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* InterfaceSpoiler: Many players use this as a feature, not a bug: habitually clicking VATS as you wander about will alert you to landmines and to feral ghouls that are playing dead, especially useful when these are hidden in rubble / long grass, or have clipped into the terrain. [[note]] This doesn't work for everything - some ghouls are "properly" hidden, and some [=IEDs=] have scripted / specific (e.g. door-based) triggers, meaning they do not show up on VATS. Therefore some traps are much more dangerous than others. [[/note]]

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* InterfaceSpoiler: InterfaceSpoiler
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Many players use this as a feature, not a bug: habitually clicking VATS as you wander about will alert you to landmines and to feral ghouls that are playing dead, especially useful when these are hidden in rubble / long grass, or have clipped into the terrain. [[note]] This doesn't work for everything - some ghouls are "properly" hidden, and some [=IEDs=] have scripted / specific (e.g. door-based) triggers, meaning they do not show up on VATS. Therefore some traps are much more dangerous than others. [[/note]][[/note]]
** During the Brotherhood questline, both Maxson and Ingram are vague about the "project" she is working on to create a weapon to defeat the Institute. The animated quest icon and quest title that appear right after Maxson sends you to talk to Ingram about helping her with it gives away [[spoiler:that you are once again bringing Liberty Prime back to life.]]
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* HollywoodSilencer: Returning from ''Fallout 3'' and ''Fallout New Vegas'', but in addition the heavy sniper rifles that you could suppress in ''New Vegas'', you can now add suppressors to the combat shotgun and (oddly enough) the pipe revolver. Played straight in that a .308 rifle is reduced to a quiet "sniff" sound, a ''.50 caliber rifle'' barely makes a puff, and the silencer that the [[AceCustom Deliverer]] comes as-is with even has the classic *POOT* sound instead of the more modern muffled click. That said, they are more realistic than previous incarnations, as even on the quietest guns they don't completely silence the sound of the bullet and enemies will still become alerted by a near miss or you firing near them. [[ShownTheirWork Suppressors also notably reduce the gun's recoil]], a trait of suppressors that most works of fiction ignore.

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* HollywoodSilencer: Returning from ''Fallout 3'' and ''Fallout New Vegas'', but in addition the heavy sniper rifles that you could suppress in ''New Vegas'', you can now add suppressors to the combat shotgun and (oddly enough) the pipe revolver. Played straight in that a .308 rifle is reduced to a quiet "sniff" sound, a ''.50 caliber rifle'' barely makes a puff, and the silencer that the [[AceCustom Deliverer]] comes as-is with even has the classic *POOT* sound instead of the more modern muffled click. That said, they are more realistic than previous incarnations, as even on the quietest guns they don't completely silence the sound of the bullet and enemies will still become alerted by a near miss {{near miss|es}} or you firing near them. [[ShownTheirWork Suppressors also notably reduce the gun's recoil]], a trait of suppressors that most works of fiction ignore.
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** Generally [[ZigZaggingTrope Zig-Zagged]] throughout the game. Many characters show a rather surprisingly high knowledge of Pre-War events, [[JustifiedTrope although they're often shown to be members of the Commonwealth's more educated societies]]. [[IntrepidReporter Piper Wright]] named her newspaper after the [[ShownTheirWork first multi-page newspaper]] [[HistoricalInJoke ever published in the Americas]], and [[RoyalsWhoActuallyDoSomething Elder Maxson]] named the ''Prydwen'' after a famous poem related to the Arthurian mythos.

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** Generally [[ZigZaggingTrope Zig-Zagged]] throughout the game. Many characters show a rather surprisingly high knowledge of Pre-War events, [[JustifiedTrope although they're often shown to be members of the Commonwealth's more educated societies]]. [[IntrepidReporter Piper Wright]] named her newspaper after the [[ShownTheirWork first multi-page newspaper]] [[HistoricalInJoke ever published in the Americas]], [[OfficerAndAGentleman Preston Garvey]] and the other [[ViglanteArmy Minutemen]] display decent knowledge on the American Revolution they model themselves after, and [[RoyalsWhoActuallyDoSomething Elder Maxson]] named the ''Prydwen'' after a famous poem related to the Arthurian mythos.
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** Synths are loathed throughout the Commonwealth, resulting in such paranoia that brothers and friends turn on their loved ones to kill them. This is more {{Justified}} than most examples as the Synths are very often used as assassins for the Institute. However, if Synths are freed from their masters, they prove to be [[GreyAndGrayMorality more or less like anyone else]].

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** Synths are loathed throughout the Commonwealth, resulting in such paranoia that brothers and friends turn on their loved ones to kill them. This is more {{Justified}} {{Justified|Trope}} than most examples as the Synths are very often used as assassins for the Institute. However, if Synths are freed from their masters, they prove to be [[GreyAndGrayMorality more or less like anyone else]].

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** An interesting first for the series comes in the form of the Gamma Gun. Deals insane amounts of radiation damage that is most certainly not healthy, well not for humans. Ghouls are healed by radiation and the damage from the Gamma Gun is no exception. You can use this to quickly heal Ghoul companion John Hancock. There is a legendary weapon type called "Ghoul Slayer's" which can randomly give you a Gamma Gun that heals ghouls by 50% ''more''.
** There's a legendary weapon mod called "Medic's" which will cause the weapon to heal a target instead of doing damage. It's disabled by default, but can be enabled with mods or console commands. This means the player can potentially find a Fat Man with the mod which would make it a healing nuke. (Someone found a Medic's Fat Man and tested it. It only heals someone it directly hits, only for a tiny amount, and does no splash damage or healing otherwise.)
*** This is due to legendary effects applying only to the weapon's actual projectile. Since the actual Mini Nuke projectile itself, does very little damage, the legendary also heals for very little.

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** An interesting first for the series comes in the form of the Gamma Gun. Deals insane amounts of radiation damage that is most certainly not healthy, well healthy - at least, not for humans. Ghouls are healed by radiation radiation, and the damage from the Gamma Gun is no exception. You can use this to quickly heal Ghoul companion John Hancock. There is a legendary weapon type called "Ghoul Slayer's" which can randomly give you a Gamma Gun that heals ghouls by 50% ''more''.
** There's a legendary weapon mod called "Medic's" which will cause the weapon to heal a target instead of doing damage. It's disabled by default, presumably since [[CripplingOverspecialization you can't use it for anything other than healing a companion]], but it can be enabled with mods or console commands. This means the player can potentially find a Fat Man with the mod which would make it a healing nuke. (Someone found a Medic's Fat Man and tested it. It only heals someone it directly hits, only for a tiny amount, and does no splash damage or healing otherwise.)
*** This is due to legendary effects applying only to the weapon's actual projectile. Since the actual Mini Nuke projectile itself, does very little damage, the legendary also heals for very little.
commands.
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** The Institute quest "Powering Up" both has the consolidate the Institute's power and literally power up their reactor.
** The Institute quest "End of the Line" refers to the end of something (in this case the Railroad and the Sole Survivor's collaboration with them) as well as a play on the Railroads being related to train lines.

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** The Institute quest "Powering Up" both has the Sole Survivor metaphorically consolidate the Institute's power by broadcasting a speech and inspiring the Institute scientists and literally power up their reactor.
** The Institute quest "End of the Line" refers to the end of something (in this case the Railroad and the Sole Survivor's collaboration with them) as well as a play on the Railroads being typically related to train lines.



** The skeletons laying around Vault 111 may give you an idea of how long you were out.
** If your main character is non-white, has oddly coloured eyes or deformed facial features, [[spoiler:you may recognise Father due to his unusual appearance.]]

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** The skeletons laying around Vault 111 may give you an idea of how long you were out.
out. [[spoiler:210 years, long enough for the skin to rot away.]]
** If your main character is non-white, has oddly coloured eyes or deformed facial features, features on your first full playthrough, [[spoiler:you may recognise Father even before he reveals himself as Shaun due to his unusual appearance.him being non-white or biracial, having bright blue/green eyes or looking weird.]]
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* FunnyConceptionStory: At the beginning, you can talk to your spouse, who will ask if you want to go to the park together. Cue this dialogue that reveals how their son was concieved:
-->'''Spouse:''' Hey, I was wondering if we should go to the park together. Could be fun.
-->''[Player picks [[SarcasmMode Sarcastic]] option]''
-->'''Male Protagonist:''' Will it be like our first time at the park together?
-->'''Female Protagonist:''' Yes, to the park, with ''you.'' Because I want to get pregnant again.
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* DoubleMeaningTitle:
** The Institute quest "Powering Up" both has the consolidate the Institute's power and literally power up their reactor.
** The Institute quest "End of the Line" refers to the end of something (in this case the Railroad and the Sole Survivor's collaboration with them) as well as a play on the Railroads being related to train lines.

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* FakeInTheHole: Occasionally, Raiders will talk about a Wastelander who bluffed a group of Raiders by lobbing rocks and making explosive sounds to run off. Allegedly he also did it to Super Mutants as well, who were so confused by his behavior that they couldn't move fast enough to catch him. [[note]] possibly not a straight example, as the wastelander may not have been doing this intentionally; I always assumed the person in the anecdote was a victim of the Hallucigen gas leak. [[/note]]

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* FakeInTheHole: Occasionally, Raiders will talk about a Wastelander who bluffed a group of Raiders by lobbing rocks and making explosive sounds to run off. Allegedly he also did it to Super Mutants as well, who were so confused by his behavior that they couldn't move fast enough to catch him. [[note]] possibly not a straight example, as the wastelander may not have been doing this intentionally; I always assumed the person in the anecdote was a victim of the Hallucigen gas leak. [[/note]]


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* GoingPostal: The Junk Jet was invented by a disgruntled [=ArcJet=] technician who had planned to use it against his co-workers. The Great War mercifully ensured his rampage never happened, and with the security systems in place and [[AwesomeButImpractical how crap the weapon is]] (poor damage, a weight of nearly 30 lbs, and relying on everyday objects instead of fusion cells or tried-and-true cartridges for ammunition), it's unlikely he would've done much damage anyway.

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The Vertibirds may not be the strongest, but they're still working helicopters while the Institute has no air support at all


** While they may chime in with a comment and their affinity may change, having certain companions along for quests usually has no impact on the quest or your standing with the companion. For instance, you can speak to Mayor [=McDonough=] and get hard proof that [[spoiler:he's a Synth]], but even if Piper is with you for the conversation, all that happens if your affinity with her takes a hit. Perhaps the most egregious instances come from X6-88, who is an Institute Courser. While taking him into the Railroad HQ will turn him hostile, having him along for other quests you perform for the Railroad will probably have no effect other than him disliking your actions; nothing comes of him learning you're a DoubleAgent for the Railroad, establishing safehouses for escaped Synths at your settlements, helping the Railroad smuffle Synths around the Commonwealth, etc.

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** While they may chime in with a comment and their affinity may change, having certain companions along for quests usually has no impact on the quest or your standing with the companion. For instance, you can speak to Mayor [=McDonough=] and get hard proof that [[spoiler:he's a Synth]], but even if Piper is with you for the conversation, all that happens if your affinity with her takes a hit. Perhaps the most egregious instances come from X6-88, who is an Institute Courser. While taking him into the Railroad HQ will turn him hostile, having him along for other quests you perform for the Railroad will probably have no effect other than him disliking your actions; nothing comes of him learning you're a DoubleAgent for the Railroad, establishing safehouses for escaped Synths at your settlements, helping the Railroad smuffle shuffle Synths around the Commonwealth, etc.



** Paladin Danse claims that air superiority will give the Brotherhood the edge they need to fight the Institute. Vertibirds in-game are primarily [[ArmoredCoffins flying deathtraps]] that can be and often are shot down quite easily with small-arms fire.[[note]]This primarily occurs because enemies with firearms tend to target the ''pilots'' of Vertibirds when engaging one in combat, possibly justifying why they frequently are knocked out of the sky. It's when the armored Knights aboard dismount and fight that the Brotherhood's strength is shown.[[/note]]



** It's entirely possible to get through the secret area in "Hole in the Wall" without contracting the Molerat Disease, yet you still have the option to insist on keeping it to use on yourself (when you have no possible use for it) and everyone still calls it a noble sacrifice to give it to the other victim.

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** It's entirely possible to get through the secret area in "Hole in the Wall" without contracting the Molerat Disease, yet you still have the option to insist on keeping it to use on yourself (when you have no possible use for it) and it other than to sell it out of plain {{Greed}}) while everyone still calls it a noble sacrifice to give it to the other victim.victim.
** Paladin Danse is allowed to follow the Sole Survivor into Railroad headquarters without as much as a warning uttered at him and may even be around to hear Desdemona set up a contingency plan to bomb the ''Prydwen''.

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