I've been playing with Nick exclusively, because I'm not quite sure when the Nick-specific dialog stops.
That is where I prefer it - where I can avoid it like the plague.I just finished the Memory Retrieval mission, and it was excellent. It's not remotely like Myst - the only overlap between the two is that it involves puzzles. It's not all that close to Portal, though "being like Portal" is normally high praise, not a slam. It's closest to The Talos Principle, only without the Freshman-level philosophy.
If I have any complaints, it's that of the 5 puzzles, only the 5th required any serious thought. Puzzle 4 wasn't too bad, but still pretty easy.
It's an amazing little game they managed to shoehorn into a DLC. With a little expansion, I could easily imagine it being a pretty decent little indie puzzle game all by itself.
I had solved that problem a different way, so I have thirteen mostly well-armed settlers and numerous turrets there. I did some fightin' and some fixin', but overall it was disappointingly easy at level 70 in spite of catching me outside my power armor, wearing only my Charisma-boosting Reginald's Suit. Only once or twice did I even get injured. That is not on Survival, mind you - I'm still playing kicked down one notch - but several of the beasties were Legendary. Only practical result was collecting more useless but Legendary loot.So, I'm running a mission in the Far Harbor DLC where I have to defend a neutral homestead against raiders. There's a single inhabitant there, and he's mission critical, but not marked as essential. Naturally, he's using the companion AI, which means he steps right in front of me as I'm shooting at a raider. Takes a plasma blast to the back and dies, mission failed.
I'm not sure we're talking about the same thing. I'm talking about Uncle Ken. I'm not sure there's any way to approach that settlement without triggering the Trapper attack.I had solved that problem a different way, so I have thirteen mostly well-armed settlers and numerous turrets there.
Oh, I was talking about a later scripted attack at the same place, when some of the fog condensers are down. The Trapper attack happened before I could build any defenses, but it was fairly meh for Nick and I at around level 60 on Very Hard. Nick's T60f armor was trashed, but it always is. This time around, around a dozen fog crawlers and anglers of various stripes, but they're advancing into the heavy machine gun turrets (defense almost 500) against settlers mostly armed with assault rifles and combat rifles and laser rifles. It . . . did not go well for them.I'm not sure we're talking about the same thing. I'm talking about Uncle Ken. I'm not sure there's any way to approach that settlement without triggering the Trapper attack.
I've had no problems with cash flow at all, and I'm playing on Survival. I'm not sure what you're spending the money on. I did eventually take the Scrounger perk up to level 3 (level 4 feels like a cheat to me) because I was running through ammunition faster than I found it, so maybe that helped.
I've been adventuring in Far Harbor in X01 power armor. My experience is that power armor and calibrated shocks are required for high-level Survival play. Without power armor, strength 6 (which is far higher than I normally go) and 2 levels of Strong Back (for +50lbs) lets me carry my basic combat load: heavy armor modded to Ultra Light or Deep Pockets (depending on the item), 1 long weapon, 2 pistols, ammunition, food and water. No ability to carry anything else, like loot.
Even without that, Far Harbor's pretty radioactive. The few times I've gotten out of my power armor, namely to go swimming for the Marine armor pieces, I've picked up pretty significant radiation. It's a non-issue in power armor, but it's a serious problem with most regular armor unless it's lead lined. The Marine armor at least has built-in radiation protection.
That's the thing about it - I was hoping to get away from power armor when I bought this stuff. I loved being able to run so fast in Courser armor with ballistic weave upgrades. But this time aroundWith my base Charisma of 6, +4 charisma from clothing, and Grape Mentats, the price of the Marine Recon helmet is about 10,000 caps. Which was far, far more than I was willing to spend on it, particularly since I don't see myself using non-power armor unless I bump the difficulty back down to Very Hard.
Yep, I felt the same way. I also felt very conflicted about the Jules mini-quest:Well, at least you can keep the 3 Far Harbor factions from murdering each other. Though you have to do a little covert murdering of your own to do it. Which I didn't feel bad about, since the victim was kind of a dick.
What I felt bad about was not doing anything about the prior murder I uncovered. But the game was pretty convincing in explaining why bringing the said murderer to justice would end up in mutual destruction for the two factions I actually liked.
That's the thing about it - I was hoping to get away from power armor when I bought this stuff. I loved being able to run so fast in Courser armor with ballistic weave upgrades. But this time aroundI haven't earned that perk. I'm trying to get the best ending where the Minutemen, the Brotherhood, and the Railroad are all at peace.I haven't run any missions for P.A.M. because she supposedly breaks the best ending by starting a war with the Brotherhood - although these guys are generally such dicks that a war with them might be for the best - so
Thanks! I like that better than the scheme I am currently pursuing. Evidently there are multiple ways to get the "best ending".You can have ballistic weave and finish as Minutemen and still have Railroad and Brotherhood alive.
Here's how to do it:
> enter the Institute with the Minutemen's help
> go to the Brotherhood, they'll ask for the holotape
> ask Sturges for the tape, give it to the Brotherhood, they ask you to get Doctor Li
> go to Desdemona, tell her you'll help the Railroad instead of the Minutemen
> do the stuff for PAM (you just need two missions for ballistic weave, you can do all of them though - I did all the optionals just fine, including fall of Ticonderoga - last side quest for them)
> continue with the Institute
> do not attack anyone in Battle for Bunker Hill, let the synts at the end go (or recall or kill them, doesn't matter)
> continue with the institute (+all side quests) until Mass Fusion, just pick it up, don't talk to anyone
> continue with the Brotherhood (get Doctor Li, start working on Liberty Prime, do all optional missions, do Danse's quest, pick Tactical Thinking, do NOT talk to Captain Kell after Tactical Thinking)
> continue with Mass Fusion, tell the Brotherhood instead - you'll get kicked out from the Institute
> get the power source for Liberty Prime
> tell Desdemona you got kicked out, she'll tell you to ask Minutemen for help
> attack the Institute using the Minutemen (their chain does not include killing Railroad or the Brotherhood). Brotherhood's "Tactical Thinking" mission will fail as soon as you finish "Defend the Castle" - that's OK
> at the end, trigger the evacuation order through Father's terminal before setting off the charges so Railroad is happy
The Brotherhood will commend you for using the Minutemen and minimizing their own losses (and you'll continue to be a Paladin rank, almost highest). You can get the best PA helm and leg (both for AP refresh improvement).
The Railroad will thank you for saving all the possible synths by starting the evacuation at the end.
You'll be the General of the Minutemen.
Institute gets blown up (the only thing I don't like - makes no sense as part of the Minutemen - just take over the Institute, kill the synth program, be happy)
That's my best possible ending. You'll lose X6-88 only, so make sure to get his perk before getting kicked out of the Institute.
I did it several times, never had a problem.
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