Fallout 4 - it's official! Coming Nov 10, '15

Page 92 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
28,843
21,641
146
Vegetable starch, experience points, merchants where you want them, loot from combats, materials scavenged by settlers, gun emplacements, and purified water, in that order.

All weapon and armor mods except the basic ones require adhesive. If you have a thriving settlement network, vegetable starch will provide all the adhesive you ever need. Otherwise, it's a significant bottleneck. You can't really scavenge enough, and buying more from vendors only somewhat closes the gap.

This is particularly true if you enjoy using explosives. Making grenades and mines require adhesive, and since they're consumables, you can't really afford to make them if you don't have that limitless supply of vegetable starch.

Every time you build a settlement part you gain experience. That's a fairly substantial benefit - I know I've gained several full levels just as a side effect of building up housing and defenses for settlements. Doing this primarily uses up wood and steel, which are plentiful. Defenses use additional materials, and there's some small overlap with other crafting needs, but it's not a big deal.

It's extremely convenient to have a set of merchants set up near your primary stash of loot. You can pop a Grape Mentat, load up, and sell much of it all at once. No need to keep your load down to fast travel limits. You also get to buy ammunition whenever you feel yourself particularly short of a type. There are ways of getting some of this effect without settlements, but settlements make it easier.

Those "defend this settlement" missions can seem annoying, but it means you're fighting a large group of enemies with LOTS of fire support from turrets and settlers. This yields experience and loot. Sometimes a little, sometimes a lot.

In the same vein, there are settlements where you can set up a wall of turrets and then lead hostiles into them, because there's an enemy-held location very close. Not so important in the late game, but it can make clearing tough spots much easier. Finch Farm and County Crossing come to mind.

Eventually you do get those artillery strikes, though I never liked those much. They're free and do a ridiculous amount of damage, like carrying around a delayed-launch Fat Man.

Less visible is the materials gathered by unemployed settlers, and settlers assigned to scavenging stations. This income is relatively small - 1 or 2 units per settler per day, of any possible crafting material - but it adds up when your population gets large across all your settlements.

Finally, those Industrial Water Purifiers produce a ridiculous amount of Purified Water. Which you can sell, for example.
Great post Gus. :thumbsup:
 

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
28,843
21,641
146
Also oil from cutting fluid at the chemistry station. While you don't produce the mats in the settlement the bones you pick up are only used here. It also takes acid, water and steel, but you'll likely have plenty of those. Bones will likely be your limiting resource (takes 8) so pick them up if you're short on oil.
I have completely neglected bones, thanks!
 

Imp

Lifer
Feb 8, 2000
18,829
184
106
A slow sneaky approach culminating in a shot into the mini nuke is very satisfying.

You can shoot the nuke? Mind. Blown. Gotta try it.

Also, anyone else find the Gauss Rifle annoying/weak? even fully modded out it does not seem to be that good.
Same with the Cryolator... does not seem to be that good other than slowing down the enemy

I thought it was okay when I still had a fairly plain one -- the plain one totally beat my .50 sniper rifle though. Found a +25% damage one w/recoil the day before. Amazing. Damage over 500. I have the rifleman perk maxed.

On another note, we need the .50 machine gun to return. Gauss rifle is nice after not seeing it in Fallout 3 and New Vegas, but the .50 machine gun was just tops in Fallout 1/2/Tactics.
 

Dahak

Diamond Member
Mar 2, 2000
3,752
25
91
Seems likely that you didn't take the corresponding perks. If you have points in Gunslinger but none in Rifleman, rifle-type weapons are going to look really weak.

Hmm... I have about a mix of lvl 3-4 in each so I guess that might be why I am not seeing it as much

Something that I had not really used at all and gave it a try today was the Artillery.

I find that you can toss the smoke bomb a good distance but its seems useless as I would say 85% of the spots that you want to use it are multi level and it does not work well on those.
 

Madia

Senior member
May 2, 2006
487
1
0
Vegetable starch, experience points, merchants where you want them, loot from combats, materials scavenged by settlers, gun emplacements, and purified water, in that order.

All weapon and armor mods except the basic ones require adhesive. If you have a thriving settlement network, vegetable starch will provide all the adhesive you ever need. Otherwise, it's a significant bottleneck. You can't really scavenge enough, and buying more from vendors only somewhat closes the gap.

This is particularly true if you enjoy using explosives. Making grenades and mines require adhesive, and since they're consumables, you can't really afford to make them if you don't have that limitless supply of vegetable starch.

Every time you build a settlement part you gain experience. That's a fairly substantial benefit - I know I've gained several full levels just as a side effect of building up housing and defenses for settlements. Doing this primarily uses up wood and steel, which are plentiful. Defenses use additional materials, and there's some small overlap with other crafting needs, but it's not a big deal.

It's extremely convenient to have a set of merchants set up near your primary stash of loot. You can pop a Grape Mentat, load up, and sell much of it all at once. No need to keep your load down to fast travel limits. You also get to buy ammunition whenever you feel yourself particularly short of a type. There are ways of getting some of this effect without settlements, but settlements make it easier.

Those "defend this settlement" missions can seem annoying, but it means you're fighting a large group of enemies with LOTS of fire support from turrets and settlers. This yields experience and loot. Sometimes a little, sometimes a lot.

In the same vein, there are settlements where you can set up a wall of turrets and then lead hostiles into them, because there's an enemy-held location very close. Not so important in the late game, but it can make clearing tough spots much easier. Finch Farm and County Crossing come to mind.

Eventually you do get those artillery strikes, though I never liked those much. They're free and do a ridiculous amount of damage, like carrying around a delayed-launch Fat Man.

Less visible is the materials gathered by unemployed settlers, and settlers assigned to scavenging stations. This income is relatively small - 1 or 2 units per settler per day, of any possible crafting material - but it adds up when your population gets large across all your settlements.

Finally, those Industrial Water Purifiers produce a ridiculous amount of Purified Water. Which you can sell, for example.

Thanks for all the info. For the most part during my first run I did end up with around a dozen settlements but only built up sanctuary and the drive in. I intended to side with the minutemen and ended up taking the castle but nothing really happened plotwise afterwards (probably because I kept ignoring Preston's quest) and sort of fell into siding with the RR since I never joined the BOS and didn't want so side with the last faction.

I liked the idea of siding with the minutemen but ended up not liking the quests and Preston. This time I'm going with 1 charisma since I can still get the main benefits of building up two settlements (vegetable starch/xp) and don't need to build stores since I never had any problem with money during my first playthrough.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Also oil from cutting fluid at the chemistry station. While you don't produce the mats in the settlement the bones you pick up are only used here.
I didn't mention Cutting Fluid because you can make that without building any settlements. It's useful stuff, but doesn't really benefit from having settlers doing stuff for you. All you need is access to a chemistry station. There are plenty of places you can set up your home base that have chemistry stations, and you can do that without building any settlements at all.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I liked the idea of siding with the minutemen but ended up not liking the quests and Preston.
You can't really "side" with the Minutemen, in the sense of it going anywhere. They don't have an end game, they just have a constant stream of random settlement-related quests. Once you liberate the Castle and break into the Armory, you're done with what little story they have.

Building settlements is really a separate issue. Yeah, there a quite a few settlements that will only join you if you have at least allowed Preston to settle in Sanctuary and promote you to chief nag object, but there are also locations that you can just clear on your own if you want to set up a base there.

Heck, I suspect if you're really murderous (I'm not), you could go Plan C on all the Minutemen-related sites. Just kill everyone, and once the last settler is dead set up your own little kingdom. No Karma system, so no "very evil" penalty.

Doing much construction is just a huge pain without Local Leader 1. I tried my second playthrough with only Charisma 3, and I quickly get fed up with ferrying supplies around. I ended up sinking 3 levels into fixing that and then of course another point for Local Leader 1.

As for money ... you're going to find that's a much bigger deal with charisma 1. In Fallout 3 and New Vegas, bartering skills hardly mattered. In FO4, you're going to find a guy with Charisma 1 is going to be struggling for money because the price penalties for buying and selling are severe. Popping some Grape Mentats will help, of course.

That said, charisma 1 an interesting experiment to try, particularly if you have some experience with what it's like with lots of settlement support.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
I didn't mention Cutting Fluid because you can make that without building any settlements. It's useful stuff, but doesn't really benefit from having settlers doing stuff for you. All you need is access to a chemistry station. There are plenty of places you can set up your home base that have chemistry stations, and you can do that without building any settlements at all.

Oil is your limiting resource in building several turrets (I think it's optics for laser), especially early. If you expand too quickly you run into low defense in settlements, cutting fluid is the solution quick cheap defense.

In the specific example of adhesives, it helps getting more mats because it allows you to expand faster.
 

Blue_Max

Diamond Member
Jul 7, 2011
4,227
153
106
BTW, it's on Steam's Christmas sale. Not a huge discount so I don't feel like an early-adopter diddlyboob.
 

Regs

Lifer
Aug 9, 2002
16,665
21
81
I've got something different for you this time general, another settlement needs help.

lol. Took me about 5-8 times doing this to realize their is no plot continuation but just experience and point missions. SAY IT AGAIN! SAY IT AGAIN AND WATCH WHAT I DO _ I DARE YOU! Grrrr.
 

imaheadcase

Diamond Member
May 9, 2005
3,850
7
76
So this might be something BIG, or it might be just something teasing us for future expansions. You can see them in the game..

The settlement on the island(one you turn on signal to remove critters from it), its HUGE, the biggest one i've seen...with something special if you did not see it..apparently (future DLC?) the bay on the side near other settlements has pumping stations in water..with power..but no way to turn them on..yet? Apparently it looks like you might be able to pump the water out of the bay?
 

Blanky

Platinum Member
Oct 18, 2014
2,457
12
46
I'm most of the way through the game now by the looks of it.

I have one settlement, which I made to a minimal degree. I'm playing on "hard" difficulty.

I set up a couple of radio towers elsewhere but settlements seemed to me to be a time-wasting filler so I've not bothered with them, and there is already so much scavenging of endless parts I didn't want to devolve the game yet further to build up my settlements, which would require even more scrounging. Even a couple of ones that just have a radio tower have been attacked and I've just ignored them.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Vegetable starch, experience points, merchants where you want them, loot from combats, materials scavenged by settlers, gun emplacements, and purified water, in that order.

All weapon and armor mods except the basic ones require adhesive. If you have a thriving settlement network, vegetable starch will provide all the adhesive you ever need. Otherwise, it's a significant bottleneck. You can't really scavenge enough, and buying more from vendors only somewhat closes the gap.

This is particularly true if you enjoy using explosives. Making grenades and mines require adhesive, and since they're consumables, you can't really afford to make them if you don't have that limitless supply of vegetable starch.

Every time you build a settlement part you gain experience. That's a fairly substantial benefit - I know I've gained several full levels just as a side effect of building up housing and defenses for settlements. Doing this primarily uses up wood and steel, which are plentiful. Defenses use additional materials, and there's some small overlap with other crafting needs, but it's not a big deal.

It's extremely convenient to have a set of merchants set up near your primary stash of loot. You can pop a Grape Mentat, load up, and sell much of it all at once. No need to keep your load down to fast travel limits. You also get to buy ammunition whenever you feel yourself particularly short of a type. There are ways of getting some of this effect without settlements, but settlements make it easier.

Those "defend this settlement" missions can seem annoying, but it means you're fighting a large group of enemies with LOTS of fire support from turrets and settlers. This yields experience and loot. Sometimes a little, sometimes a lot.

In the same vein, there are settlements where you can set up a wall of turrets and then lead hostiles into them, because there's an enemy-held location very close. Not so important in the late game, but it can make clearing tough spots much easier. Finch Farm and County Crossing come to mind.

Eventually you do get those artillery strikes, though I never liked those much. They're free and do a ridiculous amount of damage, like carrying around a delayed-launch Fat Man.

Less visible is the materials gathered by unemployed settlers, and settlers assigned to scavenging stations. This income is relatively small - 1 or 2 units per settler per day, of any possible crafting material - but it adds up when your population gets large across all your settlements.

Finally, those Industrial Water Purifiers produce a ridiculous amount of Purified Water. Which you can sell, for example.
Great info, thanks. I made the mistake of building junk walls out to the limits on Sanctuary and went from "999-everything" to "nothing more can be built" so I don't have any merchants at all. Otherwise I'm generally concentrating on throwing up a buttload of turrets and moving on, but I am starting to put a little more time into settlements so this info helps.
 

zinfamous

No Lifer
Jul 12, 2006
110,819
29,571
146
This is the "soft" leveling of weapons, you typically won't find "high" level weapons until you are appropriate level. Gunners won't have assault weapons until you are 30ish for example. Mods also come into play, a fully modded combat rifle (requires gun nut 3) will beat an assault rifle until you can fully mod it, which isn't possible until lvl 39 (gun nut 4).

right: loot drops increase in value/quality as you level, but all weapon types have various fixed locations where you can find them at any level.

--that Cryolater in your starting vault comes to mind. You just need a few perks into lockpicking.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
right: loot drops increase in value/quality as you level, but all weapon types have various fixed locations where you can find them at any level.

--that Cryolater in your starting vault comes to mind. You just need a few perks into lockpicking.
Never went back for the Cryolater - is it worth getting at level 40+?

I will say one thing: I now support Fallout 4's Game of the Year nomination. Over 150 hours into a single play-through I'm still finding new and enjoyable content. Still wish it had a bigger map though. Over Christmas break I ran into a four-way battle going between super mutants, raiders, Brotherhood of Steel, and deathclaws. I felt rather redundant.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
So this might be something BIG, or it might be just something teasing us for future expansions. You can see them in the game..

The settlement on the island(one you turn on signal to remove critters from it), its HUGE, the biggest one i've seen...with something special if you did not see it..apparently (future DLC?) the bay on the side near other settlements has pumping stations in water..with power..but no way to turn them on..yet? Apparently it looks like you might be able to pump the water out of the bay?

Are you talking about the pumps in the settlement just west of the island?

There's a quest for that, it comes from the Atom Cats.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
Great info, thanks. I made the mistake of building junk walls out to the limits on Sanctuary and went from "999-everything" to "nothing more can be built" so I don't have any merchants at all. Otherwise I'm generally concentrating on throwing up a buttload of turrets and moving on, but I am starting to put a little more time into settlements so this info helps.

Interesting. I built junk walls pretty much out to the boundary in Sanctuary and had plenty of capacity left for a clinic and two merchants, as well as quite a few turrets and a nearly-complete electrical grid. I haven't quite figured out how "size" relates to the things I build yet.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Interesting. I built junk walls pretty much out to the boundary in Sanctuary and had plenty of capacity left for a clinic and two merchants, as well as quite a few turrets and a nearly-complete electrical grid. I haven't quite figured out how "size" relates to the things I build yet.
Only other things I did were plant a ton of crops and build maybe one building on an existing foundation.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
Only other things I did were plant a ton of crops and build maybe one building on an existing foundation.

Put guns in inventory.
Drop guns 1 by 1.
Go to builder mode.
Store guns 1 by 1 in workshop.
Watch as "size" is reduced.
Build more shit.
Repeat as necessary.
 

Imp

Lifer
Feb 8, 2000
18,829
184
106
So this might be something BIG, or it might be just something teasing us for future expansions. You can see them in the game..

Ya, that island is humungulous. I spent a good hour or two clearing it out and building some stuff on it.

--that Cryolater in your starting vault comes to mind. You just need a few perks into lockpicking.

O. M. G. I completely forgot about that. Made a mental note to go back but completely forgot. I've been wondering why I've never come across a cryolater before after essentially clearing 90% of the map. I've found the other 2 or 3 unique weapons though.


And I found out that the minigun doesn't need to cool down yesterday. The glowing barrel thing is just an effect. Curse you, every other game in existence, that forces you to let the barrel cool down.
 

BoberFett

Lifer
Oct 9, 1999
37,563
9
81
Ya, that island is humungulous. I spent a good hour or two clearing it out and building some stuff on it.



O. M. G. I completely forgot about that. Made a mental note to go back but completely forgot. I've been wondering why I've never come across a cryolater before after essentially clearing 90% of the map. I've found the other 2 or 3 unique weapons though.


And I found out that the minigun doesn't need to cool down yesterday. The glowing barrel thing is just an effect. Curse you, every other game in existence, that forces you to let the barrel cool down.

Yes it does actually. I went back and rolled another character last night and at the Deathclaw fight in Concord, I had the barrel overheat and stop on me, had to wait for it to cool.

Also, my son told me that if you bring Dogmeat into Vault 111, he can get the Cryolator for you without picking the case.
 

petyr_

Junior Member
Dec 28, 2015
12
0
0
I enjoyed Fallout 1 & 2 but not so much 3 & new vegas.

Should I give Fallout 4 a try or just forget it?
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |