Fallout 4

Fallout 4

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no1schmo Sep 13, 2021 @ 8:55pm
Vault 88 Prototypes if Overseer is killed.
I don't see an answer to this anywhere, so I thought I'd ask. Google didn't help me either. I tore Barstow to pieces with a Ripper (it was TOTALLY an accident) and got the prototype notes. I built them, but...do they do anything? Without running the experiments, I mean; do they have any effects at all? Can they be changed (a linked console does nothing, nor does the Overseer's desk)? Even with console commands? I'm pretty sure I could spawn exactly which ones I want easily, but I don't want to do that dozens of times for each item in each settlement. I can't seem to find clear instructions on either what these generic ones do (if anything) or how to change the "type". I guess this is my fault for not checking more first, but I had always heard you could just off her to get the plans and skip the annoying questline--seems that might not be the most accurate claim.
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Showing 1-9 of 9 comments
The Fonze Sep 13, 2021 @ 11:34pm 
if you kill her before doing the experiments then your out of luck. the tests dont play out. You just get the benefits from the experiments. Like the power cycle will only give you 1 power per cycle(or was it 5?) but you wont get to see any guinea pigs test it.
wtiger27 Sep 14, 2021 @ 5:48am 
They will contribute to happiness of a settlement you build them at. But the parameters will not be active like you can set them during the experiment. The power cycle is a joke anyway. The gambling terminal and soda fountain, is nice to help with the happiness however.

And no, they cannot be changed or programmed. I have had the Overseer bug out in a run , so I just killed her and got the plans. They work for happiness.
DouglasGrave Sep 14, 2021 @ 5:59am 
Originally posted by The Fonze:
if you kill her before doing the experiments then your out of luck. the tests dont play out. You just get the benefits from the experiments. Like the power cycle will only give you 1 power per cycle(or was it 5?) but you wont get to see any guinea pigs test it.
Ditto to this. You can still build the basic version of them, but there's no way to choose one of the better versions without doing the experiments.

Originally posted by wtiger27:
The power cycle is a joke anyway. The gambling terminal and soda fountain, is nice to help with the happiness however.
Agreed; the power cycle isn't much of a loss, but the slot machine, phoropter, and soda fountain are all useful, as long as you avoid the choices that can cause settler deaths.

The "Lost Revenue" version of the slot machine is one of my favourites (despite the 500 caps it costs in addition to other junk), since it doesn't require an assigned settler for its 15 points of happiness.
no1schmo Sep 14, 2021 @ 6:55pm 
All I can find info on are the ones you get from the experiment; do we actually know what effects the "basic" versions have, if any, or are they merely aesthetic at this point? At least that alleviates my concern that they might default to the first option for each prototype (aka, the bad ones that kill settlers).
DouglasGrave Sep 14, 2021 @ 8:24pm 
Checking the Creation Kit, they do have their own separate entries, but the power cycle and soda fountain prototypes appear identical to the "nice" option anyway. The phoropter and slot machine prototypes are the nice option, but grant 5 points less happiness.

Power Cycle: Gives 2 power.
Soda Fountain: Gives 5 happiness, needs 2 power.
Phoropter: Gives 5 happiness, needs 3 power.
Slot Machine: Gives 10 happiness, needs 1 power.

The slot machine prototype isn't too bad, since while it only offers 10 happiness instead of the 15 happiness of the Lost Revenue option, it doesn't require any caps to build, just junk materials.
no1schmo Sep 14, 2021 @ 8:25pm 
Cool, thanks. And you don't get the endless looped dialogue, I assume, so it might be worth the happiness hit.
wtiger27 Sep 15, 2021 @ 5:58am 
Originally posted by no1schmo:
Cool, thanks. And you don't get the endless looped dialogue, I assume, so it might be worth the happiness hit.

If the dialogue bothers you, then yes.

Never tried it, but I wonder if Overseer Barstow, will still stay if you pick all the options for the experiments which she hates?

Not that it matters, as i consider her to be a psychopath and do not feel bad about ether shooting her in the head or telling her good riddance.
DouglasGrave Sep 15, 2021 @ 6:21am 
Originally posted by wtiger27:
Originally posted by no1schmo:
Cool, thanks. And you don't get the endless looped dialogue, I assume, so it might be worth the happiness hit.
If the dialogue bothers you, then yes.

Never tried it, but I wonder if Overseer Barstow, will still stay if you pick all the options for the experiments which she hates?

Not that it matters, as i consider her to be a psychopath and do not feel bad about ether shooting her in the head or telling her good riddance.
From what I remember offhand, she won't stay if you pick all the options she hates, but can be convinced to stay with a speech check if you pick at least one of them.

I usually pick the Mood Enhancer option for the Soda Fountain, since it gives the best happiness boost for that object anyway, and has no death risk. The only downside (depending on what you prefer) is that your settlers will have some "trippy" dialogue about it.
Last edited by DouglasGrave; Sep 15, 2021 @ 6:22am
no1schmo Sep 17, 2021 @ 4:24pm 
Originally posted by wtiger27:
Originally posted by no1schmo:
Cool, thanks. And you don't get the endless looped dialogue, I assume, so it might be worth the happiness hit.

If the dialogue bothers you, then yes.

Never tried it, but I wonder if Overseer Barstow, will still stay if you pick all the options for the experiments which she hates?

Not that it matters, as i consider her to be a psychopath and do not feel bad about ether shooting her in the head or telling her good riddance.

Yeah, never mind; they still repeat stupid dialogue about even the generic vault items, it's just different stupid dialogue.
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Date Posted: Sep 13, 2021 @ 8:55pm
Posts: 9