Fallout 4 has actually been out for quite some time now

CPX

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I think of them as anti-player weapons. There are weapons like the sawed-off shotguns and hunting rifles with short barrels and no scope that do high damage to players but that I never find useful because I'm often fighting crowds or bosses where the long reload time is fatal.

Ludonarrative dissonance is becoming one of my pet peeves, though. Sawed off shottys make sense for someone in the universe in their train of thought, like raiders or Gunners lying in ambush. Gamma guns are stupid even as Children of Atom weapons since most normal humans have no desire to go into CoA irradiated spaces. The only things that do...are immune to radiation.
 
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So with the campaign finished what is there left to do in Fallout 4? Are there any quest mods worth adding that don't involve Creation Club or DLC? Is this now the point where I fix CBBE and just muck around with character creator? Can I uninstall this and move on with my life? I've done all the Fallout games now post-TV series.

I enjoyed the ride (I took the Minuteman route) but holy damn, the writing pales to New Vegas and the show. I also didn't get a chance to tell Shaun I decided to go against the Institute because they're privileged sheltered fucks, and I do feel bad about it so I feel unfulfilled.
 

CPX

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So with the campaign finished what is there left to do in Fallout 4? Are there any quest mods worth adding that don't involve Creation Club or DLC? Is this now the point where I fix CBBE and just muck around with character creator?

I enjoyed the ride (I took the Minuteman route) but holy damn, the writing pales to New Vegas and the show. I also didn't get a chance to tell Shaun I decided to go against the Institute because they're privileged sheltered fucks, and I do feel about it so I feel unfulfilled.

Far Harbor is fantastic (take Nick Valentine with you). Doing Nukaworld as anything other than a "kill everything, get stuff" DLC will require you betraying the Minutemen. Other than that, Sim Settlements 2 has a fun and engaging campaign (though you will probably overpower it having already completed the base campaign).
 
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Happysin

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Ludonarrative dissonance is becoming one of my pet peeves, though. Sawed off shottys make sense for someone in the universe in their train of thought, like raiders or Gunners lying in ambush. Gamma guns are stupid even as Children of Atom weapons since most normal humans have no desire to go into CoA irradiated spaces. The only things that do...are immune to radiation.
They make a ton of sense if you're a raider or invading a town. If you want the people gone or cowed, but don't want the stuff destroyed, gamma gun.

I never liked them much in their vanilla format, but upgraded, or better yet as the radium rifle, they are great ways to be the bad guy and go on raids. Or, I guess, invade areas you know are full of raiders.
 

CPX

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They make a ton of sense if you're a raider or invading a town. If you want the people gone or cowed, but don't want the stuff destroyed, gamma gun.

I wouldn't buy this even if raiders used them. A few ghouls on the way to the raid or Protectrons in the target and they're done.

I never liked them much in their vanilla format, but upgraded, or better yet as the radium rifle, they are great ways to be the bad guy and go on raids. Or, I guess, invade areas you know are full of raiders.

I guess maybe as a secondary weapon, sure. But this is again ludonarrative dissonance where Bethesda put something in "fun for the player" but makes no sense to exist in-universe when you think about it more than a few seconds, much like the idiocy of a personal-use minigun when single barrel LMGs would make way more sense. At least other dumb stuff like the portable cannon or junk weapons are only ever used by the player.
 

Happysin

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Oh yah, they're never a primary gun, but how often are you using just one gun? As a matter of course, I always had one long-range and one short-range weapon, and probably a hold-out gun of whatever I had the most ammo of as well, so I would never run dry.

Gamma gun can totally take the place of the hold-out or short range weapon in those instances.

As for the ludo-narrative, they are one of the few weapons developed from the whole cloth after the bombs dropped. If you consider the fact there was no lack of radioactive materials, it makes some sense in a world that you may not know when old guns and ammo might run out. In the immediate aftermath, humans would still by far be the biggest threat one could encounter. Plus, they would be great in any of the ghoul enclaves, since there could be no possibility of friendly fire when defending against humans. And we know super mutants don't care about ghouls, so the only possible bad outcome would be robots.
 

CPX

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Oh yah, they're never a primary gun, but how often are you using just one gun? As a matter of course, I always had one long-range and one short-range weapon, and probably a hold-out gun of whatever I had the most ammo of as well, so I would never run dry.

Gamma gun can totally take the place of the hold-out or short range weapon in those instances.

I guess, except the game literally throws 10mm at you all the time.

As for the ludo-narrative, they are one of the few weapons developed from the whole cloth after the bombs dropped. If you consider the fact there was no lack of radioactive materials, it makes some sense in a world that you may not know when old guns and ammo might run out. In the immediate aftermath, humans would still by far be the biggest threat one could encounter.

FO76 and the scorchbeasts would like a word with you, as would all the wiring more complicated than any other energy weapon.

Plus, they would be great in any of the ghoul enclaves, since there could be no possibility of friendly fire when defending against humans. And we know super mutants don't care about ghouls, so the only possible bad outcome would be robots.

Super mutants may not (though honestly I can't tell in the Bethesda era), but critters still seem to have a problem. And again, from ludo narrative, ghouls never use what should work in conditions you describe...only CoA use them.
 

Happysin

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FO76 and the scorchbeasts would like a word with you, as would all the wiring more complicated than any other energy weapon.
You can't time travel to include things that weren't written when FO4 was made and claim it fails to fit in the ludo narrative. :p

Super mutants may not (though honestly I can't tell in the Bethesda era), but critters still seem to have a problem. And again, from ludo narrative, ghouls never use what should work in conditions you describe...only CoA use them.
Not sure how consistent they are in the gameplay, but it's canon in FO3 that supermutants don't bother with non-feral ghouls. There's even a storyline about it if you go to the ghoul city on the National Mall.
 

CPX

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You can't time travel to include things that weren't written when FO4 was made and claim it fails to fit in the ludo narrative. :p

Sure I can. Retcon makes things dumber all the time. :judge: But in seriousness, addressed by the ghoul point.

Not sure how consistent they are in the gameplay, but it's canon in FO3 that supermutants don't bother with non-feral ghouls. There's even a storyline about it if you go to the ghoul city on the National Mall.

You're talking about the same studio that established the ghoul kid in the refrigerator for two hundred years alongside ghoul settlers farming and counting against food requirements...in the same game.
 
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Happysin

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You're talking about the same studio that established the ghoul kid in the refrigerator for two hundred years alongside ghoul settlers farming and counting against food requirements...in the same game.
Yah, that's definitely a lampshade item that predates Bethesda, even. FO1 had the whole Necropolis water quest to save the ghoul city, yet Fallout 2 had ghouls that had demonstrably been going without for months. Then you have Little Yangtze in New Vegas, Overseer Barsaw and all the ghouls in the unfinished vault (though I guess they could be surviving on radscorpions), and more besides.

The lampshade for it has always been "ghouls can eat literally everything, and also go into torpor for extended periods." Which is as good or bad as you can do for a near-infinite variety of "how much do ghouls need to consume to actually survive".

Canonically, they do need food and water to be active, but it can be anything that hydrates or has calories, due to their mutation.
 

CPX

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Yah, that's definitely a lampshade item that predates Bethesda, even. FO1 had the whole Necropolis water quest to save the ghoul city, yet Fallout 2 had ghouls that had demonstrably been going without for months. Then you have Little Yangtze in New Vegas, Overseer Barsaw and all the ghouls in the unfinished vault (though I guess they could be surviving on radscorpions), and more besides.

The lampshade for it has always been "ghouls can eat literally everything, and also go into torpor for extended periods." Which is as good or bad as you can do for a near-infinite variety of "how much do ghouls need to consume to actually survive".

Canonically, they do need food and water to be active, but it can be anything that hydrates or has calories, due to their mutation.

That wasn't a lampshade in FO4, it was a literal consequence of how Bethesda does game development.
 

Happysin

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That wasn't a lampshade in FO4, it was a literal consequence of how Bethesda does game development.
I don't understand your statement. The rather lame explanation predates Bethesda and has been a consistency issue in every Fallout game. The kid in the fridge was clearly a fuck-up, but by no means a unique one to Bethesda Fallouts.
 
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CPX

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I don't understand your statement. The rather lame explanation predates Bethesda and has been a consistency issue in every Fallout game. The kid in the fridge was clearly a fuck-up, but by no means a unique one to Bethesda Fallouts.

Yeah, fair. I mean more that I can forgive in-between game fuckups as legit consequences of staff changes. Within game is...well, less so. A lot less
 

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So with the campaign finished what is there left to do in Fallout 4? Are there any quest mods worth adding that don't involve Creation Club or DLC? Is this now the point where I fix CBBE and just muck around with character creator? Can I uninstall this and move on with my life? I've done all the Fallout games now post-TV series.
I suppose you could call it DLC, but Fallout London is on the verge of announcing a new release date. They were ready to release back in April until Bethesda crashed the party, literally and figuratively. I'm assuming that whatever their new release date is, it will be very soon. Might be worth keeping FO4 installed until then.
 
I suppose you could call it DLC, but Fallout London is on the verge of announcing a new release date. They were ready to release back in April until Bethesda crashed the party, literally and figuratively. I'm assuming that whatever their new release date is, it will be very soon. Might be worth keeping FO4 installed until then.
I forgot about that. I can't wait to be a bandaged traffic warden killing everything that moves.
 
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MichaelC

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I don't understand your statement. The rather lame explanation predates Bethesda and has been a consistency issue in every Fallout game. The kid in the fridge was clearly a fuck-up, but by no means a unique one to Bethesda Fallouts.
Because if there's one thing the Fallout fandom has been known for since the Interplay days, its being completely calm and rational about even the smallest lore inconsistencies.

/s is implied
 

Happysin

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Because if there's one thing the Fallout fandom has been known for since the Interplay days, its being completely calm and rational about even the smallest lore inconsistencies.

/s is implied
If I ever create a lore-heavy video game, I'm totally using the physics textbook approach "Lore inconsistencies are left as an exercise for the reader".

Or the Helldivers approach. "That not inconsistency, that's enemy propaganda!"
 

DaveSimmons

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If I ever create a lore-heavy video game, I'm totally using the physics textbook approach "Lore inconsistencies are left as an exercise for the reader".

Or the Helldivers approach. "That not inconsistency, that's enemy propaganda!"
I prefer the Lucy Lawless explanation, even for SF:

Lucy Lawless: Uh, yeah, well, whenever you notice something like that... a wizard did it.
Frink: I see, alright, yes, but in episode AG04—
Lawless: Wizard!
 
If I ever create a lore-heavy video game, I'm totally using the physics textbook approach "Lore inconsistencies are left as an exercise for the reader".

Or the Helldivers approach. "That not inconsistency, that's enemy propaganda!"
I'm just going to say that "Well, I changed my mind between games, and I own the damn IP so if you don't like it, go on the internet and bitch about it."
 
If I ever create a lore-heavy video game, I'm totally using the physics textbook approach "Lore inconsistencies are left as an exercise for the reader".

Ah, the Dark Souls approach.

(Dark Souls' lore is deliberately fragmentary, confusing and obfuscated to resemble the experience Hidetaka Miyazaki had reading fantasy books above his comprehension level when he was a child because that's what he could get from the library).
 

CPX

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Ah, the Dark Souls approach.

(Dark Souls' lore is deliberately fragmentary, confusing and obfuscated to resemble the experience Hidetaka Miyazaki had reading fantasy books above his comprehension level when he was a child because that's what he could get from the library).
I fully support artistic continuity breaking like this or for such reasons like the "stupidest thing I've ever heard" Zat third shots from Stargate.
 

MrLiNcH

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Been playing on my SteamDeck and it's been great. Just doing a vanilla run because SteamDeck.

I think I got past where I was on my first playthrough, which is finding the Institute. I was under the impression the main storyline was finding your son and the game would end with that storyline (or however the main storyline would have evolved from there).

Now I'm kinda disappointed. I know people have said New Vegas is great for a reason, but now I have experienced it. No more main storyline while I do all the faction work, because the rest of the game IS the faction work. In New Vegas, I let Mr House sit while I did all the faction work but eventually came back to it. Not having that main thread in this one is kinda weird.

I'll still enjoy blasting things and finding loot in the meantime. I just enjoy having that higher purpose.
 

Ladnil

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I'm just going to say that "Well, I changed my mind between games, and I own the damn IP so if you don't like it, go on the internet and bitch about it."
Bioware should've just done this with their decision to retcon having ammo heat sinks in their shooter-RPG game. Would've been much more satisfying than the attempt at a lore reason.
 
Getting close to the end of this revist/playthrough.

The game is too easy, I'm on very hard, lv 60. Everything dies with little effort.
I've met all the fractions, but haven't really aligned with any of them.
Visited most of the areas of the map.
I might just rush the end content to wrap this up and move onto something else.
I've enjoyed coming back to the game after such a long time, and on new hardware (PC).
Game runs well (except that load screen issue between main world and other places).