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** With the first rank of the "Local Leader" perk, you can set up supply lines between settlements. For once, the game tells you this with the perk description and adds some extra detail in a loading screen tip. However, it does not tell you how to actually set one up. To do this you highlight a settler and press press [Q] (or RB/R1 on Platform/XboxOne /[[Platform/Playstation4 PS4]]) to choose their supply line destination. Junk stored in the workshop, miscellaneous items, surplus food, and water are then shared to the settlements connected. Settlers assigned as "Provisioners" in this way also act as armed patrols between supply lines if given good enough arms and armor.

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** With the first rank of the "Local Leader" perk, you can set up supply lines between settlements. For once, the game tells you this with the perk description and adds some extra detail in a loading screen tip. However, it does not tell you how to actually set one up. To do this you highlight a settler and press press [Q] (or RB/R1 on Platform/XboxOne /[[Platform/Playstation4 Platform/XboxOne/[[Platform/Playstation4 PS4]]) to choose their supply line destination. Junk stored in the workshop, miscellaneous items, surplus food, and water are then shared to the settlements connected. Settlers assigned as "Provisioners" in this way also act as armed patrols between supply lines if given good enough arms and armor.
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** With the first rank of the "Local Leader" perk, you can set up supply lines between settlements. For once, the game tells you this with the perk description and adds some extra detail in a loading screen tip. However, it does not tell you how to actually set one up. To do this you highlight a settler and press press [Q] (or RB/R1 on [[UsefulNotes/XboxONE Xbox One]]/[[UsefulNotes/Playstation4 PS4]]) to choose their supply line destination. Junk stored in the workshop, miscellaneous items, surplus food, and water are then shared to the settlements connected. Settlers assigned as "Provisioners" in this way also act as armed patrols between supply lines if given good enough arms and armor.

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** With the first rank of the "Local Leader" perk, you can set up supply lines between settlements. For once, the game tells you this with the perk description and adds some extra detail in a loading screen tip. However, it does not tell you how to actually set one up. To do this you highlight a settler and press press [Q] (or RB/R1 on [[UsefulNotes/XboxONE Xbox One]]/[[UsefulNotes/Playstation4 Platform/XboxOne /[[Platform/Playstation4 PS4]]) to choose their supply line destination. Junk stored in the workshop, miscellaneous items, surplus food, and water are then shared to the settlements connected. Settlers assigned as "Provisioners" in this way also act as armed patrols between supply lines if given good enough arms and armor.
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* The game never tells you that the Railroad faction will refuse to work with you anymore if you don’t do the mission “Boston After Dark” parts 1 and 2 immediately after their intro mission “Tradecraft”. Since they are required to decode the Courser Chip for the main quest, pissing them off this way requires you to KillEmAll and decode the chip using an owned terminal to proceed.

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* The game never tells you that the Railroad faction will refuse to work with you anymore if you don’t do the mission “Boston After Dark” parts 1 and 2 immediately after their intro mission “Tradecraft”. Since they are required to decode the Courser Chip for the main quest, pissing them off this way requires you to KillEmAll kill everyone and decode the chip using an owned terminal to proceed.
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* The aforementioned Restoration Project adds an additional step to get the good ending for Broken Hills. DummiedOut content involving Enclave DefectorFromDecadence Dr. Henry is restored, and the PlayerCharacter has to warn Marcus about his defective cure after doing his quest. If you fail to do so, the town's mutant population is decimated and you're locked into the race war ending. Furthermore, in order for the option to tell Marcus to appear, you have to take him back to Broken Hills if he's already been recruited.
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* The aforementioned Restoration Project adds an additional step to get the good ending for Broken Hills. DummiedOut content involving Enclave DefectorFromDecadence Dr. Henry is restored, and the PlayerCharacter has to warn Marcus about his defective cure after doing his quest. If you fail to do so, the town's mutant population is decimated and you're locked into the race war ending. Furthermore, in order for the option to tell Marcus to appear, you have to take him back to Broken Hills if he's already been recruited.

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* Would you like to help out the NCR? Go ahead and do Tandi's mission then. What's that? You didn't tell them to KeepTheReward they agreed to give you? Well then, [[PermanentlyMissableContent we'll just be keeping this entire mission branch]] without any indication as to why.

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* Would Due to EarlyInstallmentWeirdness, loading a save makes the game act as though you like to help out just entered the NCR? Go ahead room you were in. This can be very problematic if you return to the game right after becoming a Made Man for [[TheDon John Bishop]] and do Tandi's mission then. What's that? You didn't tell he starts [[OhCrap grilling you over sleeping with his wife/sabotaging his attack on Vault City]].
* The player can inform President Tandi of the location of Vault 13 and receive a reward of $10,000-20,000, however this has to be done before completing the Vault 15 questline or she'll no longer talk to you. Considering that the player learns it from the very end of the questline and would logically complete it before heading out, this is very easily missable.
* The [[UpliftedAnimal talking Deathclaws]]. In order to EarnYourHappyEnding and save
them from being massacred by the Enclave, the player has to KeepTheReward they agreed [[SequenceBreaking sequence break]] the game and kill [[EvilutionaryBiologist Dr. Schreber]] in Navarro before retrieving the Garden of Eden Creation Kit. To make matters worse, due to give you? Well then, [[PermanentlyMissableContent we'll just be keeping this entire mission branch]] a bug the good ending is unobtainable without any indication as the use of the Restoration Project GameMod ''and'' non-canon according to why.the ''[[AllThereInTheManual Fallout Bible]]''.
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* The ''Far Harbor'' expansion revolves around the [[RidiculouslyHumanRobot synth]] refuge of Acadia, and as such you have the option to report them to the main faction of your choice. The [[PrinciplesZealot Brotherhood]] and [[BigBad Institute]] quests involve launching an assault on the complex, and as such most players would prefer to save it for after the end of the storyline. However, unlike its Institute equivalent "Forbidden Knowledge", the Brotherhood quest "Search And Destroy" automatically fails once the storyline is completed unless very specific conditions are met, requiring the player to jump through hoops in order to do it ''and'' preserve the GoldenEnding without mods circumventing the issue. The player must [[spoiler:use the nuke to destroy the Children of Atom and then agree with [=DiMA=] that he needs to cover up Avery's murder before waiting for Kasumi to leave the island]]. Once Kasumi leaves, in theory you should be able to go ahead and wipe out the synths but the quest is notoriously buggy and has a habit of marking her as a target after she's already left, making it impossible to complete.
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** Jiggs' Loot is a doozy. In the Museum of Technology, you can find a note from a gentleman named Prime, who hid a stash of loot in the museum, and left 'the usual breadcrumbs' in the terminals to find it. Throughout the museum, you can find terminals that will give you a series of numbers and ask you to pick the right one. The answer is to [[OnlySmartPeopleMayPass pick the one prime number from the list]]. You only get one shot, and it's possible to miss Prime's note (and thus the clue) entirely. Succeeding nets you a pile of caps and the Xuanlong Assault Rifle, a unique Chinese Assault Rifle with beefed up stats.

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** Jiggs' Loot is a doozy. In the Museum of Technology, you can find a note from a gentleman named Prime, who hid a stash of loot in the museum, and left 'the usual breadcrumbs' in the terminals to find it. Throughout the museum, you can find terminals that will give you a series of numbers and ask you to pick the right one. The answer is to [[OnlySmartPeopleMayPass pick the one prime number from the list]]. You only get one shot, and it's possible to miss Prime's note (and thus the clue) entirely.entirely (and the reward only spawns after you activate the three terminals, so no CuttingTheKnot here). Succeeding nets you a pile of caps and the Xuanlong Assault Rifle, a unique Chinese Assault Rifle with beefed up stats.

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* The Keller Family Refuge sidequest is completely unmarked, and requires that you [[PixelHunt find five holotapes at obscure locations]] that give the numbers of a password to access the National Guard Armory Bunker. [[BraggingRightsReward Your prize for this trouble]] is the AwesomeButImpractical Experimental MIRV launcher. This is one of the tamer unmarked quests.

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* The game has a handful of unmarked sidequests. Most of them are fairly minor affairs with trivial rewards, but there's a couple particularly devious ones:
**
The Keller Family Refuge sidequest is completely unmarked, and requires that you [[PixelHunt find five holotapes at obscure locations]] that give the numbers of a password to access the National Guard Armory Bunker. [[BraggingRightsReward Your prize for this trouble]] is the AwesomeButImpractical Experimental MIRV launcher. This launcher.
** Jiggs' Loot
is a doozy. In the Museum of Technology, you can find a note from a gentleman named Prime, who hid a stash of loot in the museum, and left 'the usual breadcrumbs' in the terminals to find it. Throughout the museum, you can find terminals that will give you a series of numbers and ask you to pick the right one. The answer is to [[OnlySmartPeopleMayPass pick the one of prime number from the tamer unmarked quests.list]]. You only get one shot, and it's possible to miss Prime's note (and thus the clue) entirely. Succeeding nets you a pile of caps and the Xuanlong Assault Rifle, a unique Chinese Assault Rifle with beefed up stats.
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** The "Courier Duster" you receive at the end of the DLC is actually one of four unique clothing items -- which are dependent on your ''faction'' reputation. That is, if you've been supporting multiple factions, the one with the highest reputation score is the version you'll receive (NCR / Legion / House / Independent). Of those, the only way to get the "Independent" version of the item is to have a ''neutral'' reputation with all three factions, which (unless this is done extremely early in the game, at a point when the player doesn't have the level requirements to beat the DLC to begin with) is nigh-impossible to acquire, as reputation scores aren't known beyond general ranges. To note, there are several mods that change the awarding of the duster to tie into quest progression, so if you've been supporting the "House Always Wins" or "Wild Card" paths, you'll receive the respective variant.
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** Dean Domino's recruitment conversation is the worst of the lot, as it is very likely that you'll cause Dean to betray you later on in the DLC during your first chat with him. Getting Dean to ''not'' turn on you is downright contrary to the very logic of the game, though it does make sense from a character perspective; Dean has a very fragile ego, and not treating him with absolute respect or being better than him at anything is obviously [[TallPoppySyndrome grudge material]] and will cause him to betray you later. But why this conversation in particular? In the very first conversation with him, you come to a choice between a Barter skill check and a normal dialogue choice. Almost any player will obviously pick the Barter choice if at all possible because skill-requiring answers are usually (and should be) superior to the ones available to all characters. However, in this case, picking this choice will make it impossible to get him to side with you inside the Sierra Madre, no matter how well you talk to him throughout the adventure. Made even more egregious by the fact that the Barter dialogue choice is simply informing Dean that he isn't bargaining from a position of power because your collars (and thus lives) are linked and he basically doesn't have a choice but to work with you... which is precisely the truth!

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** Dean Domino's recruitment conversation is the worst of the lot, as it is very likely that you'll cause Dean to betray you later on in the DLC during your first chat with him. Getting Dean to ''not'' turn on you is downright contrary to the very logic of the game, though it does make sense from a character perspective; Dean has a very fragile ego, and not treating him with absolute respect or being better than him at anything is obviously [[TallPoppySyndrome grudge material]] deeply wounds him]] and will cause him to betray you later.later out of spite (the player won't know this about Dean on their first meeting). But why this conversation in particular? In the very first conversation with him, you come to a choice between a Barter skill check and a normal dialogue choice. Almost any player will obviously pick the Barter choice if at all possible because skill-requiring answers are usually (and should be) superior to the ones available to all characters. However, in this case, picking this choice will make it impossible to get him to side with you inside the Sierra Madre, no matter how well you talk to him throughout the adventure. Made even more egregious by the fact that the Barter dialogue choice is simply informing Dean that he isn't bargaining from a position of power because your collars (and thus lives) are linked and he basically doesn't have a choice but to work with you... which is precisely the truth!

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Cleanup ahead of the Guide Dang It TRS. Hoping this page can be left untouched.


* The ability to pick up and move world objects in ''3'' and ''New Vegas'' isn't necessary, but is useful for finding hidden items, climbing to otherwise inaccessible areas, lugging excess VendorTrash around or carrying stuff out of sight to steal. The only time either game ever explains ''how'' to do it is in a minor, easy-to-miss unmarked quest (A Final Plan for Esteban) in ''New Vegas''.
* The Pip-Boy flashlight in the later games is never mentioned in a tutorial and only briefly brought up in loading screens, so it's quite possible to not even know it exists until you need it (and maybe not even then).
* To get some of the unique apparel, armor and weapons in ''3'', ''New Vegas'' and ''4'' '''without''' killing [=NPCs=], you will have to reverse-pickpocket them, which is the act of placing a like-minded item in their inventory. This is actually a trend that started in the first game, but was expanded in later entries -- however, the only way you'd ever be clued into this is in ''3'', with an achievement ("Psychotic Prankster") that is awarded for planting a live grenade or mine in the inventory of an NPC. Even worse, if you want a unique piece of clothing or weapon held by [=NPCs=] in the latter entries, it's not as simple as stuffing a random gun or piece of armor in their inventory. The item in question has to have a higher Damage Threshold or weapon damage than the item you are trying to obtain. Nothing in the games indicates this.

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* The ability to pick up and move world objects with the addition of a physics engine in ''3'' and ''3'', ''New Vegas'' Vegas'', and ''4'' isn't necessary, but is useful for finding moving debris to find hidden items, climbing to otherwise inaccessible areas, lugging excess VendorTrash around an extra piece of loot around, or carrying stuff out of sight to steal. The only time either any game ever explains ''how'' to do it is in a minor, easy-to-miss unmarked quest (A Final Plan for Esteban) in ''New Vegas''.
* The Starting with ''3'', the Pip-Boy flashlight in flashlight, invaluable for lighting up the later games many dark areas of the game at the cost of stealth, is never mentioned in a the tutorial and only briefly brought up in loading screens, so it's quite possible to not even know it exists until you need it (and maybe not even then).
exists.
* To get some of the unique apparel, armor and weapons in ''3'', ''New Vegas'' Vegas'', and ''4'' '''without''' killing [=NPCs=], you will have to reverse-pickpocket them, which is the act of placing a like-minded same-inventory-slot item in into their inventory. inventory so that they unequip the item you want. This is actually a trend that started explained in the very first game, but was expanded in later entries -- however, the only way you'd ever be clued into this is in ''3'', with an achievement ("Psychotic Prankster") that is awarded for planting a live grenade or mine in the inventory of an NPC. Even worse, if you want a unique piece of clothing or weapon held by [=NPCs=] in the latter entries, it's not as simple as stuffing a random gun or piece of armor in their inventory. The item in question has to have a higher Damage Threshold or weapon damage than the item you are trying to obtain. Nothing in the games indicates this.



* The settlement system only has one extremely bare-bones tutorial, which introduces you to the three basic things a settlement needs (food, water, defense), as well as the basics of assigning settlers to a task. It does not touch upon surplus resources, the nuances of the happiness system, or even basic house construction. The only other hints you get are from tips on the loading screen and the description of the Local Leader perk, the latter being vital to larger settlements and to propping up new settlements. The game only tells you once that the defense rating has to be kept equal to or higher than the total amount of resources being produced by the town, and it never tells you how to set up a power grid [[labelnote:how?]]build generators then connect them to objects by attaching wires. Pylons and power conduits (the latter of which provide energy to lights without the need for wires as they are wall mounted) extend the reach of wires[[/labelnote]], how shipments of junk work [[labelnote:how?]]shipments, such as aluminum, act as 25 or 50 units of said item in the workshop. For example, you need 12 aluminum units for your power armor. You have a shipment of 50 in your inventory. By putting the shipment into the workshop, you now add 50 units of aluminum. 12 units is spent. The new total of aluminum units is (50+x)-12=y, with x being "total before the shipment" and y being "total after the spent units"[[/labelnote]], or how food/water surpluses and junk are shared (or even ''that'' they can be shared).[[labelnote:how?]]To do so you need to assign settlers to supply lines (only after you have rank 1 of "Local Leader"). To do this you highlight a settler and press press [Q] (or RB/R1 on [[UsefulNotes/XboxONE Xbox One]]/[[UsefulNotes/Playstation4 PS4]]) to chose where they go. Junk, miscellaneous stuff, food, and water are then shared to the settlements connected.[[/labelnote]] Settlers assigned as Provisioners also act as armed patrols between supply lines if given good enough arms and armor.
** With Local Leader rank 2 "You can build stores and workstations at workshop settlements." Sounds good right? Now you can assign settlers to work stores so you can have an easy access to caps and stores to get supplies and drop off crap and Cap Collector can let you build the best stores. But there's one thing they don't tell you: [[https://fallout.fandom.com/wiki/Fallout_4_merchants#Unique_settlement_merchants Level Four Traders]]. These 8 people are scattered across Boston, some being random encounters, and can live in settlements. But these settlers upgrade Level 3 stores to Level 4 stores, boosting the amount of supplies and giving access to rare items. You will be completely likely to just leave them to work on farms or jobs they are poor at because this detail is never explained nor mentioned.

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* The settlement system only has one extremely bare-bones tutorial, which introduces you to the three basic things a settlement needs (food, water, defense), as well as the basics of assigning settlers to a task. It does not touch upon surplus resources, the nuances of the happiness system, or even basic house construction. The only other hints you get are from tips on the loading screen and the description of the Local Leader perk, the latter being vital to larger settlements and to propping up new settlements. The game only tells To have a successful, happy, and productive settlement, you once that need to do ''much'' more which isn't covered anywhere in the defense rating has to be kept equal to or higher than the total amount of resources being produced by the town, and it never tells you how to set game. Some examples:
** Setting
up a power grid [[labelnote:how?]]build is essential to powering some of the most powerful defensive items and items which provide the biggest happiness boosts. Nowhere in the game does it explain how to do this, leaving the player to figure it out. While it may sound simple (build generators then connect them to objects by attaching wires. wires), there are further nuances which allow it to be much more resource efficient. Pylons and power conduits (the latter of which provide energy to lights without the need for wires as they are wall mounted) extend the reach of wires[[/labelnote]], how shipments wires, but again, this isn't stated anywhere in the game itself.
** Shipments
of junk work [[labelnote:how?]]shipments, such as aluminum, act as 25 or 50 units of said item in the workshop. For example, can be purchased from some merchants and can be a lifesaver (if expensive) when it comes to providing often-used but hard-to-find junk items. So you need 12 aluminum units for your power armor. You have a shipment of 50 in your inventory. By putting buy the shipment into that you need...and it just sits there in your inventory while the workshop, build screen still shows you now add 50 units of aluminum. 12 units is spent. The new total of aluminum units is (50+x)-12=y, with x being "total before lack the shipment" and y being "total after the spent units"[[/labelnote]], or how food/water surpluses and junk are shared (or even ''that'' they can be shared).[[labelnote:how?]]To do so you item in question. You actually need to assign settlers to deposit the shipment in your work bench, but again, the game does not tell you this.
** With the first rank of the "Local Leader" perk, you can set up
supply lines (only after between settlements. For once, the game tells you have rank 1 of "Local Leader"). this with the perk description and adds some extra detail in a loading screen tip. However, it does not tell you how to actually set one up. To do this you highlight a settler and press press [Q] (or RB/R1 on [[UsefulNotes/XboxONE Xbox One]]/[[UsefulNotes/Playstation4 PS4]]) to chose where they go. Junk, choose their supply line destination. Junk stored in the workshop, miscellaneous stuff, items, surplus food, and water are then shared to the settlements connected.[[/labelnote]] connected. Settlers assigned as Provisioners "Provisioners" in this way also act as armed patrols between supply lines if given good enough arms and armor.
armor.
** With Local Leader rank 2 perk, "You can build stores and workstations at workshop settlements." Sounds good right? Now you can assign settlers to work stores so you can have an easy access to caps and stores to get supplies and drop off crap and Cap Collector can let you build the best stores.loot. But there's one thing they don't tell you: [[https://fallout.fandom.com/wiki/Fallout_4_merchants#Unique_settlement_merchants Level Four Traders]]. These 8 people are scattered across Boston, some being random encounters, and can live in settlements. But these settlers upgrade Level 3 stores to Level 4 stores, boosting the amount of supplies and giving access to rare items. You will be completely likely to just leave them to work on farms or jobs they are poor at because this detail is never explained nor mentioned.



* The game doesn't tell you that Critical Hits always hit, and there is a non-trivial difference between "more powerful attack" and "more powerful attack that never misses."

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* The game doesn't tell you that Critical Hits always hit, ''always hit'', and there is a non-trivial difference between "more powerful attack" and "more powerful attack that never misses.''never misses''."
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Mentioned Arcade Gannon's quest in New Vegas.

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** Arcade Gannon's quest, like Boone and Veronica's, also requires a number of fairly random triggers in order to initiate, and can be broken via bugs by accident.

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