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newbies guide for Fallout 4
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<blockquote data-quote="MarkB" data-source="post: 9437801" data-attributes="member: 40176"><p>The area around your starting point is intended to ease you into things, so the density of encounters is fairly low. Still, there are a variety of nearby farmsteads, stores and small towns.</p><p></p><p>Each of them have their likes and dislikes (aside from the dog). The fact that Codsworth dislikes collecting junk, which is, like, 40% of the gameplay, always ruled him out for me as a companion.</p><p></p><p>There are a couple of companion characters in Diamond City who can be good company. My favourite is Curie, she's a little harder to find.</p><p></p><p>Mods can only go back on to weapons of the same base type as they were removed from. If you remove a scope from a Hunting Rifle, you can only attach it to another Hunting Rifle. If you have a mod available in your inventory or workbench when modifying an item, then when you scroll down to that mod in the menu, the default action will be Attach rather than Build.</p><p></p><p>You don't need to break down junk items. When accessing the workbench or any crafting station in a settlement, you can store all junk items in it (there's even a quick-key to dump them all) and then, when you're crafting, any junk items containing the materials needed will be broken down automatically, and any remaining unused materials will be stored.</p><p></p><p>Power armour is powered by fusion cores. In the early game it's possible to burn through cores faster than you can find new ones.</p><p></p><p>Also power armour overrides the stats of any clothing or non-powered armour your character is wearing, effectively causing them to become inactive. This isn't so bad for raw defensive capabilities, but many items of clothing provide stat bonuses (like Agility for military fatigues, or Charisma for a tuxedo) that are also removed when in power armour. It's not uncommon for players to carry around entire spare outfits specifically for the bonuses they'll get in social interactions.</p><p></p><p>This becomes even more an issue once you start picking up armour pieces with Legendary effects. You can be getting huge cumulative bonuses to mutliple abilities, boosts to movement speed, better Action Point regen and a variety of other effects, all of which are lost the moment you don your power armour.</p><p></p><p>Also you clank around in it, which I find more annoying than some skittering dog footsteps.</p></blockquote><p></p>
[QUOTE="MarkB, post: 9437801, member: 40176"] The area around your starting point is intended to ease you into things, so the density of encounters is fairly low. Still, there are a variety of nearby farmsteads, stores and small towns. Each of them have their likes and dislikes (aside from the dog). The fact that Codsworth dislikes collecting junk, which is, like, 40% of the gameplay, always ruled him out for me as a companion. There are a couple of companion characters in Diamond City who can be good company. My favourite is Curie, she's a little harder to find. Mods can only go back on to weapons of the same base type as they were removed from. If you remove a scope from a Hunting Rifle, you can only attach it to another Hunting Rifle. If you have a mod available in your inventory or workbench when modifying an item, then when you scroll down to that mod in the menu, the default action will be Attach rather than Build. You don't need to break down junk items. When accessing the workbench or any crafting station in a settlement, you can store all junk items in it (there's even a quick-key to dump them all) and then, when you're crafting, any junk items containing the materials needed will be broken down automatically, and any remaining unused materials will be stored. Power armour is powered by fusion cores. In the early game it's possible to burn through cores faster than you can find new ones. Also power armour overrides the stats of any clothing or non-powered armour your character is wearing, effectively causing them to become inactive. This isn't so bad for raw defensive capabilities, but many items of clothing provide stat bonuses (like Agility for military fatigues, or Charisma for a tuxedo) that are also removed when in power armour. It's not uncommon for players to carry around entire spare outfits specifically for the bonuses they'll get in social interactions. This becomes even more an issue once you start picking up armour pieces with Legendary effects. You can be getting huge cumulative bonuses to mutliple abilities, boosts to movement speed, better Action Point regen and a variety of other effects, all of which are lost the moment you don your power armour. Also you clank around in it, which I find more annoying than some skittering dog footsteps. [/QUOTE]
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