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** [[AbsoluteXenophobe The East Coast Brotherhood of Steel]] under [[AFatherToHisMen Elder]] [[NobleBigot Maxson]] have a rather unnerving streak of {{Fantastic Racism}} a mile wide towards [[ProudWarriorRace Super Mutants]], [[OurZombiesAreDifferent Ghouls]], [[ArtificialHumans Synths]], and [[AIIsACrapshoot intelligent A.I.]]. However, the vast majority of [=BoS=] members (most notably Elder Maxson himself) are shown to hail from [[VideoGame/Fallout3 the Capital Wasteland]], one of the most hostile [[DeathWorld Death Worlds]] seen in the entire series. Further elaborating on that, the reason why the Capital Wasteland is such a {{Crapsack World}} is because it's been constantly run roughshod over (until the [=BoS=] arrived) by [[TechnicallyLivingZombie Feral Ghouls]], [[ImAHumanitarian Vault 87 Super Mutants]], and [[KillerRobot malfunctioning robots]] for the last two centuries. Considering all ''that'', it's not a surprise they have no love for mutated humans and self-aware [=A.I.s=].

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** [[AbsoluteXenophobe The East Coast Brotherhood of Steel]] under [[AFatherToHisMen Elder]] [[NobleBigot Elder Maxson]] have a rather unnerving streak of {{Fantastic Racism}} a mile wide towards [[ProudWarriorRace Super Mutants]], [[OurZombiesAreDifferent Ghouls]], [[ArtificialHumans Synths]], and [[AIIsACrapshoot intelligent A.I.]]. However, the vast majority of [=BoS=] members (most notably Elder Maxson himself) are shown to hail from [[VideoGame/Fallout3 the Capital Wasteland]], one of the most hostile [[DeathWorld Death Worlds]] seen in the entire series. Further elaborating on that, the reason why the Capital Wasteland is such a {{Crapsack World}} is because it's been constantly run roughshod over (until the [=BoS=] arrived) by [[TechnicallyLivingZombie Feral Ghouls]], [[ImAHumanitarian Vault 87 Super Mutants]], and [[KillerRobot malfunctioning robots]] for the last two centuries. Considering all ''that'', it's not a surprise they have no love for mutated humans and self-aware [=A.I.s=].AI.



*** There was an NCR-like organization called the Commonwealth Provisional Government, which was going to help the various groups rebuild. Each group sent a representative. [[spoiler: The Institute sent a [[KillAndReplace synth]] to represent themselves... and it [[http://fallout.gamepedia.com/Massacre_of_the_Commonwealth_Provisional_Government killed the other representatives]]. Possibly subverted since the Institute claims the deaths were due to infighting, and due to too many [[UnreliableNarrator Unreliable Narrators]] [[WrittenByTheWinners on both sides]], [[AmbiguousSituation we don't really know which one is right anymore]]]].

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*** There was an NCR-like organization called the Commonwealth Provisional Government, which was going to help the various groups rebuild. Each group sent a representative. [[spoiler: The Institute sent a [[KillAndReplace synth]] to represent themselves... and it [[http://fallout.gamepedia.com/Massacre_of_the_Commonwealth_Provisional_Government killed the other representatives]]. Possibly subverted since the Institute claims the deaths were due to infighting, and due to too many [[UnreliableNarrator Unreliable Narrators]] [[WrittenByTheWinners {{Unreliable Narrator}}s on both sides]], side], [[AmbiguousSituation we don't really know which one is right anymore]]]].



* [[invoked]] LimitedSpecialCollectorsUltimateEdition:
** The Pip-Boy Edition, which comes with a wearable Pip-Boy 3000 Mark IV, a stand for said Pip-Boy, a Pip-Boy Pocket Guide, a Vault-Tec Perk poster, the game itself in a steelbook case, all in a [=RobCo=] capsule case. Similar to what happened with ''VideoGame/TheWitcher3WildHunt'', the Pip-Boy Edition completely sold out: the sheer number of people ordering the damn thing caused ''[[http://www.gamespot.com/articles/fallout-4-studio-cannot-make-any-more-pip-boy-coll/1100-6429223/ the factory making them to hit their production limit]]''!
** There's a very limited ''Fallout 4''-themed Xbox One appropriately named the "Pip-Box". It looks like the Pip-boy ''2000'' from the original games.



** Settlements. They can be a huge investment in time, resources and perks that could be spent on more direct character upgrades. But if you make that investment, what you'll have is a vast network of heavily defended hubs filled with traders and settlers, continuously producing vast supplies of food, scrap and caps. The former of which can be used to create an unlimited supply of [[CommonplaceRare adhesive]], or simply used to swamp vendors in huge piles of Mutfruit so you can [[SubvertedTrope laugh maniacally in]] [[AdamSmithHatesYourGuts Adam Smith's]] face. During the Minuteman quest line you gain access to producing artillery for each settlement. Having each settlement have an artillery piece means you can safely shell hardened positions at a distance and with the maxed-out Explosive Expert perk, you can tell where your flares are going and have the shells hit twice as hard. [[spoiler: This also means that the Minutemen are also the ''only'' group with anti-air capability ''and'' the command structure to make good on it as the Brotherhood learn with the fall of ''The Prydwen''.]]

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** Settlements. They can be a huge investment in time, resources and perks that could be spent on more direct character upgrades. But if you make that investment, what you'll have is a vast network of heavily defended hubs filled with traders and settlers, continuously producing vast supplies of food, scrap and caps. The former of which can be used to create an unlimited supply of [[CommonplaceRare adhesive]], or simply used to swamp vendors in huge piles of Mutfruit so you can [[SubvertedTrope laugh maniacally in]] in [[AdamSmithHatesYourGuts Adam Smith's]] face. During the Minuteman quest line you gain access to producing artillery for each settlement. Having each settlement have an artillery piece means you can safely shell hardened positions at a distance and with the maxed-out Explosive Expert perk, you can tell where your flares are going and have the shells hit twice as hard. [[spoiler: This also means that the Minutemen are also the ''only'' group with anti-air capability ''and'' the command structure to make good on it as the Brotherhood learn with the fall of ''The Prydwen''.]]



** [[invoked]] The mole rats in Vault 81 are diseased, and if they hit the player ([[GameBreakingBug or their companions, or the Protectron if activated]]), they transmit the disease. It permanently reduces the player's max health by ten points unless cured, and there's only one cure. [[SadisticChoice If you use it, you have to let a child who's also infected die.]]

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** [[invoked]] The mole rats in Vault 81 are diseased, and if they hit the player ([[GameBreakingBug or their companions, or the Protectron if activated]]), player, they transmit the disease. It permanently reduces the player's max health by ten points unless cured, and there's only one cure. [[SadisticChoice If you use it, you have to let a child who's also infected die.]]



* MiniGame: [[invoked]] There are some holotapes hidden in the game that contain minigames playable on computer terminals and your Pip-Boy, including ''Red Menace'' (which is essentially ''VideoGame/DonkeyKong''), ''Atomic Command'' (''VideoGame/MissileCommand''), ''Pipfall'' (''VideoGame/{{Pitfall}}'', [[SerialNumbersFiledOff natch]]), ''Zeta Invaders'' (''VideoGame/SpaceInvaders''), and ''Grognak & the Ruby Ruins'' (an old computer RPG in a similar vein to ''VideoGame/{{Ultima}}'' and ''VideoGame/{{Wasteland}}''). The ''Automatron'' DLC adds another game of the same name, which plays like ''VideoGame/{{Robotron 2084}}''.

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* MiniGame: [[invoked]] MiniGame: There are some holotapes hidden in the game that contain minigames playable on computer terminals and your Pip-Boy, including ''Red Menace'' (which is essentially ''VideoGame/DonkeyKong''), ''Atomic Command'' (''VideoGame/MissileCommand''), ''Pipfall'' (''VideoGame/{{Pitfall}}'', [[SerialNumbersFiledOff natch]]), (''VideoGame/{{Pitfall}}''), ''Zeta Invaders'' (''VideoGame/SpaceInvaders''), and ''Grognak & the Ruby Ruins'' (an old computer RPG in a similar vein to ''VideoGame/{{Ultima}}'' and ''VideoGame/{{Wasteland}}''). The ''Automatron'' DLC adds another game of the same name, which plays like ''VideoGame/{{Robotron 2084}}''.''VideoGame/Robotron2084''.



* MonsterAndTheMaiden: Female [[PlayerCharacter Sole Survivor]] can travel with a robot named [[BattleButler Codsworth]], a ghoul [[TheCasanova Hancock]], a [[ProudWarriorRaceGuy supermutant]] [[DumbMuscle Strong]] or synths [[CulturedBadass Nick Valentine]], [[SuperSoldier X6-88]] or [[spoiler:[[JerkWithAHeartOfGold Paladin Danse]].]]
*** In the "Far Harbor" [=DLC=], Sole Survivor and the synth Nick Valentine work together to solve the case of a missing girl.

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* MonsterAndTheMaiden: Female [[PlayerCharacter Sole Survivor]] can travel with a robot named [[BattleButler Codsworth]], a ghoul [[TheCasanova Hancock]], a [[ProudWarriorRaceGuy supermutant]] [[DumbMuscle supermutant Strong]] or synths [[CulturedBadass Nick Valentine]], [[SuperSoldier X6-88]] or [[spoiler:[[JerkWithAHeartOfGold Paladin Danse]].]]
*** In the "Far Harbor" [=DLC=], DLC, Sole Survivor and the synth Nick Valentine work together to solve the case of a missing girl.



** [[FortuneTeller Mama Murphy's]] [[FunctionalMagic psychic visions]] tell her that Dogmeat has a habit of finding worthy soldiers and leading them where they're needed. Given that every Dogmeat in the series is (somehow) a direct descendant of the first Dogmeat, Mama Murphy probably knows how important his lineage is.

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** [[FortuneTeller Mama Murphy's]] [[FunctionalMagic Murphy's psychic visions]] tell her that Dogmeat has a habit of finding worthy soldiers and leading them where they're needed. Given that every Dogmeat in the series is (somehow) a direct descendant of the first Dogmeat, Mama Murphy probably knows how important his lineage is.



** The character generation starts with a Pre-War rush to get to a Vault, like the tech demo for ''VideoGame/FalloutVanBuren''.
*** On the note of ''Van Buren'', it was supposed to reveal that the earliest versions of Power Armor originally ran on small energy cells, but ended up draining them ridiculously fast. Just replace "small energy cell" with "fusion core", and you have your ''Fallout 4'' Power Armor.
*** Acadia in the ''Far Harbor'' DLC, and the associated quest to find more memory storage for [=DiMA=], both resemble ''Van Buren's'' [[http://fallout.wikia.com/wiki/Boulder_Dome Boulder Dome]] and its quest to find the ZAX computer more memory.

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** The character generation starts with a Pre-War rush to get to a Vault, like the tech demo for ''VideoGame/FalloutVanBuren''.
***
''VideoGame/FalloutVanBuren''. On the note of ''Van Buren'', it was supposed to reveal that the earliest versions of Power Armor originally ran on small energy cells, but ended up draining them ridiculously fast. Just replace "small energy cell" with "fusion core", and you have your ''Fallout 4'' Power Armor.
*** ** Acadia in the ''Far Harbor'' DLC, and the associated quest to find more memory storage for [=DiMA=], both resemble ''Van Buren's'' [[http://fallout.wikia.com/wiki/Boulder_Dome Boulder Dome]] and its quest to find the ZAX computer more memory.



** [[AffablyEvil Porter]] [[TokenEvilTeammate Gage]] calls Mirelurks "Mudcrabs" in a reference to ''Fallout's'' sister series, ''[[Franchise/TheElderScrolls The Elder Scrolls]]''.
** [[invoked]]The [[ReasonableAuthorityFigure relationship]] between the [[WeHelpTheHelpless Commonwealth Minutemen]] and the [[DeterminedHomesteader Settlers]] they protect is heavily based after that of the Desert Rangers from the original ''{{VideoGame/Wasteland}}''. The ''Fallout'' series was created as a {{Spiritual Successor}} to ''Wasteland''.

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** [[AffablyEvil Porter]] [[TokenEvilTeammate Porter Gage]] calls Mirelurks "Mudcrabs" in a reference to ''Fallout's'' sister series, ''[[Franchise/TheElderScrolls The Elder Scrolls]]''.
** [[invoked]]The [The [[ReasonableAuthorityFigure relationship]] between the [[WeHelpTheHelpless Commonwealth Minutemen]] and the [[DeterminedHomesteader Settlers]] they protect is heavily based after that of the Desert Rangers from the original ''{{VideoGame/Wasteland}}''. The ''Fallout'' series was created as a {{Spiritual Successor}} CreatorDrivenSuccessor to ''Wasteland''.



* NotTheFallThatKillsYou: Averted if you have Power Armor. In some of the skyscrapers, players often amuse themselves by jumping off the top. Or waiting for a band of Raiders and Feral Ghouls to pass through down below and do a DynamicEntry on the rabble.
** Reading terminals on the ''Prydwen'' will mention that the Brotherhood [[NotSoAboveItAll has turned this]] [[MundaneUtility into a game]], involving jumping off said airship.

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* NotTheFallThatKillsYou: NotTheFallThatKillsYou:
**
Averted if you have Power Armor. In some of the skyscrapers, players often amuse themselves by jumping off the top. Or waiting for a band of Raiders and Feral Ghouls to pass through down below and do a DynamicEntry on the rabble.
** Reading terminals on the ''Prydwen'' will mention that the Brotherhood [[NotSoAboveItAll has turned this]] [[MundaneUtility this into a game]], involving jumping off said airship.



** A [[OurOrcsAreDifferent Super]] [[SuperSoldier Mutant]] companion: [[NobleDemon Strong]], a Super Mutant [[DefectorFromDecadence Defector From Decadence]] [[MakesJustAsMuchSenseInContext redeemed through the works of William Shakespeare]], [[TokenEvilTeammate but]] [[BloodKnight who]] [[DumbMuscle still]] [[ImAHumanitarian has]] a ''long'' ways to go before he's truly civilized. [[JerkWithAHeartOfGold Granted]], he's at least ''trying''...
** A [[OurZombiesAreDifferent Ghoul]] companion: [[DeadpanSnarker John]] [[BunnyEarsLawyer Hancock]], the [[ReasonableAuthorityFigure mayor]] of [[NeighborhoodFriendlyGangsters Goodneighbor]] who has a liking for both [[PayEvilUntoEvil cutting would-be tyrants down to size]] and [[FunctionalAddict taking enough chems at once to be able to smell colors]].

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** A [[OurOrcsAreDifferent Super]] [[SuperSoldier Super Mutant]] companion: [[NobleDemon Strong]], a Super Mutant [[DefectorFromDecadence Defector From Decadence]] [[MakesJustAsMuchSenseInContext redeemed through the works of William Shakespeare]], [[TokenEvilTeammate but]] [[BloodKnight who]] [[DumbMuscle still]] [[ImAHumanitarian but who still has]] a ''long'' ways to go before he's truly civilized. [[JerkWithAHeartOfGold Granted]], he's at least ''trying''...
** A [[OurZombiesAreDifferent Ghoul]] companion: [[DeadpanSnarker John]] [[BunnyEarsLawyer John Hancock]], the [[ReasonableAuthorityFigure mayor]] of [[NeighborhoodFriendlyGangsters Goodneighbor]] who has a liking for both [[PayEvilUntoEvil cutting would-be tyrants down to size]] and [[FunctionalAddict taking enough chems at once to be able to smell colors]].



** A [[TheOrder Brotherhood of Steel]] companion: [[NobleBigot Paladin]] [[JerkWithAHeartOfGold Danse]], who was originally sent as part of a scouting mission to the Commonwealth several years beforehand, and now serves as the [[PlayerCharacter Sole Survivor's]] sponsor into the Brotherhood.

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** A [[TheOrder Brotherhood of Steel]] companion: [[NobleBigot Paladin]] [[JerkWithAHeartOfGold Paladin Danse]], who was originally sent as part of a scouting mission to the Commonwealth several years beforehand, and now serves as the [[PlayerCharacter Sole Survivor's]] sponsor into the Brotherhood.



* ParanoiaFuel: In-Universe. The constant fear over family members and friends being [[KillAndReplace replaced]] with [[TheConspiracy Institute]] [[ArtificialHumans Synth]] infiltrators keeps the Commonwealth in a state of paranoia. [[OhCrap This also]] [[GameplayAndStoryIntegration counts the player's/Minutemen's Settlements]]. It gets worse when you start poking around through Institute terminals and find that they've made synthetic ''birds'', which they use as living spy drones. The Institute, literally, has eyes and ears everywhere.

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* ParanoiaFuel: In-Universe. The constant fear over family members and friends being [[KillAndReplace replaced]] with [[TheConspiracy Institute]] [[ArtificialHumans Institute Synth]] infiltrators keeps the Commonwealth in a state of paranoia. [[OhCrap This also]] [[GameplayAndStoryIntegration also counts the player's/Minutemen's player's Settlements]]. It gets worse when you start poking around through Institute terminals and find that they've made synthetic ''birds'', which they use as living spy drones. The Institute, literally, has eyes and ears everywhere.



** While [[NobleBigot Elder]] [[UsedToBeASweetKid Maxson]]'s [[TheReasonYouSuckSpeech vicious rant]] [[spoiler: when confronting [[TomatoInTheMirror Paladin Danse]] is at first a straight-forward [[KickTheDog Kick The Dog]] moment]], he can be talked down and [[spoiler: convinced to simply [[TheExile exile Danse]] from the Brotherhood instead of having him executed]].

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** While [[NobleBigot Elder]] [[UsedToBeASweetKid Elder Maxson]]'s [[TheReasonYouSuckSpeech vicious rant]] [[spoiler: when rant [[spoiler:when confronting [[TomatoInTheMirror Paladin Danse]] is at first a straight-forward [[KickTheDog Kick The Dog]] KickTheDog moment]], he can be talked down and [[spoiler: convinced to simply [[TheExile exile Danse]] from the Brotherhood instead of having him executed]].



-->'''Protagonist:''' Ready to ''fuck some shit up?'' (to their trusty CanineCompanion in the pre-release trailer)
-->'''Protagonist:''' Fuck you, [[spoiler:Kellogg]]!
-->'''Protagonist:''' Where the fuck is my son, you bastard?! (also to [[spoiler:Kellogg]], [[ClusterFBomb in the same conversation]])
-->'''Protagonist:''' RAAAAGH! ''Fucking kill!'' (when taking [[DrugsAreBad Psycho]])
* PreferableImpersonator: One quest revolves around [[ForScience The Institute]] [[KillAndReplace Killing and Replacing]] a homesteader with a Synth. The original homesteader was a belligerent drunk who beat his wife and kids, and although they don't know the reason why, his kids will tell you that he suddenly became a lot nicer a short time ago.

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-->'''Protagonist:''' Ready to ''fuck some shit up?'' (to their trusty CanineCompanion in the pre-release trailer)
-->'''Protagonist:'''
trailer)\\
'''Protagonist:'''
Fuck you, [[spoiler:Kellogg]]!
-->'''Protagonist:'''
[[spoiler:Kellogg]]!\\
'''Protagonist:'''
Where the fuck is my son, you bastard?! (also to [[spoiler:Kellogg]], [[ClusterFBomb in the same conversation]])
-->'''Protagonist:'''
conversation]])\\
'''Protagonist:'''
RAAAAGH! ''Fucking kill!'' (when taking [[DrugsAreBad Psycho]])
* PreferableImpersonator: One quest revolves around [[ForScience The Institute]] [[KillAndReplace Killing and Replacing]] Institute replacing a homesteader with a Synth. The original homesteader was a belligerent drunk who beat his wife and kids, and although they don't know the reason why, his kids will tell you that he suddenly became a lot nicer a short time ago.
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Fallout4/TropesAToC | Fallout4/TropesDToI | '''TropesJ to P''' | Fallout4/TropesQToZ]]]]-]

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Fallout4/TropesAToC | Fallout4/TropesDToI | '''TropesJ '''Tropes J to P''' | Fallout4/TropesQToZ]]]]-]
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[[Fallout4/TropesAToC Tropes A-C]] | [[Fallout4/TropesDToI Tropes D-I]] | '''Tropes J-P''' | [[Fallout4/TropesQToZ Tropes Q-Z]]
----
!!!''VideoGame/Fallout4'' provides examples of the following tropes:

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[[Fallout4/TropesAToC Tropes A-C]] | [[Fallout4/TropesDToI Tropes D-I]] | [[WMG:[[center: [- '''Tropes J-P''' for ''VideoGame/Fallout4'''''\\
Fallout4/TropesAToC
| [[Fallout4/TropesQToZ Tropes Q-Z]]
----
!!!''VideoGame/Fallout4'' provides examples of the following tropes:
Fallout4/TropesDToI | '''TropesJ to P''' | Fallout4/TropesQToZ]]]]-]



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* PatriotInExile: Partway through the Brotherhood of Steel storyline, [[spoiler:Paladin Danse]] is exiled from the Brotherhood after discovering that he is synth, an android with artificial memories that the Brotherhood is dedicated to eradicating. In spite of this experience, he remains devoutly loyal to the Brotherhood to the bitter end, [[FaceDeathWithDignity willingly allowing you to execute him]] and even praising you for living by the Brotherhood's code. [[VideoGameCaringPotential Alternatively, you can choose to spare him]], in which case, he'll continue to help you in your fight against the Institute, and will continue to uphold the Brotherhood's ideals even while in exile, and even when other Brotherhood members will shoot him on sight.
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** [[spoiler: Leaving the Sole Survivor in Vault 111 even after they had human-looking Synths by 2229, only two years after taking Shaun. Even Father admits there was no reason for keeping them there for so long.]]

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** *** [[spoiler: Leaving the Sole Survivor in Vault 111 even after they had human-looking Synths by 2229, only two years after taking Shaun. Even Father admits there was no reason for keeping them there for so long.]]
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*** All the ingredients for Jet Fuel can be purchased in Diamond City, and the Jet Fuel can then be sold for more ingredients, so MontyHaul also applies to levelling up.

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*** All A starting character who has the Chemist perk can apply Monty Hall to XP: all the ingredients for Jet Fuel can be purchased in Diamond City, City. Cooking the chems yields XP, and the Jet Fuel can then be sold for more ingredients, so MontyHaul also applies to levelling up.ingredients.

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* MontyHaul: The ''Vault Tec Workshop'' DLC, which adds Vault 88 to the game. A short questline has you aid the Overseer in recruiting residents to the Vault and then conducting a variety of experiments on them. Each experiment mission follows the pattern of "build an experimental object, set a parameter on it, and test it on a resident". Only one of the four experiment missions even requires that you leave the Vault, while all four pay out a base of 350xp upon completion. (An experience payout comparable to ''main quest missions'' which are all far more involved.) In addition to the experience rewards, Vault 88 has an epic amount of settlement salvage which will leave you wanting for very few building materials for the rest of the game (including rare Nuclear Material due to the Vault's plentiful uranium deposits). Additionally, after completing the experiments, you can build new happiness-increasing technology at all of your settlements. (If you chose the least reprehensible experiment options for each, there is literally no downside to building them either.) Finally, upon taking over as Overseer at the end of the quest line, you can use the Overseer's Terminal to gain a semi-permanent +1 increase to your Intelligence.

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* MontyHaul: The MontyHaul:
** Multiple early game examples.
***Rotten Landfill immediately respawns all loot containers as soon as the player leaves and returns. This allows a starting character to acquire infinite weapons, ammo and goodies. As a bonus, the excess loot can be traded at Covenant, a nearby settlement, where a full armour set and several several good unique items are available.
*** Settlements without inhabitants require no input and never get attacked, but they still produce water. A starting character can pack Sanctuary (or any other empty settlement) with basic water pumps, collect the water every couple of days, and thereby mine the inventories of every nearby merchant.
*** All the ingredients for Jet Fuel can be purchased in Diamond City, and the Jet Fuel can then be sold for more ingredients, so MontyHaul also applies to levelling up.
**The
''Vault Tec Workshop'' DLC, which adds Vault 88 to the game. A short questline has you aid the Overseer in recruiting residents to the Vault and then conducting a variety of experiments on them. Each experiment mission follows the pattern of "build an experimental object, set a parameter on it, and test it on a resident". Only one of the four experiment missions even requires that you leave the Vault, while all four pay out a base of 350xp upon completion. (An experience payout comparable to ''main quest missions'' which are all far more involved.) In addition to the experience rewards, Vault 88 has an epic amount of settlement salvage which will leave you wanting for very few building materials for the rest of the game (including rare Nuclear Material due to the Vault's plentiful uranium deposits). Additionally, after completing the experiments, you can build new happiness-increasing technology at all of your settlements. (If you chose the least reprehensible experiment options for each, there is literally no downside to building them either.) Finally, upon taking over as Overseer at the end of the quest line, you can use the Overseer's Terminal to gain a semi-permanent +1 increase to your Intelligence.
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Deleted inaccurate stuff: "It's also far more realistic in regards to making them; you need to use actual oil to make it rather than alcohol." pure alcohol burns just as well as oil (V2 rockets were fuelled with 70% alcohol). You can mix sugar into alcohol to make it stick better (and sugar burns well, too). "Still no regards to characters reaction to the heat of the bottle, though" molotov bottles are not hot. The bottle is not full of fire - how could it be? There is not enough oxygen inside a bottle to sustain a fire. A well made molotov uses a relatively small EXTERNAL fuse - just look up WW 2 examples on Wikipedia.


* MolotovCocktail: One of the available grenades (and the only one that can be built without taking ranks of the Demolitions perk), and unlike in ''New Vegas'', it will detonate on impact and will burn the ground for a short time. It's also far more realistic in regards to making them; you need to use actual oil to make it rather than alcohol. Still no regards to characters reaction to the heat of the bottle, though...

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* MolotovCocktail: One of the available grenades (and the only one that can be built without taking ranks of the Demolitions perk), and unlike in ''New Vegas'', it will detonate on impact and will burn the ground for a short time. It's also far more realistic in regards to making them; you need to use actual oil to make it rather than alcohol. Still no regards to characters reaction to the heat of the bottle, though...
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** In Survival, old bugs (such as companions teleporting and falling off buildings due to pathfinding errors) become a lot harsher, because their results are a lot harder to deal with. For example, companions love to fall into inaccessible locations, and in Survival, this means they cannot be revived and continue tralelling with the player. They will eventually teleport home - often carrying important equipment away, so the player is forced to break off whatever they were doing, and stomp across the map to get their companin (and loot) back.
** In survival, new bugs (such as VATS occasionally freezing the game solid) require fixing with mods. If playing vanilla, no mods, the player is forced to play a zero VATS game, which deprecates all the related perks (most of luck, perception and agility).

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** In Survival, old bugs (such as companions teleporting and falling off buildings due to pathfinding errors) become a lot harsher, more punishing, because their results are a lot harder to deal with. For example, companions love to fall into inaccessible locations, and in locations. In Survival, this means they an inaccessible companion cannot be revived and therefore will not continue tralelling travelling with the player. They will eventually teleport home - often carrying important equipment away, away ...so the player is forced has to break mod the game, or learn to make do without companions (or has to gets used to breaking off whatever they were doing, and stomp across the map walk back to wherever, to get their companin (and loot) back.companion back).
** In survival, new bugs (such as VATS occasionally freezing the game solid) require requires fixing with mods. If playing vanilla, no mods, the player is forced to play a zero VATS game, which bumps up the difficulty and also deprecates all the related perks (most of the luck, perception and agility).agility options).
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** In Survival, old bugs (such as companions teleporting and falling off buildings due to pathfinding errors) become a lot harsher, because their results are a lot harder to deal with. For example, dogmeat loves to fall into an inaccessible locations, and in Survival, this means he cannot be revived and continue tralelling with the player. He will eventually teleport home - often carrying important equipment away.
** In survival, new bugs (such as VATS occasionally freezing the game solid) require fixing with mods. If playing vanilla, the player is forced to adopt completely different gameplay, which deprecates all the related perks (most of luck, perception and agility).

to:

** In Survival, old bugs (such as companions teleporting and falling off buildings due to pathfinding errors) become a lot harsher, because their results are a lot harder to deal with. For example, dogmeat loves companions love to fall into an into inaccessible locations, and in Survival, this means he they cannot be revived and continue tralelling with the player. He They will eventually teleport home - often carrying important equipment away.away, so the player is forced to break off whatever they were doing, and stomp across the map to get their companin (and loot) back.
** In survival, new bugs (such as VATS occasionally freezing the game solid) require fixing with mods. If playing vanilla, no mods, the player is forced to adopt completely different gameplay, play a zero VATS game, which deprecates all the related perks (most of luck, perception and agility).

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* NintendoHard: Besides the five main difficulties of Very Easy, Easy, Normal, Hard, and Very Hard, there's Survival, which a recent patch has transformed from a HarderThanHard difficulty level into a downright ''brutal'' new mode. In Survival mode, you can only save by sleeping in a bed, fast travel is disabled, carry weight is harshly reduced (and ammo now has weight), enemies no longer show up on your compass, you have to regularly eat/drink/sleep or else face severe stat penalties, companions will return home if they're downed and not healed, you must contend with a slew of all-new infections and sicknesses (which chems and Stimpaks make you even ''more'' susceptible to), and damage from all sources - including you - is greatly amplified. Old bugs, like companions teleporting due to pathfinding limitations, then falling off buildings, become a lot harsher, because their results are a lot harder to deal with. For example a companion may fall into an inaccessible location, where they cannot be revived, and ten will teleport home, carrying important equipment away. New bugs (VATS simply freezing the game solid) require either mods or for the gamer to adopt completely different gameplay. ''New Vegas'''s Survival mode is an absolute cakewalk in comparison.

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* NintendoHard: Besides the five main difficulties of Very Easy, Easy, Normal, Hard, and Very Hard, there's Survival, which a recent patch has transformed from a HarderThanHard difficulty level into a downright ''brutal'' new mode. In Survival mode, you can only save by sleeping in a bed, fast travel is disabled, carry weight is harshly reduced (and ammo now has weight), enemies no longer show up on your compass, you have to regularly eat/drink/sleep or else face severe stat penalties, companions will return home if they're downed and not healed, you must contend with a slew of all-new infections and sicknesses (which chems and Stimpaks make you even ''more'' susceptible to), and damage from all sources - including you - is greatly amplified. Old bugs, like companions teleporting due to pathfinding limitations, then falling off buildings, become a lot harsher, because their results are a lot harder to deal with. For example a companion may fall into an inaccessible location, where they cannot be revived, and ten will teleport home, carrying important equipment away. New bugs (VATS simply freezing the game solid) require either mods or for the gamer to adopt completely different gameplay. ''New Vegas'''s Survival mode is an absolute cakewalk in comparison.
** In Survival, old bugs (such as companions teleporting and falling off buildings due to pathfinding errors) become a lot harsher, because their results are a lot harder to deal with. For example, dogmeat loves to fall into an inaccessible locations, and in Survival, this means he cannot be revived and continue tralelling with the player. He will eventually teleport home - often carrying important equipment away.
** In survival, new bugs (such as VATS occasionally freezing the game solid) require fixing with mods. If playing vanilla, the player is forced to adopt completely different gameplay, which deprecates all the related perks (most of luck, perception and agility).
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* NintendoHard: Besides the five main difficulties of Very Easy, Easy, Normal, Hard, and Very Hard, there's Survival, which a recent patch has transformed from a HarderThanHard difficulty level into a downright ''brutal'' new mode. In Survival mode, you can only save by sleeping in a bed, fast travel is disabled, carry weight is harshly reduced (and ammo now has weight), enemies no longer show up on your compass, you have to regularly eat/drink/sleep or else face severe stat penalties, companions will return home if they're downed and not healed, you must contend with a slew of all-new infections and sicknesses (which chems and Stimpaks make you even ''more'' susceptible to), and damage from all sources - including you - is greatly amplified. ''New Vegas'''s Survival mode is an absolute cakewalk in comparison.

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* NintendoHard: Besides the five main difficulties of Very Easy, Easy, Normal, Hard, and Very Hard, there's Survival, which a recent patch has transformed from a HarderThanHard difficulty level into a downright ''brutal'' new mode. In Survival mode, you can only save by sleeping in a bed, fast travel is disabled, carry weight is harshly reduced (and ammo now has weight), enemies no longer show up on your compass, you have to regularly eat/drink/sleep or else face severe stat penalties, companions will return home if they're downed and not healed, you must contend with a slew of all-new infections and sicknesses (which chems and Stimpaks make you even ''more'' susceptible to), and damage from all sources - including you - is greatly amplified. Old bugs, like companions teleporting due to pathfinding limitations, then falling off buildings, become a lot harsher, because their results are a lot harder to deal with. For example a companion may fall into an inaccessible location, where they cannot be revived, and ten will teleport home, carrying important equipment away. New bugs (VATS simply freezing the game solid) require either mods or for the gamer to adopt completely different gameplay. ''New Vegas'''s Survival mode is an absolute cakewalk in comparison.
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** When you are trying to sneak and a raider is seeking you, you'll sometimes hear a loud, triumphant "Gotcha!" followed by a pause, and a much quieter "or not...".
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** Survival Mode (particularly if playing vanillam, no mods) destroys some attributes and elevates others. e.g. VATS has is game-freezing bugs, so all related skills become useless. Chemist is boosted to being nearly-essential, since you character requires more frequent dosing, and fast-travel to doctors is no longer possible.

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** Survival Mode (particularly if playing vanillam, no mods) destroys some attributes and elevates others. e.g. VATS has is game-freezing bugs, so bugs in Survival Mode, so, without unofficial patches & mods, all related VATS-related skills (most of luck, perception and agility) become useless. Chemist is boosted to being nearly-essential, since you character requires more frequent dosing, there are more things that cripple / sicken you, and fast-travel to doctors is no longer possible.
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* Survival Mode (particularly if playing vanillam, no mods) destroys some attributes and elevates others. e.g. VATS has is game-freezing bugs, so all related skills become useless. Chemist becomes near-essential, since you character becomes a lot more frail, requires more frequent dosing, and fast-travel to a doctor is no longer possible.

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* ** Survival Mode (particularly if playing vanillam, no mods) destroys some attributes and elevates others. e.g. VATS has is game-freezing bugs, so all related skills become useless. Chemist becomes near-essential, is boosted to being nearly-essential, since you character becomes a lot more frail, requires more frequent dosing, and fast-travel to a doctor doctors is no longer possible.
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* Survival Mode (particularly if playing vanillam, no mods) destroys some attributes and elevates others. e.g. VATS has is game-freezing bugs, so all related skills become useless. Chemist becomes near-essential, since you character becomes a lot more frail, requires more frequent dosing, and fast-travel to a doctor is no longer possible.
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The original thing is corner case + not available until quite high level "have power armor fitted with a targeting HUD mod for your helmet, since the ghouls playing possum will be glowing red and you can easily pick them off."


* PlayingPossum: Feral Ghouls can often be found pretending to be corpses, often lying near actual corpses, only to get up when the player approaches. This has he benefit of allowing a fast or sneaky player to kill one before it can retaliate. However, where there's one there's usually two or three more, and you usually won't catch all of them in time. This becomes a lot easier to deal with if you have power armor fitted with a targeting HUD mod for your helmet, since the ghouls playing possum will be glowing red and you can easily pick them off.

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* PlayingPossum: Feral Ghouls can often be found pretending to be corpses, often lying near actual corpses, only to get up when the player approaches. This has he benefit of allowing a fast or sneaky player to kill one before it can retaliate. However, where there's one there's usually two or three more, and you usually won't catch all of them in time. This becomes a lot easier to deal with if you have power armor fitted with a targeting HUD mod for your helmet, since the ghouls playing possum will be glowing red and you can easily pick do semi-regular VATS scans, which detects them off.just fine.
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* PowerupLetdown: The second level of the Sniper perk gives you a chance to knock down enemies when you hit them with a scoped, non-automatic rifle. Not bad in theory. However, when using VATS, a knockdown on one of the first shots can cause the enemy fall out of sight, meaning the remaining shots will all miss. Worse, the third level of the perk gives a whopping +25% accuracy to headshots in VATS, encouraging its use. It's incredibly frustrating when you could easily drop a powerful foe with a couple of headshots only to knock it down, causing the rest of th shots to miss, wasting your AP, and causing it to aggro.

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* PowerupLetdown: The second level of the Sniper perk gives you a chance to knock down enemies when you hit them with a scoped, non-automatic rifle. Not bad in theory. However, when using VATS, a knockdown on one of the first shots can cause the enemy fall out of sight, meaning the remaining shots will all miss. Worse, the third level of the perk gives a whopping +25% accuracy to headshots in VATS, encouraging its use. It's incredibly frustrating when you could easily drop a powerful foe with a couple of headshots only to knock it down, causing the rest of th shots to miss, wasting your AP, and causing it to aggro. [[note]] All of which is avoidable; you can simply cancel out of VATS (hit TAB if playing on PC), and there are no "remaining shots" or wasted AP [[/note]]
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* OffscreenTeleportation: Your companions will do this to catch up to you if you wander too far away from them. Hilariously they can also spawn in mid-air if you're exploring the roof of a tall building, and fall to the ground, though thankfully this doesn't kill them. Keep in mind enemies and NPC's are capable of this as well, if you're far enough from them, and not looking at them at the moment, which may allow enemies to bypass some of your defenses in your settlements.

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* OffscreenTeleportation: Your companions will do this to catch up to you if you wander too far away from them. Hilariously they can also spawn in mid-air if you're exploring the roof of a tall building, and fall to the ground, though thankfully this doesn't kill them. [[note]] except in Survival mode - where this issue goes from cute quirk to serious bug [[/note]] Keep in mind enemies and NPC's are capable of this as well, if you're far enough from them, and not looking at them at the moment, which may allow enemies to bypass some of your defenses in your settlements.
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* LastDayOfNormalcy:it begins with the PlayerCharacter, their HappilyMarried spouse and their baby son Shawn, going through the motions on a typical morning for a suburban American family. The morning in question is October 23rd 2077, the day the People's Republic of China declared war on America with a massive co-ordinated nuclear bombardment.

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* LastDayOfNormalcy:it LastDayOfNormalcy: It begins with the PlayerCharacter, their HappilyMarried spouse and their baby son Shawn, Shaun, going through the motions on a typical morning for a suburban American family. The morning in question is October 23rd 2077, the day the People's Republic of China declared war on America with a massive co-ordinated nuclear bombardment.
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* PungeonMaster: If you ask the brewery-on-legs protectron Buddy for jokes, chances are he'll spout a pun, and he has an impressively long list on offer. Codsworth says most of the same jokes, as well. Someone at Bethesda was clearly having a blast writing the character. Fortunately, Buddy's stilted RoboSpeak delivery makes them funny no matter how you normally feel about puns. Codsworth's dry delivery of the bad puns is also usually a killer.
-->'''Buddy''': Relationships are a lot like algebra. You always look at your X and try to figure out Y.\\
'''Codsworth:''' I Went to a zoo the other day. The only animal they had was a dog. It was a Shih Tzu.
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Crosswicking new trope

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* OutcastRefuge:
** The Slog is a settlement founded at an old public swimming pool by the Ghoul Wiseman when all Ghouls were expelled from Diamond City by the corrupt [[spoiler:Institute synth spy]] Mayor [=McDonough=]. It soon attracted some other Ghouls and became known as the only [[FantasticFruitsAndVegetables Tarberry]] bog in the Commonwealth. Wiseman's dream is that it can grow and be a symbol of what can be achieved if Ghouls and humans work together. You can get him to join as a settlement if you're with the Minutemen.
** Goodneighbor, a WretchedHive of a town in Boston's old red light district, is a Subversion. While it is open to nearly all in the Commonwealth, it is decidedly anti-[[ArtificialHuman Synth]] and anti-[[EnigmaticInstitute Institute]]. Led by the Ghoul Hancock (who can become a follower), it has a large Ghoul population as well as the semi-sentient [[SkeleBot9000 Assaultron]] weapons vendor KL-E-0 and [[HoverBot Mr. Handy]] bartender Whitechapel Charlie, but contains numerous backstabbing crime bosses, is overflowing with chems, and [[spoiler:has already been infiltrated by a Synth - lounge singer Magnolia - though it's unclear if she works for the Institute or is a freed Synth]].
** You can set one of these up if working with the [[UndergroundRailroad Railroad]] in the main story. P.A.M. will cite the need for a new safehouse to hide freed Synths until they can be taken out of the Commonwealth, so you'll be tasked with turning one of the possible settlement locations into "Mercer Safehouse" and setting up defenses. Once established, the NPC "Caretaker" will arrive with another quest to remove a threat to the escaping synths.
** In the ''Far Harbor'' DLC, the prototype Synth [=DiMA=] has founded the settlement of Acadia at an old observatory to be a safe haven for other synths from all of re-capture by the Institude, extermination by the Brotherhood of Steel, and general prejudice by common humans. During the course of the DLC questline, you can report it's location to one of the aforementioned groups for destruction, sabotage it yourself, or help it to become a true safe haven by removing other threats from The Island. If you're working with the Railroad in the main game, you can establish contact between the groups, allowing Arcadia to become a destination to help Synths escape the Commonwealth.
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* KarmaHoudini: A terminal in the Institute reveals that the traveling Bunker Hill merchants - Carla, Lucas, Cricket, and Doc Weathers - are all informants for the Synth Retention Bureau. There is no way to use this information in-game and, in non-Institute endings, they continue on without consequence.
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* KarmaMeter: Companion affinity works more like this than RelationshipValues. Depending on the companion's personal preferences, they approve of certain actions you perform and disapprove of others, and in some cases are extreme about it. If your affinity with them drops too low, they'll leave you as a companion and possibly turn hostile to you, but if you can max out your affinity with them, you receive a unique perk (and in many cases, can take them as a romance option). This system is also just as subject to [[CheeseStrategy cheese]] as past Karma systems in ''Fallout''; a companion may hate it if you gun down an innocent couple and steal from their orphaned children, but you can get back on their good side in a jiffy by doing some crafting and drinking some beer. In some cases, their approval will increase for mundane tasks you'll do all the time (picking locks, hacking computers, modifying equipment at a workbench bench, etc.) that you can earn their adoration in a couple of real-world hours without much effort, and otherwise will have to actively go out of your way to do things to make them hate you.
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** When you get the ability to freely come and go from the Institute, you get access to one of the most advanced pieces of technology in the wasteland, [[spoiler:which can teleport you to the surface and/or into the Institute's underground base]]. But if you look at your Pip-Boy when you fast-travel to or from the place, you'll notice only a minute or two has passed, which makes sense since [[spoiler:you're not physically traveling, you're teleporting]]. You can exploit this to fast travel anywhere within a minute or two by fast-traveling to the Institute and then to your destination. Handy if you need to get someone quickly without much time passing in-game.

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* NightmarishNursery: Trinity Church has an nursery in the basement; it's long since abandoned by human occupants, with filthy furniture, an empty crib, and a hole in the ceiling. Given the fact that there are no humans in sight, and the only living beings in the church are Supermutants, one can only speculate about [[ToServeMan what happened to whoever lived there]]. All of your companions will comment about the place being sad or grim, with the young father [=MacCready=] even shedding a tear.

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* NightmarishNursery: NightmarishNursery:
**
Trinity Church has an nursery in the basement; it's long since abandoned by human occupants, with filthy furniture, an empty crib, and a hole in the ceiling. Given the fact that there are no humans in sight, and the only living beings in the church are Supermutants, one can only speculate about [[ToServeMan what happened to whoever lived there]]. All of your companions will comment about the place being sad or grim, with the young father [=MacCready=] even shedding a tear.tear.
** The ''Far Harbor'' DLC includes the Waves Crest Orphanage on The Island. It is heavily damaged, but still includes a row of cribs, a dilapidated classroom, and scattered childrens' toys throughout among the post-apocalyptic debris. Most nightmarishly, it is one of the rare locations with [[NothingIsScarier no enemies within or nearby]], making it almost seem frozen in time...

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Wording cleanup and condensing, expanding with another example, abc order fix


* NoEndorHolocaust: Blowing up the Institute will leave a huge irradiated crater where the C.I.T. ruins and its surrounding buildings used to be, but neither the Cambridge Police station nor the civilians right on the other side of the river will be affected by the nuclear detonation at their doorstep.
* NoEntrance: Despite most of the Commonwealth looking for signs of one for decades, an entrance to The Institute was never found, and the only remnants of the original Commonwealth Institute of Technology are bombed-out ruins. [[spoiler: That's because The Institute has no physical entrances. Getting in requires teleporting in and out several hundred feet below ground.]]



** Using mods on the console versions of the game disables Achievements/Trophies. Fair enough. However, because all three versions are essentially the same build, having mods installed on the PC version disables Steam achievements. That said, there is a [[http://www.nexusmods.com/fallout4/mods/12465 mod]] that re-enables them for people with mods installed, but it's PC version only due to requiring the ''Fallout 4 Script Extender'' to function.
** This is averted for PC console commands, however, where spawnig items, {{One Hit Kill}}ing enemies, and activating GodMode does not disable achievements for the current session. That said, [[HarderThanHard Survival Mode]] has some coding that prevents access to the console alongside disabling commands used before turning it on, so that players can't get bragging rights for "surviving" by cheating the "survival" part.
* NoEndorHolocaust: Blowing up the Institute will leave a huge irradiated crater where the C.I.T. ruins and its surrounding buildings used to be, but neither the Cambridge Police station nor the civilians right on the other side of the river will be affected by the nuclear detonation at their doorstep.
* NoEntrance: Despite most of the Commonwealth looking for signs of one for decades, an entrance to The Institute was never found, and the only remnants of the original Commonwealth Institute of Technology are bombed-out ruins. [[spoiler: That's because The Institute has no physical entrances. Getting in requires teleporting in and out several hundred feet below ground.]]

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** Using mods on the console versions of the game naturally disables Achievements/Trophies. Fair enough. However, because all three versions are essentially the same build, having mods installed on the PC version disables Steam achievements. That said, there platform Achievement/Trophies. There is a [[http://www.[[https://www.nexusmods.com/fallout4/mods/12465 PC exclusive mod]] that re-enables them for people with mods installed, but it's PC version only due (due to requiring the ''Fallout 4 Script Extender'' to function.
function) that will restore the ability to get UsefulNotes/{{Steam}} Achievements, however.
** This is averted for Unlike many other games (including its immediate predecessor ''New Vegas''), using the MasterConsole on PC console commands, however, where spawnig items, ''will not'' disable achievements despite things that make the game ''very'' easy such as {{One Hit Kill}}ing enemies, enemies and activating GodMode does not disable achievements for the current session.being options. That said, [[HarderThanHard Survival Mode]] has some coding that prevents access to the console alongside disabling commands used before turning it on, so that players can't get bragging rights for "surviving" by cheating the "survival" part.
* NoEndorHolocaust: Blowing up ** In the Institute will leave a huge irradiated crater where ''Nuka World'' DLC, one must [[CollectionSidequest find 20 "Star Cores" scattered throughout]] that run the C.I.T. ruins control panel in the Galaxy Zone in order to advance with the DLC's main quest. Optionally, one can find all 35 in order to unlock some high-level loot. Many are well-hidden and its surrounding buildings used tedious to be, find in a park zone overrun by {{Killer Robot}}s, so it may be tempting to use console commands to spawn the amount you need. You can add them into your inventory just fine, but neither you can't use any you acquire this way to repair the Cambridge Police station nor the civilians right on the other side of the river will be affected by the nuclear detonation at their doorstep.
* NoEntrance: Despite most of the Commonwealth looking for signs of one for decades, an entrance to The Institute was never found, and the only remnants of the original Commonwealth Institute of Technology are bombed-out ruins. [[spoiler: That's because The Institute has no physical entrances. Getting in requires teleporting in and out several hundred feet below ground.]]
control panel.
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* PowerupLetdown: The second level of the Sniper perk gives you a chance to knock down enemies when you hit them with a scoped, non-automatic rifle. Not bad in theory. However, when using VATS, a knockdown on one of the first shots can cause the enemy fall out of sight, meaning the remaining shots will all miss. Worse, the third level of the perk gives a whopping +25% accuracy to headshots in VATS, encouraging its use. It's incredibly frustrating when you could easily drop a powerful foe with a couple of headshots only to knock it down, causing the rest of th shots to miss, wasting your AP, and causing it to aggro.
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** Similarly, "Atom's Blessing" allows some Children of Atom to be immune to the effects of radiation without being ghoulified. Exactly what causes it, how it works, and who gets it is never explained. It apparently isn't something inherent to the Children of Atom, either, as Zealot Theil was the sole survivor of a farming family wiped out in a particularly bad rad storm long before joining.

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I remember messing around with the difficulty settings and console in the past and finding this out. Also, that second part should be in the New Vegas section.


* NoFairCheating: Using mods on the console versions of the game disables Achievements/Trophies. Fair enough. However, because all three versions are essentially the same build, having mods installed on the PC version disables Steam achievements. That said, there is a [[http://www.nexusmods.com/fallout4/mods/12465 mod]] that re-enables them for people with mods installed, but it's PC version only due to requiring the ''Fallout 4 Script Extender'' to function.
** This is averted however, when it comes to console commands on the PC version. Of course, New Vegas attempted to block achievements whenever console commands were used, but as it only applied to the current session, there was nothing stopping a cheater from using the console to make their character a virtual god, saving, then closing the game, only to open it up, load the game, and continue on from there.

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* NoFairCheating: NoFairCheating:
**
Using mods on the console versions of the game disables Achievements/Trophies. Fair enough. However, because all three versions are essentially the same build, having mods installed on the PC version disables Steam achievements. That said, there is a [[http://www.nexusmods.com/fallout4/mods/12465 mod]] that re-enables them for people with mods installed, but it's PC version only due to requiring the ''Fallout 4 Script Extender'' to function.
** This is averted for PC console commands, however, when it comes to console commands on the PC version. Of course, New Vegas attempted to block where spawnig items, {{One Hit Kill}}ing enemies, and activating GodMode does not disable achievements whenever console commands were used, but as it only applied to for the current session, there was nothing stopping a cheater from using session. That said, [[HarderThanHard Survival Mode]] has some coding that prevents access to the console to make their character a virtual god, saving, then closing alongside disabling commands used before turning it on, so that players can't get bragging rights for "surviving" by cheating the game, only to open it up, load the game, and continue on from there."survival" part.

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