It's not as difficult as some neophytes might think to get to Far Harbor. It is possible in survival mode without any mods and at the earliest levels to traverse the extreme north of the map all the way to the nakano's by using jumping to scale the cliffs and thereby avoid all the hostiles. You avoid the first Far Harbor attack by declining to meet the welcoming party, and instead go to the left along the waterline and climb the mountain to acadia. There you will find plentiful supplies, clean water and full beds. If you buy the inexpensive destroyer leg armor (each +1 Speed) from Alexis and Daisy, the extreme distance will not be an obstacle. Another tactic is to invest early in Aquagirl/Boy so that you may travel to and from Nakano unopposed via water.
The way to make enormous caps is not through direct profit from vendors, but by selling excess water or adhesive production to customers. The main customers with lots of cash are traders, and if they show up directly at your settlement, it removes the tedium of having to carry the product to DC/ Bunker hill/ Far Harbor/ Goodneighbor to sell it off. Of course if you are playing by rules that allow you to fast travel with enormous weights of product, then there is no such advantage.
Without question, narratives are more powerful than the sword, but that is not what the OP asked. People decide to join the brotherhood, take up the life of a Raider etc etc because of the spoken word via word of mouth.
But those in the Commonwealth as well IRL are functionally illiterate. most people read at best a handful of great books, much of it skimmed. As Piper quipped, "You haven't met our readers, have you."
I am a guy but play the female SS mostly because I am disinterested in looking at male bodies. OTOH my character only romances women because I as a player can only relate to getting intimate with women. I don't give it much thought, but in all my playthroughs the SS is lesbian. What's the backstory that would support that? Well- maybe she realizes her sexual orientation as a result of dramatic set of events which shook up her reality.
Never gave it much thought.
I was asking if people were getting an indication of affinity some other way than CA_affinity (eg. through a mod). If they are using CA_affinity, check the NPC's ID. I wouldn't be surprised if it is a different Danse object.
Just curious, how are you finding out what his affinity level is?
Does console command getav CA_affinity return zero at these times?
There is another one on Nexus called Recruitable settlers but 1) voices are not unique- simply re-use vanilla settler dialogs and 2) does not work well with Takahishi's Mod (settlers of commonwealth). It does interoperate, and I have used both in several games, but as I recall the dialogs for the nexus one would sometimes not fire.
For those on PC (apparently also on xbox) there is a mod that adds a bunch of community voiced recruitable settlers. Some of them are really well done. I especially like Morgan, the not-very-upbeat gal from the goodneighbor hotel.
It's not on nexus. Find it at 3DNPC.
I suppose this dates me a bit. I was programming mainframes in Cobol for Levi Strauss in San Francisco at the time, and poured lots of quarters into the Missile Command machine at a coffeehouse nearby to kill time while waiting for computer runs to finish.
The only land I still own in the states was settled by refugees from Georgia who settled in Texas after the civil war. Unfortunately they brought along with them a lot of baggage which really ought to have been left behind. I have no doubt they would disown me due to the multiracial/ multicultural makeup of my family. There is a lot of dark history in Texas, but most in the family prefer the stories involving pictures of relatives with handlebar moustaches, running cattle on large farms and the like. I guess most families are like that.
You will avoid that spot this way: Proceeding south on the road from lexington, and to the west of the corvega plant, as soon as you get to a point on the road southwest of the plant, immediately cut over to the wall below the plant. Hug that wall and follow it east until you pass an abandoned semi trailer. From this point you will see a collapsed section of freeway. Walk straight there. From that point walk directly to the red rocket. There are mines and ghouls to your right on the street going into cambridge. There may be hostiles lurking under the red rocket canopy, but a decent .308 springfield usually with full stock and scope on the roof. The safest route back to the path to DC is to double back until you return to the road SW of the corvega plant. Go to Graygarden then oberland etc as I described in a prior note.
It is an area of active research, focusing particularly on basic emotions common with animals. Neurological systems identify regularities and that is useful for primitive animals, but there are huge advantages to animals that have strong drives- the emotions drive them but are in competition. Anyway, the way they developed evolutionarily turned out pretty well. So from this view, emotions are a substrate upon which consciousness is more or less a superstructure.
Well no, but I agree that the save thing merely introduces tedium rather than challenge. After you get to know the terrain, there is always a mattress nearby to do a 1 hour sleep. So you can actually save whenever you want. But does this introduce any challenge? No. It simply introduces tedium. So I agree it is a bad feature, but for a different reason.
The sickness problem introduces an element of reality into the game. It is not really the trouble you make it out to be. If you stay within range of Bunker hill, or Railroad underground there is a 24 hour doctor always available to heal you. If you are near covenant, then the doctor is usually available even after hours. So this is not a big deal either. Once you are in the higher levels, you can assign a settler to man a doctors clinic, so you don;t even have to bother to travel anywhere to heal yourself.
As for the food requirements for journeys, 10 food, 10 water and a nuka cola quantum both for yourself and your companion is going to see you through even extended jaunts. That is, unless you eat stimpacks like candy.
If you have a PC, download the survival options mod and you may disable the save feature of survival mode.
If you are on xbox, there is a quick save mod.
Well, your theory that Curie has some human like traits other than logic prior to her transfer to a Gen3 body has some basis in the behavior of other Robco "robots" including those of Mr. Gutsy's. Many neuroscientists such as Antonio Damasio believe that behavioral responses we classify as "feelings" or "emotional reactions" are rudimentary forms of consciousness. So, for example when Mr. Gutsy's exhibit strong animus against anyone identified as "Other"- eg commies- then it is not just for show- a mechanical application of a psychological weapon (attempted intimidation of the opponent). It is actually motivational in the same way that Chickens will identify flock member who deserve to be ejected/ hazed due to non conformance with flock norms.
So did Robco create programming so that robots like Codsworth would make humans more comfortable by simulating sentiments such as desiring to be members of the family? Or did they find that the robot could not function well as a domestic servant if it was not genuinely motivated by drives such as familial bonds and feelings of duty and honor?
Hardeehar.
You gotta admit that counting on hostiles to forget that their mate just got shot not 3 minutes ago is hardly survival mode.
Or that your survival is not threatened in any meaningful way if you can stand in the open and soak up as much incoming as the hostile can dish out because 1) their hits are weak and 2) you can shoot yourself with several stimpacks and be as good as new.
But there probably are challenges similar to what you propose that would force a player to explore the finer points of unarmed combat and foraging.
You mean to say by "fully emotional capable woman" that she is fully emotionally developed?
How can this be so if she is not even aware of the feelings behind her crying or even that she is crying ("my eyes... they are malfunctioning").
If you have a PC, there are hardcore survival mods or rules you can impose on yourself on top of Fallout's vanilla survival mode (some of whose features only make the game more tedious, not challenging).
One mod I like is Frost. The time frame is closer to the Great War, so you are subjected to very high rads on the surface. There is an extensive subterranean world to move around in- connected by subway lines.
There have been some good attempts at overhauling the combat systems so that they are more realistic. Reasonably successful was the Arbitration Mod. It upgrades how hard hostiles will search for you, makes stealth more difficult, allows you to upgrade how lethal hostiles are, and many other items many of which are adjustable at installation time. With certain settings, it can actually makes fighting easier, because the wider search and territory envelopes makes it more simple to trick groups of hostiles into epic battles with each other, leaving you to pick off the severely weakened victor.
Currently, I set further handicaps to make it more interesting. Stimpacks to 1/100th effectiveness, hostiles to 2x lethality (still too easy) with upgraded search and combat ai, and set my specials to all ones at game start. As a further handicap, I must level up a single attribute to 10 before I can increase the level of any other attribute, may not use companions until Leader1, and may not build water or defenses beyond 2x population. Self prohibition against mods allowing overpowered weapons/ armor configurations. Console commands follow:
player.setav strength 1
player.setav perception 1
player.setav endurance 1
player.setav charisma 1
player.setav intelligence 1
player.setav agility 1
player.setav luck 1
;Extreme survival- Stimpacks are slower. .01 that of survival
setgs fDiffMultEffectDuration_TSV 100
setgs fDiffMultEffectDuration_SV 100
setgs fDiffMultEffectMagnitude_TSV 0.01
setgs fDiffMultEffectMagnitude_SV 0.01
I am optimistic too OctumFO4. But emotional development is not an instantaneous thing.
If this is the FO4 game guide by David Hodgson, it is decent for a beginning user and has lots of interior maps (in case you wanted to know the path to take inside super duper mart to get to the basement??) and stats on weapons etc all in one place. On the other hand, some key orientation information for beginning users is missing. Like for example, in the tutorial quest, the player gets into some power armor and sees a new interface. An arm and leg are red. what does that mean? Organization was oriented to the stuff of the game rather than user oriented. for example, A section on how do I do common x, y z tasks using the pipboy interface would have been helpful. I need to get rid of heavy items I may not need how do I find them and evaluate whether they are low priority or not? I am accumulating stuff, a lot of it I can't carry, but I notice that when I return to places, dead opponents have disappeared, and stuff I put in containers has disappeared (EG the ice box outside of super duper mart.). So, though stats are voluminous, key orientation information is missing. Of course for detail, the wiki's information dwarfs what can be fit into any guide. As I recall, I saw a few errors in the guide when I looked at it years ago but they were minor.
Curie has the foundations of an outstanding person, but her comprehension of emotional matters is naive and formulaic, at the same level of her comprehension of what happens in the aftermath of a firefight- that all "the little things go in baggies for evidence".
She simply is not yet emotionally equipped to handle the complexity of adult emotions. And she may well have some adjustment problems which corrupt her initial innocent good intentions. Maybe she does a Claudine Longet and dumps the SS for more He men Gunner captains who feed her substances that make her feel extraordinary. That is until they die while giving Curie some pointers on proper handling of handguns.