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You know, we're not a monolithic block of all-aggreeing players out here.
Some complained about the goody-goody gameplay.
Some don't wish to be evil now that it's a legitimate path.
*not the same player*. Unless it is the same 'player' and they're just trolling.
The problem I see here is this - even as an evil person, it makes no sense to raid something that is already your own. What is the point? It would be cool, if you can decide in Concorde whether you ally with the minuteman, or if you help the raiders against the minuteman. But now, after finishing the mainquest and controlling allready all settlements?
However, IMHO you can have some fun with this DLC, so its not that bad at all. But FO4 with all it's DLC seem to be a patchwork of different ideas without a concept how those ideas work together
Since that's extremely unlikely to happen, I'm probably going to end up propping up a trader revolution. Might even go fetch Preston or Danse to act as a heavy.
I'm actually surprised there's no 'notify the BoS' option, as there was with Far Harbor. But then these are *human* monsters well dug in to a defendable location that, while it carries tech, is probably too much for the CW BoS expedition to handle.
So... yup, probably going to end up killing at least all the raider leaders. We'll see how far these questlines can go before there's a 'decision gate' that permanently affects standing.
After hearing a few of Dixie's souvenirs and reading some Operator terminals, not going to feel bad at all about dispensing a little wasteland justice when it comes time. Believe it or not, the Pack seem the least of the three evils though... wierd, wild, but they seem to be limited in 'horrible' to dogfighting and turning ghouls into living chairs. Well, and standard raider fare. If I discover differently I will just as happily dispose of them also...
Yep. Happens the first time you plant a raider flag in the commonwealth. I got the "Dixie" theme playing when I did it too... was that a mod or for real? I guess.. you know, rebel raiders versus minutemen.
My settlements are still allied to me, I don't think I'm the enemy of the MM. But Preston Yeah... aint happy.
They say "over the montains" to the Commonwealth, so it could be that NukaWerld just isn't on anyone's radar. Raider bosses will mention the institute in their jobs they want you do to though.
All the clocks are an hour behind CW time, so it's probably fairly far westward in what was the 2087 central time zone. Definitely not CW space.
Therre is a Pack note with a reference to finding a destroyed BoS outpost, filled with dead BoS soldiers and ghouls, and a suit of power armor, stating they needed to find one of 'those glowing things' (core) to get it back to NW. Is this possibly a reference to anything that happened with the midwest BoS? I'll have to research that when I have the time.
But the Minutemen are supposed to have interest in what I *tell* them to have interest in.
:-D
I allied with the Institute and obviously these guys are a threat to future operations, so why can't I call on them to send in an army to help me wipe them out?
Ironcally with my mod-ified institute grenades, I did have an army to help me.
If I hadn't though, I'd have lost most of the battles inside their headuarters because of the sheer numbers of high level bandits.
There is actually a big difference between,,
Be Evil
Be a Dumbass Psychopat
Story wise makes no sense that your character that supported the minutemen to rebuild the commonwealth will end to raid his own cities... That's what bugs me up in this DLC however almost all fallout 4 is filled with senseless moments like this so in the end is not a big deal..
The Independent option in NW turns the entire map into a shootout that ends very plainly and very bluntly, without any sort of rewards or consequences other than the shootout. It's nice that the raiding option is there (ignoring that the entrance to the DLC is so difficult that you need to be sufficiently leveled which usually means you have settlements with the Minutemen already), but it'd been better if the player had more than just that option and still got the full DLC a la the New Vegas strip. It could have been a lot like that had one of the raider factions just been a group of, say, wealthy traders who want to keep their hands as clean as possible but rake in caps, instead of being a group who kills and steals from others just to have money.
This^
You have a choice. Talk to your traders.
That said, It seems that you might have easier time if you go the trader route for the power plant quests... but theres a tradeoff as it seems the traders do not seem particularly inlined [as far as I've played at least] to restarting the park.
Its interesting that Gage comments the least about the Institute, sadly, my character needs to return and get more summon grenades...
Location.... maybe Indiana or Ohio... Kinda hard to place cause the hills seem a bit steep... But there's that resevoir dam to the north, might provide a bit a clue to a possible location.