aka HalloweenWeed

  • I live in Maine, USA
  • My occupation is Paper-pusher
  • I am Male
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Best regards, Skire (talk) 17:59, December 23, 2015 (UTC)

Damage typesEdit

Damage from melee and unarmed weapons are still considered ballistic damage. Great Mara (talk) 20:17, December 28, 2015 (UTC)

So you are saying Bethesda says this? You are saying that if I hit an NPC with my fist, that it is only making ballistic damage? That sounds like a bar-room boast. Sir, I think this is misleading to the general users of Wikipedia. It should say "physical damage." Really, how many people who read this are going to know that ballistic damage includes punching, slashing, and stabbing. I think it's a low percentage. You are putting someone else's idea of what's right ahead of what's best for the bulk of readers of the Wiki. But that's just my opinion. --HalloweenWeed (talk) 17:34, December 30, 2015 (UTC)

There is the loading screen text "Weapons and creatures can deliver four different types of damage: Ballistic, Energy, Radiation and Poison. Some enemies are naturally resistant against certain forms of damage, but specialized armor can also offer the same protection." I'm not sure the term ballistic is optimal, but physical isn't either (after all, energy damage is quite physical too). --Alfwyn (talk) 18:09, December 30, 2015 (UTC)

Letterboxing Edit

Hi, do you have details for the graphical problem described at the Federal ration stockpile talkpage? I'm currently do a bit of infobox tweaking, but can only do limited testing concerning browser versions. Of interest would be system (PC/mobile) and browser used. If you can provide a screenshot that would be ideal, otherwise a description of the effect will help too. I see the whole map image in the infobox, but it may be a problem concerning more people and in need of fixing. --Alfwyn (talk) 18:33, January 17, 2016 (UTC)

Fallout 4 Wiki Letterboxing FO4 map Federal ration stockpile location
HalloweenWeed (talk) 19:20, January 17, 2016 (UTC)
Oh thanks, now I see what you are referring to, the wikia skin behaviour when close inspecting an image . So the infobox isn't concerned, but it is still a problem. Probably best solved by making sure important parts of maps are found nearer the center. --Alfwyn (talk) 19:30, January 17, 2016 (UTC)

Trinity ChurchEdit

You made the page worse, reversing images/doubling them. We have green map markers, yours was hurting the eye. I just replaced it with a colored green map. Jspoel Speech Jspoel 23:19, March 12, 2016 (UTC)

Cait Edit

It took me a while to find the missed interaction you talked about, but I've corrected it now. Thanks for the info! - FDekker talk 09:54, March 19, 2016 (UTC)


Was just reading through Talk:The Molecular Level and wondering if you'd resolved your issues with building the teleporter. I don't have a save game at a suitable point to re-test these things, but if I remember correctly, it's mostly just a case of building the parts in a certain order. Certainly building the console last should prevent the first problem you mentioned.

I've also been a little frustrated when the game decides that certain parts won't snap together, even when they're in perfectly valid configurations. As you're running on the PC, I vaguely recall there being a mod somewhere which relaxes the placement rules, although being a PS4 player, I don't really keep track of all the mods.

Anyways. Here's hoping you return after your MGSV hiatus. I took a quick break to play Far Cry: Primal, which was better than I was expecting, but doesn't take all that long to 100%. Aya42 (talk) 09:31, April 29, 2016 (UTC)

No, I never did redo the molecular teleporter thing. I just decided to move on to MSGV (single-player only). I decided that I'm just too tired of the same 'ol easy stuff on Fo4 to bother with an entire redo of the molecular teleporter build. I never was very interested in RP anyway, I was playing for the action, and a little for building too. Only mildly interested in RP, like Skyrim interaction is the max level of RP that I want to participate in.
I found that when a thing doesn't snap to another properly, it's usually either something in the way (move it then move it back afterward, such as in the case of a half-width wall (below) or a merchant stand), or rotating the piece 180 degrees works - then I use the console to rotate it 180 degrees after snapping. Sometimes with interior walls I just find a place they will go green (usually at the edges of floor squares), set it there, and use the console commands to move it where I want including z rotation - yeah PITA.
And about the hiatus, IDK, it might be a very long while bfr I play Fo4 again. I've been thinking about Skyrim... Happy gaming to you, I hope you are doing well. HalloweenWeed (talk) 13:48, April 29, 2016 (UTC)
Yeah. I do prefer Skyrim for the most part, although FO4's construction options are far superior to Skyrim's Hearthfire add-on. Maybe ES6 will be the best of both worlds, if/when Bethesda get around to releasing it, but I'll probably be playing FO4 for quite a while still, considering I already paid for the season pass. Anyways. I'll let you get back to MGS - not one I ever got into myself, but have heard good things about it. Aya42 (talk) 16:29, April 29, 2016 (UTC)
Really, when it comes to construction, if they don't fix the "decorating items go everywhere" problem, AFAIAC it's all moot - about building. I'm not all that into decoration (leave that to women), but would like to just a little bit. I wanted to put my Bobbleheads on the top of the Bobblehead stand but it ended up below the floor. Want to put a few tools around my room, but they end up everywhere. Want to put a few cups, dishes, and s-ware on the table to make the place look lived-in, but it won't stay. And since they bought the bugged engine that has this inherent prob (same in Skyrim), I doubt Bethesda will fix it; I think our only hope for that AFAICT is if they get a new engine - here's hoping for that - but will it be as immersive?
What I really bothers me about MGSV is the control scheme. They did a good port from console, but still my control is just not very fluid when moving around fast, keep diving instead of jumping :( can't jump in MGSV:TPP. Even in the Far Cry series spacebar is jump! I can't make him roll either (in TPP), seems like a control problem limited to PC, so I hope I never become on-fire. HalloweenWeed (talk) 19:34, April 29, 2016 (UTC)
IIRC, it's the Havok physics engine, which I presume suffers from the usual problems associated with floating point arithmetic. The sad fact is that, in the Creation Kit, you can disable that for any object with a simple checkbox - there's just no way to do it in-game, although there's a mod for the PC version which provides a workaround.
Can't speak much for the MGSV controls, cos I've never played it, but there are often issues with some keyboards when pressing certain combinations of keys at the same time. Spacebar is always one I've had problems with in the past, but I used to work around that by remapping it to either shift or control when possible, which are designed to be pressed in conjunction with other keys. Aya42 (talk) 20:55, April 29, 2016 (UTC)
It's not the controls themselves, you can't jump just anywhere in MGSV. You can only jump (or climb) where the devs have programmed a spot for it, one needs to await the onscreen prompt (spot/area) before pressing "E" while moving to jump a gap. And only the spots where the onscreen prompt come up work for jump-climbing (the "E" or "activate" key) - which are most places thank God. The spacebar will only get you to dive (down). So the more I think about these control issues, the more I think about that Fallout 3-4, Far Cry series, The Elder Scrolls games, and especially Skyrim, had it nailed. HalloweenWeed (talk) 14:41, May 6, 2016 (UTC)
Well I returned from my hiatus, with all the new DLC (Far Harbor was great), reverted to an old save and rebuilt the teleporter from scratch. Works much easier when you don't put flooring on the old concrete slabs in Sanctuary. Done the main quest line in Far harbor (most of it) and now about to do Liberty Prime. But I am now noticing again why I left: don't like the maintenance of settlements. HalloweenWeed (talk) 22:15, April 3, 2017 (UTC)

Console commands Edit

Apologises that my edit summary makes no sense, my phone bugged out on me and submitted before I was ready.

I appreciate your reasoning for taking the timescale line out of the page, as it does work sometimes and is a functioning console command (be it partially) I think it work keeping in. Maybe add caveat that it doesn't always work? Sakaratte (talk) 21:45, April 1, 2017 (UTC)

Very well. HalloweenWeed (talk) 22:14, April 1, 2017 (UTC)

Re: Duty and dishonor Edit

I've checked the template information to understand if I had made an error. Based on the documentation itself the log entry for stage 380 should be "Initiate Clarke was stealing rations to feed the ghouls in the airport ruins, putting the entire base in danger. He has to pay for his crime." What you entered relates to quest stage 280, which triggers 380 then 385.

Papyrus fragment Quest stage 280
;If Clarke hasn't agreed to let the player kill the ghouls, he turns hostile.
if (!GetStageDone(360))

So the whole thing is accurate (as 350 is also wrong) how about we add 280 and 385, then put thew log entry back in on 380? Honestly its not a great table for saying what leads where and I'm half tempted to add a "leads to" column so people can actually follow Which stage feeds in to where. Sakaratte (talk) 19:21, April 2, 2017 (UTC)

  • If so, then stage 280 should added as you suggest, but still the description for 380 that you suggested is not accurate, as it really isn't directly related to Clarke stealing at that point. I hadn't even spoken to any BoS at that point to find about about the thefts. Yes these tables are confusing if one assumes each stage in the tree leads to the next numbered stage. But I don't know that another column is warranted for this, as my description covers it somewhat. Combined with the note and the bug report it does deliver the information, although it may not be a concise delivery. I have seen other quests that needed the extra column more than this one (can't remember which). It's also a very important task to inform people of what this stage actually means, as it is non-reversable as far as I can tell, meaning once set you cannot complete the quest successfully. HalloweenWeed (talk) 19:55, April 2, 2017 (UTC)
Its an issue with the games design that the description is inaccurate to what is actually happening, if you look in your pip boy the moment 380 kicks in, that is what the log text will read as, telling them he was stealing it. The log column is there to tell why what it says at the moment it kicks in, stage 350 is inaccurate, as those stages are set by 351-354, depending on the conversation with Clarke. I can see why it's been done by who did it, but I'm not sure it's up to standard that way (I'll get it checked later). I think if we add 280 to show entering without Clarke's permission, then maybe something under the table in the form of notes to explain it fully? (I'm afk right now so I can't come up with a full solution as i cant see CK)
There's a couple of quests that could do with the extra column, I'm going to take it away to Jspoel and see what his view is before I touch as it will affect every FO4 quest page.
    • Well when I look at the Pip boy now, with 380 set, it doesn't say that. That's all I can argue, and what I have seen by experimentation. I can't (feasibly) go back to where it originally happened, so I must believe you on that point - you mean what shows up in the upper left corner of the screen I'm sure bc it doesn't say that in the Pip Boy. Are you saying that the official description is always what is shown in Papyrus? I'm just arguing that my description is more helpful and informative than that inaccurate descr. You probably know that a lot of programmed text like that was original plans, and possibly not updated when the quest was debugged/updated in development, especially text for the things that don't happen often in alpha/beta testing. As for anything beyond what I am arguing, good luck to you, I know you need to do what you feel you need to do. Also, I think it would be good to add the step 280 and/or 255, but I can't vouch for the descriptions on those and I didn't see those happen - but I always thought that ALL the official quest stages should be shown and don't understand why they aren't except for a few instances where there are hundreds of them. HalloweenWeed (talk) 22:11, April 2, 2017 (UTC)

Userpage BoSM02

I think we are talking about the same thing, just to be sure I've gone in game and grabbed a screenshot as I was looking in the kit earlier. Might be that it won't pull the details because you have already completed/failed the quest? The log entry section in the Creation Kit's quest form's is what is returned, must be they overlooked it when they adjusted the quest, I've seen all sorts of bits and pieces in code that are redundant or incorrect so its not very surprising the description doesn't tie up. I don't disagree with you that your description is more informative and I'd like to keep it in there as it is useful, 255 and 280 would be good to have in there to make it clear what causes him to turn hostile by looking at the table. The issue there (I didn't realise this until now) is that these aren't official quest stages, but are game triggers to move the script to the right place based on the action taken. The best solution does feel to be that we could do with the table looking at as a whole so I'm going to take some advice. Sakaratte (talk) 22:55, April 2, 2017 (UTC)
OK I just checked an old save and you were right, it did say that!
Halloweenweed PipBoy

Quest Duty or Dishonor stage 380

I don't think it said that later, after I spoke to Captain Kells, at that time it had two objectives shown (one was Kill Clarke), and one would advance as I progressed though the initial steps of the quest, however the getstage always reported 380 regardless of my progression. FYI. HalloweenWeed (talk) 23:41, April 2, 2017 (UTC)

Halloweenweed PipBoy2

Quest Duty or Dishonor stage 380 later

──────────────────────────────────────────────────────────────────────────────────────────────────── That is odd, I have no idea why it would show up like that, most likely Beth didn't account for something when setting up the scripts which is causing a different message to show and the getstage. I saw you message last night and decide to wait until Jspoelstra got back to me to respond, but it looks like he made an executive decision and changed around himself. Sakaratte (talk) 19:08, April 3, 2017 (UTC)

The quest would appear to advance through the initial stages at and after the first talk with Captain Kells, also setting the quest marker pins, even though the quest 4402c always indicated step 380. It's almost as if there was another quest ID that was keeping track of it, or like sub-quest stages. The Pip-boy always had the "Kill Initiate Clarke" message at the bottom, and the current objectives at the top. Sometimes finished objectives (greyed-out) in-between with a check mark, as shown in the "later" screenshot above. HalloweenWeed (talk) 22:09, April 3, 2017 (UTC)
I'm looking at the scripts against your screen shot and I suspect the game tracks by highest active quest stage/objective for getstage and most recent activated log for the log text. I'd be interested to know what happens if you set the quest stage to 385, it might cause it to tick over normally again. Sakaratte (talk) 22:22, April 3, 2017 (UTC)
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