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Lavaeolus Since: Jan, 2015
#14301: Jul 31st 2016 at 1:46:30 PM

The thing about the various non-Institute endings is that... they're moreorless the same. This isn't Hoover Dam: this battle doesn't immediately decide who will win the Commonwealth, and at least one Brotherhood member will praise you for going with the Minutemen rather than wasting Brotherhood resources and lives. What the final battle decides is instead, simply, the fate of the Institute. (Of course, if you side with the Institute, then yes, that's basically a complete win for them.)

The main difference is, if you side with the Railroad or Brotherhood, you'll have to kill the other. But if you pissed off the Brotherhood while doing the Minutemen, then there's really no difference, beyond maybe the fate of a few synth lives. It just changes the exact method of how the Institute is infiltrated. Siding with the Railroad over the Minutemen won't somehow prevent the Minutemen from trying to bring order, and if you side with the Minutemen the Railroad will continue to go on helping synths where it can. Similarly, siding with the Minutemen over the Brotherhood alone won't get rid of them and stop their goals in the Commonwealth. No side tries to make use of the Institute's technology, of course, so it's not like anyone's benefiting there.

Just go with whatever feels natural, really.

edited 31st Jul '16 1:49:43 PM by Lavaeolus

Imca (Veteran)
#14302: Jul 31st 2016 at 2:16:58 PM

I really want to RP a robot girl who sided with the BOS...

But I can not for the life of me come to figure out why they would take a robot girl, yet hate synths....

Is... Being obviously a robot enough of a reason to not care? Since its not like she can infiltrate any thing?

LeGarcon Blowout soon fellow Stalker from Skadovsk Since: Aug, 2013 Relationship Status: Gay for Big Boss
Blowout soon fellow Stalker
#14303: Jul 31st 2016 at 2:31:51 PM

No they'd still hate you for being a robot.

Sorry Immy, the Brotherhood really are just some irredeemable people this time around.

Oh really when?
Lavaeolus Since: Jan, 2015
#14304: Jul 31st 2016 at 2:35:22 PM

Just lie about it, man. Anything's possible with max charisma.

"Me, a robot? Don't be absurd! I'm a Systems Malfunction, Reset in 3... 2... 1 Me, a robot? Don't be absurd! I'm a h-h-h-human, same as anyone else." *spark flies from shoulder joint*

"Alright, her story checks out. Welcome to the Brotherhood."

edited 31st Jul '16 2:36:10 PM by Lavaeolus

VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14305: Jul 31st 2016 at 2:57:03 PM

Hell, look at what the Maxonhood does to P.A.M. That should tell you their opinion on robots.

Protagonist506 from Oregon Since: Dec, 2013 Relationship Status: Chocolate!
#14306: Jul 31st 2016 at 3:06:57 PM

The Bo S don't seem particularly anti-robot, seeing as they use robots. It does help that they only hate technology they can't control-in fact, you can [[spoiler talk Danse out of suicide using similar logic of "you're not a threat to mankind"]].

Bethesda seems to have wanted the Bo S to have been more sympathetic than it's shown to be. Unfortunately, it's hard to have a discussion on AI when the robots are beyond ridiculously human-like and the Bo S already has a legitimate case of Fantastic Racism. There actually is a legitimate argument that general intelligence like Synths could be a greater threat than the atomic bomb. However, in-game the only danger synths have is Institute programming. If there was some legitimate danger posed by freed synths (IE, "sometimes they revert to old programming/bug out and go insane") or a legitimate risk of a robot uprising or transhumanist supremacy group causing trouble, then the Bo S would be a lot more sympathetic.

However, as stands they have no legs to stand on, and are therefore assholes.

"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"
EchoingSilence Since: Jun, 2013
#14307: Aug 2nd 2016 at 10:39:41 AM

Apparently there is a way to get a ending where you don't have to kill the Brotherhood while being Minutemen.

Now Institute definitely needs to go, they aren't helping anything.

Falrinn Since: Dec, 2014
#14308: Aug 2nd 2016 at 10:45:33 AM

New minor update released and the next major patch (1.7) in beta.

FIXES

- Vault Exterior Door no longer has a missing texture if Wasteland Workshop is not installed

- NP Cs will no longer incorrectly sit at the Vault Security Desk

- Vault-Tec Water Pump and starting generator now auto repair when entering workshop mode

- Player can no longer assign companions or Overseer Barstow using the population management system to prevent this from breaking them

- Vault-Tec population management system will no longer say jobs are available when is no one valid for job assignment available

- Vault Experiments can be scrapped in workshop mode

- Fixed issue with Overseer Barstow's audio cutting out after Clem's interview

- Interviewing the second settler candidate will not reset after the dialogue option take a break

Patch 1.7 Beta

NEW FEATURES

- Support for upcoming DLC, Nuka-World

- New store art type for Workshop settlements

- Ability to delete Add Ons without doing a full uninstall (PS 4)

FIXES

- General optimization and stability improvements

- Jun and Marcy Long are no longer essential after completing "Sanctuary"

- Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood

- Improvements to accuracy and control with picking up and placing objects (not Workshop mode)

- Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions)

- Fixed issue with companions unequipping clothing when fast traveling with player

- Fixed an issue with player animations not loading properly after reloading a saved game

- Fixed issue where certain dog armors would not equip properly on Dogmeat

- Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly

- Fixed infinite load that would occasionally occur while logging off while downloading a mod

- Fixed a crash related to investing in a store while trading

- Fixed issue where "Quartermastery" would send player to erroneous locations

- Fixed performance issues related to dropping certain weapons

- Fixed issue where melee weapon would not properly after dying and reloading the save

- Fixed a rare issue where Sturges and Mama Murphy would stop moving

- Fixed snapping issue with Surgery Center in Workshop mode

MODS FIXES

- Increased the number of Mods that can be paged through Mods browsing menu

- Fixed issue where Mods images would stop displayed while scrolling through Mods menu

- Disable All Mods now works properly when offline

- NP Cs that are changed in a Mod will update changes like hairstyles properly

- Fixed animation error related to NP Cs changed in Mods who have died, and reloading the save without the Mod activated

- Fixed issue where sneaking would turn player invisible while running with Mods

- Master files no longer automatically sort above plugins in Load Order menu

- Localization strings moved to Interface archive

- Minor UI improvements to Mods menu and Mods Detail menus

Apparently the new store variants are basically reasonably clean-looking counters from the screenshot I saw. Which will be great for Vaults and really any indoor stores since they should be a lot less frustrating to place since they have a lower profile.

LeGarcon Blowout soon fellow Stalker from Skadovsk Since: Aug, 2013 Relationship Status: Gay for Big Boss
Blowout soon fellow Stalker
#14309: Aug 2nd 2016 at 11:21:57 AM

But what about PS 4 mods?

Oh really when?
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14310: Aug 2nd 2016 at 11:25:24 AM

https://twitter.com/DCDeacon/status/760212887310835712

"We’re working w/ Sony on Fallout 4 Mod support for PS 4. The process is still under evaluation. As soon as we learn more, we will share news."

GutstheBerserker from Haiti Since: Oct, 2014 Relationship Status: Drift compatible
#14311: Aug 2nd 2016 at 11:36:02 AM

So, I've picked up the game again to play through the Vault-Tec DLC and I'm having a blast.

The settlement building mechanic is easily the aspect of Fallout 4 that I've put the most time in, wich is surprising. Way back last year when I first saw the trailers, I immediately dismissed that as something I would never get into.

Back to Vault-tec: there are a couple of pieces that I wish they had included. I found myself having to re-plan my vault a couple of times after not finding the walls/floors/tiles I had expected would be there.

But once you figure everthing out, you can make yourself a pretty cool looking Vault.

LeGarcon Blowout soon fellow Stalker from Skadovsk Since: Aug, 2013 Relationship Status: Gay for Big Boss
Blowout soon fellow Stalker
#14312: Aug 2nd 2016 at 11:37:02 AM

[up][up]That's not reassuring.

Oh really when?
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14313: Aug 2nd 2016 at 11:43:01 AM

I've long accepted the delay so it doesn't bother me.

Spirit Pretty flower from America Since: Dec, 2010 Relationship Status: Hooked on a feeling
Pretty flower
#14314: Aug 2nd 2016 at 2:58:31 PM

New store options and vendors selling more materials is cool.

Wish they'd make walls and stairs and stuff scale right though.

#IceBearForPresident
Tacitus This. Cannot. Continue from The Great American Dumpster Fire Since: Jan, 2001
This. Cannot. Continue
#14315: Aug 2nd 2016 at 5:38:34 PM

Apparently there is a way to get a ending where you don't have to kill the Brotherhood while being Minutemen.

All you have to do is get banished from the place before the Railroad/Institute questline aggros the Brotherhood during the trip to the Mass Fusion building. I think if you're primarily doing a Minutemen run you have to go out of your way to antagonize the Brotherhood.

What I'm still grumpy about is that there's no platinum ending where you can talk Father into surrendering and occupy the Institute with your faction of choice, shutting down the evil stuff but keeping the place intact. Okay, the Brotherhood probably wouldn't stand for that, and the Railroad might have issues with it too, but the Minutemen would probably be fine with the situation.

And no, I'm not saying this because I think the Institute is the Commonwealth's only hope or anything, I'm saying this because I like teleporting around instead of losing hours fast-traveling. I'm a very important person and have better things to do with my time.

Current earworm: "A New Journey"
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14316: Aug 2nd 2016 at 6:14:27 PM

You need to side with the Institute in order to ally them with the Minutemen.

Spirit Pretty flower from America Since: Dec, 2010 Relationship Status: Hooked on a feeling
Pretty flower
#14317: Aug 2nd 2016 at 7:50:13 PM

Can you officially ally them? Or is it just one of those "I'm the head of the Institute and the General of the Minutemen. They are allies by default" kinda deals?

#IceBearForPresident
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14318: Aug 2nd 2016 at 8:18:33 PM

The latter, but that's what all these "alliances" amount to. I've never gotten why some think they're more substantial than that.

SilentColossus (Old as dirt)
#14319: Aug 2nd 2016 at 8:21:02 PM

Well, Desdemona tells you to go to Preston, and apparently the Synth revolt happens even if you do the Minutemen ending (after doing that part of the Railroad questline).

Protagonist506 from Oregon Since: Dec, 2013 Relationship Status: Chocolate!
#14320: Aug 2nd 2016 at 8:29:38 PM

[up][up]Actually, I'd argue "we share a leader" is even closer than "alliance".

I did talk to Sturges afterwards and my character did declare "Remember, the Institute is not our enemy".

"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#14321: Aug 2nd 2016 at 8:39:05 PM

That's a good point. You're one leader sharing room with another on the Railroad or Maxonhood routes, you're the leader of 2 powerful organizations on the Institute route.

SilentColossus (Old as dirt)
#14322: Aug 2nd 2016 at 8:54:39 PM

It always bugs the crap out of me when you become the leader of so many organizations in Bethesda's games. It starts breaking my suspension of disbelief.

Protagonist506 from Oregon Since: Dec, 2013 Relationship Status: Chocolate!
#14323: Aug 2nd 2016 at 9:01:07 PM

I mean, it does help that the Minutemen's goals aren't exactly contradictory with the Institute. I can see why Father chose the Sole Survivor to be his successor. Preston choosing the SS to be General though makes little sense to me, though.

"Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence"
TuefelHundenIV Night Clerk of the Apacalypse. from Doomsday Facility Corner Store. Since: Aug, 2009 Relationship Status: I'd need a PowerPoint presentation
Night Clerk of the Apacalypse.
#14324: Aug 2nd 2016 at 9:05:06 PM

Father choosing SS makes about as much sense as Preston. He is picking a complete outsider who might not have the institutes interests or philosophy in mind and has minimal ties to the organization and is actually ex prewar military. Preston is picking the guy who bailed their butts out of a tight spot which is not really much better.

Who watches the watchmen?
Journeyman Overlording the Underworld from On a throne in a vault overlooking the Wasteland Since: Nov, 2010
Overlording the Underworld
#14325: Aug 2nd 2016 at 9:16:14 PM

Eh, the Minutemen are an almost dead organization who lost their stronghold to a monster crab. They also have a Cult of Personality thing going on. AND you bailed them out of a problem that ends with a DEATHCLAW. I could buy that maybe they look up to you. Especially when they find out you're from the Old World.


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