perhaps they're testing the sole survivor's strength to see if they're worth angering. If you pay the ransom you're presenting yourself as weak and the super mutants might try and seize more settlers to actually eat while if you go and kill them yourself they can leave you alone to find a safer target.
*** The Super Mutant Mooks certainly don't sound or act that smart whenever you're fighting them.
** Because of the game's tendency to pick randomly, radiant kidnappings can happen in heavily turreted settlements or if the target is heavily armed. That raises quite a few issues even if this weren't ''Fallout'', e.g. Stealth Boy devices aren't overtly involved.
* Why did [[FightingIrish Cait's]] parents wait for her to turn eighteen before they sold her into slavery? It's not like the Commonwealth has any youth protection laws ([[CrapsackWorld or laws at all]] for that matter), and so far the ''Fallout'' series has quite liberally demonstrated that there's a thriving market for child slaves in the post-nuclear wasteland.
** It could be Cait's price was worth more by then and they were raising her to be a beautiful young woman first. Less scummy, by at least a small amount, is they might have been pressed by circumstance.
** Considering what a [[SarcasmMode lovely]], peaceful, well-adjusted young woman Cait turned out to be, it's possible that her parents saw the writing on the wall that their little punching bag was getting feistier, stronger, more assertive and more interested in the great art of parricide with age, which is purely their own fault. They decided to cut their losses and sell her to the raiders to she wouldn't end up giving them Remington kisses; fat load of good that did them.
** Perhaps Mama and/or Papa O'Something loved their little girl [[ParentalIncest too]] [[PaedoHunt much]], but lost interest in Cait when she was an adult and sold her to the Raiders.
* A worldwide shortage of fossil fuels triggered the Resource Wars and, ultimately, the Great War more than 200 years ago. Combustion engines were pretty much non-existent when the bombs dropped, which makes the working principle of the various settlement generators somewhat mysterious. Everyone of them that isn't clearly labelled as nuclear merrily rumbles along like an ancient tractor while belching copious amounts of black exhaust fumes. The largest one, however, requires nuclear material to build regardless, which makes the whole thing even stranger.
** Most internal combustion engines can function perfectly fine (with the addition of a filter) off of other sources of combustible fuels, from alcohol to rendered animal fat/oil to woodgas.
* The Triggermen is a mafia-style gang that are the biggest drug producers in the Commonwealth and provide several quests centered around the smuggling of drugs. Except it's clearly demonstrated that ''all drugs are legal'' in every settlement; you can buy drugs from every trader or doctor, there's a shop in Diamond City dedicated to selling them, and you can easily craft drugs yourself, so it makes little sense for a criminal gang to finance themselves on something that's not illegal in the first place. In fact, most organized crime activities in the ''Fallout'' universe are either now legal or semi-legal trades, obsolete, or are already practiced by raiders. This could have been spun into a funny story about how a criminal gang found themselves running a respectable business but the tropes are played completely straight even though they're irrelevant to a post-apocalypse setting.
** A quest mentions the sale of chems is heavily taxed and they're actually bootleggers rather than dealers in illicit material.
** Also, just because something is legal, doesn't mean it's socially acceptable under every circumstance. The people explicitly selling chems in cities are often individuals of some medical skill who give out chems as prescriptions. In this sense, manufacturers like the Triggermen are less comparable to cocaine or heroin cartels, but more like off-brand pill pushers with homemade production facilities. They also appear to have a more cutthroat business strategy relying on getting folks addicted that definitely puts them as more of a proper gang, as do many similar chem manufacturers.
* What is the probability that Dogmeat could be a (more or less) full German Shepard two centuries after the Great War? The dog population of the United States would be reduced to a degree that largely mirrors the decline in human population, and the number of breeding partners available would decrease dramatically as a result. Consider the fact that 200 years would mean at least twenty generations of breeding (probably more like thirty or more), and it seems exceedingly unlikely that enough German Shepherds would have survived in the entirety of New England to produce a dog that is (again, more or less) pure-bred two centuries after the apocalypse. That is, of course, unless Dogmeat is a clone...
** Or Dogmeat is secretly a synth and he's been providing information to the Institute all along. With the existence of synth gorillas it can't be all that hard to make a nicely programmed Gen 3 copy of a German Shepherd with the right biological material. We never see how far the Institute's Coursers and synths reach, so it may be feasible that there were undiscovered vaults out there. Maybe a genetic bank, a sort of Noah's Ark full of frozen animal DNA or even animals akin to Vault 111?
*** If you pay attention to some of the monitors in the SRB in the Institute, you can see a video feed of the surface... from a ''birds eye view.'' Implying that at least some of the crows you see in the Commonwealth are synths. It's important to note that dogmeat in previous games is explicitly referred to as a mutt. The simplest answer was that Dogmeat was created by the Institute, and intentionally placed at the Red Rocket within walking distance of Vault 111. However...
*** ''VideoGame/FalloutNewVegas'' features the cyberdog companion, Rex. Rex was a police dog in Denver before the war, kept alive for two hundred years by his cybernetics. Roxie is another cyberdog that [[PlayerCharacter The Courier]] can create while exploring the Big MT in the ''Old World Blues'' add on, and one of her ending slides states that she eventually ran across Rex in the Mojave and "Constructed a litter of cyberpups." While they're amusingly referred to as [[HilariousInHindsight Boston Terrifiers]], both Rex and Roxie are purebred German Shepherds, not unlike Dogmeat in ''Fallout 4.'' Given that ''New Vegas'' takes place only six years before ''4'', its not impossible that Dogmeat is a direct descendant of Rex and Roxie.
* Why does Virgil choose to hide from the Institute in the glowing sea? It's not like synths are affected by radiation, not are they attacked by any of the creatures there. Obviously, he's still in the Commonwealth for safety reasons, but it's senseless that he chooses to hide there with only two turrets for security.
** Its not entirely clear whether or not the Institute knew that Virgil had infected himself with FEV. In fact there is evidence suggesting they did not, given that X6-88 never mentions this fact to Kellogg (and knowing that his target is a super-mutant, and not a human would be some pretty need-to-know information). Its likely that all the institute really knew was that he sabotaged the place, and left with a head-full of their secrets. If they didn't know he was a super-mutant, then the Glowing Sea is an unlikely place for him to hide. (Which the Sole Survivor even points out). While it seems they did know / figure out that he went there, without knowing that he had become a super-mutant assassins would likely dismiss him as simply one of many hostile creatures in the area. The real FridgeHorror is that the first time the player goes to Virgil's cave, there is a Deathclaw sleeping outside. Think about that one for a moment. The Deathclaw can't fit in the cave, so its waiting for him to come out...
** Additionally, the Institute's ability to teleport synths in and out is based on radiowaves. Of course normal background radiation wouldn't effect that even in the post-nuclear apocalypse of Fallout but an area like the glowing sea certainly would. Assuming the Institute would lose anyone they tried to teleport into that mess of a landscape by telefragging them it would at the very least buy Virgil time. Synths might not be affected by radiation directly but a deathclaw will still eat them no questions asked or destroy the gen 1 synths if allowed.
* Mixing five different Nuka-Cola drinks to make a special recipe does not yield five bottles of the new drink out of that.
** Don't worry, as always, there's [[https://www.nexusmods.com/fallout4/mods/33636 a mod for that]].
** The mixer might leak (or do something to reduce the amount of usable soda, like boiling or some sort of chemical reaction).

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*** That may make Maxson's hatred of him understandable if one of his best soldiers was killed and replaced by a Synth.



** The intention may have been to simply transfer his mind into more physically mature bodies as time went on. Even with an ending where The Institute is destroyed, it's probably still possible to do the inverse of what happens in Curie's companion quest and, for his 16th birthday (16th Fabricationday?), upload him into some Walking Apocalypse you slapped together in the Robot Workbench

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** The intention may have been to simply transfer his mind into more physically mature bodies as time went on. Even with an ending where The Institute is destroyed, it's probably still possible to do the inverse of what happens in Curie's companion quest and, for his 16th birthday (16th Fabricationday?), upload him into some Walking Apocalypse you slapped together in the Robot WorkbenchWorkbench.



** They live in an irradiated wasteland filled with bloodthirsty raiders and hideous creatures with the constant threat of getting kidnapped or having their loved ones kidnapped by the "Institute". It's not exactly a Boston bar mitzvah.



** I always assumed he made the radio himself, given that the radio station appears to double as his house. As for why he would do that; He loves music, but hates himself. I'm pretty sure there are millions who would fit that description.

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** I always assumed he made the radio himself, given that the radio station appears to double as his house. As for why he would do that; He he loves music, but hates himself. I'm pretty sure there are millions who would fit that description.description.
** It's possible that Travis was the understudy or technician of a more talented host who upped and died or disappeared, leading him to be the successor. It's not like there's anyone to fire him, they can only complain. Sheng also takes over the radio afterwards, so talent is not a factor.


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** Even if the Brotherhood isn't gay-friendly, Danse may be more tolerant of a male Sole Survivor flirting with him because he's personally supportive of LGBTQ+, probably because he's bisexual (or playersexual) and reciprocates his feelings. The flirting is also pretty vague and could be loosely interpreted as friendly or joking, and Danse quickly glosses over it, so he may not be entirely comfortable with his sexuality.

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** It was an invasive question, so the Sole Survivor likely declined to answer truthfully out of embarrassment or pride.



*** Odd that Fuck and Boobies are on the menu but not Morton, Norton, Wang and various other common surname.
** The spouse's name is audibly mentioned a grand total of once in the game and was probably a placeholder so they wouldn't have to put "Wife" or "Husband" on it.



* First off, I fully admit this may all just be a game issue but, why don't the Minutemen ever try to consolidate and centralize power? Yes they are a militia but given the Sole Survivor's background (as either an Army officer or a lawyer) administrative reforms would be right up their alley. Instead the SS allows the Minutement to continue without checkpoints and leave highly strategic locations for Raiders and Super Mutants to reoccupy. The most egregious examples being the ironworks and the Federal Ration stockpiles, the former an almost fully functioning ironworks and the latter (as every war minded companion points out) the perfect location for a forward operating base. Minutemen quests reflect this issue. You will either defend a remote location, rescue a hostage from a raider stronghold, or go clear out nearby super mutants/raiders/ghouls. You are entirely reactive taking no proactive steps to prevent the problem before it starts. No quests to establish patrol lines and secure better equipment for Minutemen or to plunder pre war locations for valuable resources. The General himself/herself might dig through an old factory to carry off several hundred aluminum, but the Minutemen don't. Every other faction knows how valuable old world technology is (even the Railroad which frequently sends you off to secure caches). This is especially odd when playing as a male sole survivor. Speaking from my own military experience, it's inconceivable to me that a former soldier wouldn't want the aboslute best for those serving under him. Or that he'd be comfortable with others (potentially hostile others) getting it first. Was there some point in the story that justified this and I just kept mashing X through it?

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* First off, I fully admit this may all just be a game issue but, why don't the Minutemen ever try to consolidate and centralize power? Yes they are a militia but given the Sole Survivor's background (as either an Army officer or a lawyer) administrative reforms would be right up their alley. Instead the SS allows the Minutement Minutemen to continue without checkpoints and leave highly strategic locations for Raiders and Super Mutants to reoccupy. The most egregious examples being the ironworks and the Federal Ration stockpiles, the former an almost fully functioning ironworks and the latter (as every war minded companion points out) the perfect location for a forward operating base. Minutemen quests reflect this issue. You will either defend a remote location, rescue a hostage from a raider stronghold, or go clear out nearby super mutants/raiders/ghouls. You are entirely reactive taking no proactive steps to prevent the problem before it starts. No quests to establish patrol lines and secure better equipment for Minutemen or to plunder pre war locations for valuable resources. The General himself/herself might dig through an old factory to carry off several hundred aluminum, but the Minutemen don't. Every other faction knows how valuable old world technology is (even the Railroad which frequently sends you off to secure caches). This is especially odd when playing as a male sole survivor. Speaking from my own military experience, it's inconceivable to me that a former soldier wouldn't want the aboslute best for those serving under him. Or that he'd be comfortable with others (potentially hostile others) getting it first. Was there some point in the story that justified this and I just kept mashing X through it?



** 81 is also an independent community. They allow you to live with them, but they are not a part of the Minutemen so won't put up with you trying to take over and change things.

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** 81 is also an independent community. They allow you to live with them, but they are not a part of the Minutemen Minutemen, so they won't put up with you trying to take over and change things.



** For this reason, Sierra may have been opposed to a brain transfer due to the risk of killing her childhood hero.



** The other factions may have thought that there were Institute-loyal AI controlling the facility or whatever. Better to bomb the damn place. Even if they could take over the facility, there is the small chance what remains of the Institute or an affiliate of the Institute could take it back after regaining strength.



** Baby Shaun was likely specifically chosen to be their next leader. Should he have been in contact with, he might learn of his true origins. The Institute Director at that time probably wanted his parents as leverage.



** "Desdemona I have good news and best news. I have successfully infiltrated the Institute. And now their boss has named me his successor. The Railroad now has a double agent slated to head the Institute."

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** "Desdemona "Desdemona, I have good news and best news. I have successfully infiltrated the Institute. And now their boss has named me his successor. The Railroad now has a double agent slated to head the Institute."


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*** Case in point, when you actually do become Director at the end of the Institute plotline, you can't actually do anything. And the other directors are likely not as stupid as they seem; if you show any signs of being a double agent, you will most likely be killed.


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** Piper does pipe up and mention that possibility. But considering that you aren't acting particularly oddly probably reassured her.

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