Agendas.png
[Hide] (1.2MB, 1920x1080) Reverse Skarlet.png
[Hide] (1.8MB, 1920x1080) Reverse >>315153
>PLAYAN
Fallout 4, I focused on doing the main quest and got to the point where I can start playing alliances with various factions. So far, I decided to ignore the Minutemen(never went to the museum, the game actually accounts for this later on), ignore the Brotherhood, join The Railroad and infiltrate The Institute. I never actually completed the Railroad path before, the farthest I got was destroying The Prydwen and then betraying them at the last minute because I wasn't going to kill my own son. This time around, my character deeply, personally, hates The Institute and finds that his son is a sick psychopath, so there is a lot less sympathy involved. I actually still don't plan on blowing up The Institute, or killing Shaun for that matter, I got a couple of quest mods that change the main quest in a big way, but I will get to that once the time comes. Other than that, I also started Raider route in Nuka World DLC. It's been ages since I've done a Raider playthru, last few times I played I wiped them out because this happens to be one of the toughest, if not the toughest fight in the entire game, if you want to kill all the raiders on their own home turf. My character is a former war criminal and an amoral psychopath so being a raider warlord suits him just fine. I plan on siding with Disciples and Pack this time around, I never sided with Disciples because I find them the cringiest of the lot, but they fit my character rather well so I will side with them for once. I am planning on betraying The Operators, whom I actually like the most out of the three, but I do not need their unique gun or perk since I am a melee only character, so they're out. Besides, I installed a decent Disciple companion so it wouldn't feel right to betray them this playthru.
Speaking of companions, I got two good ones I was pleasantly surprised by. I was evaluating which companions in my game would fit a Railroad/Raider playthru and not many came to mind, so I sought them out from the cesspool known as Nexus Mods. Most companion mods there are absolute garbage, but I happened to find two that are pretty decent and fit my character perfectly. I already mentioned Dixie, she's a perfect raider companion. She acts like a typical Disciple, whatever you see in the DLC she says and does exactly what you would expect, she almost feels like a DLC companion Bethesda themselves would make quality wise. She's got a quirk to her, she actually acts independently compared to other companions, this means she might kill random NPCs or exit power armor or steal your drugs or booze if she disrespects you, as you earn her trust points she eventually acts more like a regular companion. I initially did not like this, but I came around to this feature, I guess it doesn't make sense that some ruthless raider would just listen to some green level 1 vault dweller the moment she met them. As expected, she got a lot of interactions with various Nuka World characters, usually threatening to stab them, and everything is rather well AI voiced so once again, it feels like a natural part of the game. As I continue down the Raider path, I expect she will feel even more natural, but she also has a lot to say about main game Commonwealth stuff as well. Her perk brought back Terrifying Presence into the game, which has a hilarious effect of forcing most enemies to run away from you, not to mention let you do more damage. Pretty damn useful and I might hire her in my future playthrus just for this perk alone.
The other rather decent companion I had no expectations for is Skarlet. The one from Mortal Kombat, she literally came thru a portal over to Fallout world and decides to hook up with you since you seem powerful enough to hold your ground(she finds you in a forced combat encounter so this level gates early game characters). I expected this mod to be really cringy and uninstall it really quickly, but surprisingly enough, the dialogue is pretty much what I would expect from a Mortal Kombat crossover, most of it makes sense. She acts like a weirdo outsider, as expected, but since she's from Outworld, she's extremely ruthless and constantly talks about fighting, murdering and conquering. A brute/amazon type companion that's perfect for a Raider playthru, in other words. As you earn her relationship points, she opens up about what's been going on in Outworld and why she came to Earthrealm in the first place, it's a pretty neat little self contained story and I guess if you like Mortal Kombat lore you will like this mod. I wouldn't know, I stopped paying attention to it the moment it got really convoluted, and Skarlet is apparently from MK9(last game I played but I was checked out of lore long before that). This one is not voiced by AI and instead mod author got themselves or their girlfriend or whatever to voice Skarlet and then themselves/someone else to voice the male character lines. Her perk is pretty much perfect since it increases unarmed and one handed melee weapon damage, which is pretty much what I use exclusively, so I guess it was meant to be. The only thing I hate about this mod is that Skarlet seems to know what radiation is, for some reason, which is retarded considering she came from a world that's stuck in the feudal ages, filled with magic and monsters, and she doesn't even know what a computer terminal is. Other than that, not a lot of complaints, altho I do wish that unarmed in power armor was viable so she could actually fight with her bare fists like in the games.
As for side questing, I only did a few, usually bothering with most of them is a waste of time in this game since they barely award anything. I certainly didn't fuck around with settlements either, but that's only because they are part of the Raider or Minutemen questlines, so sooner or later I will have to start building them up but I can't be bothered now. For now, I am scouting all of them(that includes dozens I added via mods) so I can immediately start taking them over once that part of the main quest starts. As for side quests I actually did:
>Cabot House questline that actually has some of the best writing in the entire game. I wish it was present in a previous Fallout game where you could have proper skill checks and more than 3-4 dialogue options. The reward is also pretty great so it's always worth doing
>Vault 81, aside from having a safehouse at the end of the quest, the mole rat dungeon is an interesting challenge since you cannot get bitten even once without a major consequence. I actually had to redo this one several times since my stealth skills sucked at the time, so I had to improvise by buying a bunch of explosives and using them and my limited stealth boys as tactically as possible. I needed an item that's in the vault, it's needed later for the main quest
>Hallucigen building, it's a typical dungeon but I like the fun twist that all the enemies have gone insane and there is an active chemical leak. The crazy shit the company was up to was also a funny read on the terminals, altho the unique grenades you get from this quest are beyond useless, what a disappointment. Some dipshit drug dealer wanted a canister of the stuff in Goodneighbour or whatever, but that was just an excuse for me
>Guilded Grasshopper was another good dungeon I always do, aside from the novelty of exploring an IRL location I like how the reward for this quest is a bunch of resources rather than guns or medicine, altho the game gives you a unique sword for completing the quest(not completely useless but very situational, you need to know the mechanics of the game inside and out and even then it is only useful in a handful of instances. This is less fault of the weapon and more how useless radiation weapons are in general in this game).
I am having a lot of fun, for as much as the game lacks in proper RPG mechanics compared to previous games, there is actually a lot of roleplaying to be had here. Didn't expect to be able to play as a straight up evil character, but I was wrong. Now that I found Shaun and gotten over the tedium of finding The Institute, the game actually opens up and the main quest starts to become fun, and whenever it will get boring again, I can head back to Nuka World to continue the Raider questline. Overall, pretty positive about the whole thing, I guess I will end this marathon on a high note(hopefully).
>WATCHAN
Some random Fallout videos
>LISTENAN
Techno
>READAN
GTA 6 leak outrage from consoomerist niggercattle
>EATAN
Mini pizzas for supper and berries for dessert
>DRINKAN
Coffee and tea
>FAPPAN
No
>FEELAN
Pretty good, I am enjoying my Fallout 4 playthru and my Fallout London package arrived. The modders sold similar limited edition items to the ones from New Vegas limited edition, that includes a set of playing cards and a giant compendium that is part art book, part dev commentary, part actual guide for the mod. There is even a cool prequel comic inside like the one New Vegas got. I also got one of those Cutethulu dolls which is pretty cool, I'm not one for collecting gamer merch like this but I love the idea of a bunch of fans getting together and making their own unofficial official limited edition for a mod, hell London might as well be an official game at this point with how much effort the modders went thru to get released, and they're still not done with it, there is still free DLC sized updates coming. One is very significant, so when that drops, I will 100% come back to the game, looking forward to it.