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** In Survival mode, VATS semi randomly locks the game up completely - "if the Player.EquipItem() function is called while in VATS it will cause the game to freeze up". Seven years after release, there is still no patch; you need to download a couple of mods (VATS freeze fix + Depth of Field) or disable VATS (remove the key so you don't accidentally press it) if you want to play Survival mode.
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* HyperspaceArsenal: several varieties
** A merchant has 200 items for sale, but they only yield 3 items if killed and looted. The other 197 were in hyperspace.
** Any non-companion, has the ability to throw one grenade an infinite number of times. This applies to foes, but also to settlers and others.
** Essential characters can pick up additional weapons without limit, e.g. if you leave the Taking Independence quest partially complete, Preston will follow you forever - shooting and looting - and will eventually aquire a massive arsenal.

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* HyperspaceArsenal: HyperspaceArsenal. Comes in several varieties
varieties:
** A merchant has may have 200 items for sale, but they will only yield 3 items if killed and looted. The other 197 were in hyperspace.
** Any non-companion, (non-companion) NPC has the ability to throw one grenade an infinite number of times. This applies to foes, but also to settlers and others.
** Essential NP characters can will pick up additional weapons without limit, e.g. and use them only if you leave they are better than their current weapon. Potential companions are an exception, and will pick up weapons seemingly at random. If the Taking Independence quest is partially complete, Preston will follow you forever - shooting and looting - forever, and will eventually aquire a stupendously massive arsenal.arsenal - none of which he uses.



** Power Armour pieces become weightless when sufficiently damaged. You can carry away all of the armour from a large number of BoS knights, if you beat up their corpses.

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** Power Armour pieces become weightless when sufficiently damaged. You can carry away all of the armour from a large number of BoS Brotherhood knights, if you beat up their corpses.corpses first.

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** Any non-companion, when given a single projectile or grenade, has the ability to fire/throw it an infinite number of times. This applies to foes, but also to settlers and other NPCs.
** NPCs can pick up additional weapons without limit. e.g. if you leave the Taking Independence quest partially complete, Preston will follow you forever, and eventually aquire dozens of weapons.
** Companions do not apply a weight check when ordered to pick up loose objects. Piper has no trouble carrying a dozen Fat Man launchers.
** Power Armour pieces become weightless when sufficiently damaged. You can easily carry away all of the armour from multiple BoS knights by beating up the corpses.

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** A merchant has 200 items for sale, but they only yield 3 items if killed and looted. The other 197 were in hyperspace.
** Any non-companion, when given a single projectile or grenade, has the ability to fire/throw it throw one grenade an infinite number of times. This applies to foes, but also to settlers and other NPCs.
others.
** NPCs Essential characters can pick up additional weapons without limit. limit, e.g. if you leave the Taking Independence quest partially complete, Preston will follow you forever, forever - shooting and looting - and will eventually aquire dozens of weapons.
a massive arsenal.
** Companions do not apply a weight check when ordered to pick up loose objects. Piper has no trouble carrying a dozen Fat Man launchers.
objects, making their carry capacity effectively infinite.
** Power Armour pieces become weightless when sufficiently damaged. You can easily carry away all of the armour from multiple a large number of BoS knights by beating knights, if you beat up the their corpses.
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* HyperspaceArsenal: several varieties
** Any non-companion, when given a single projectile or grenade, has the ability to fire/throw it an infinite number of times. This applies to foes, but also to settlers and other NPCs.
** NPCs can pick up additional weapons without limit. e.g. if you leave the Taking Independence quest partially complete, Preston will follow you forever, and eventually aquire dozens of weapons.
** Companions do not apply a weight check when ordered to pick up loose objects. Piper has no trouble carrying a dozen Fat Man launchers.
** Power Armour pieces become weightless when sufficiently damaged. You can easily carry away all of the armour from multiple BoS knights by beating up the corpses.
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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.

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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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* Interface Spoiler: 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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* Interface Spoiler: 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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* Interface Spoiler: 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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** In Survival mode, it is much easier for a starting character to raise their Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, then use the You're Special book + Bobblehead to raise it to base 12 (...and eventually to base 14, with VANS). With Concentrated Fire and appropriate choices, a low level character snipe with high accurately with VATS, even at extreme range, where your hit chance would normally be in the single digits. [[note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early.[[/note]]

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** In Survival mode, it is much easier for a starting character to raise their Perception to superhuman levels: you can start with max perception Perception of 10, debuff it with dehydration, then use the You're Special book + Bobblehead to raise it to your base Perception to 12 (...and eventually to base 14, with VANS). With Concentrated Fire and + appropriate choices, even a low level starting character can snipe with ridonculously high accurately with VATS, even at extreme range, where your hit chance would normally be in the single digits.VATS. [[note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early.[[/note]]
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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, then use the book and/or bobblehead, to raise it beyond the "maximum" whilst hydrated. [[note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early. [[/note]]

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** In Survival mode makes mode, it is much easier for a starting character to raise their Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, then use the You're Special book and/or bobblehead, + Bobblehead to raise it beyond to base 12 (...and eventually to base 14, with VANS). With Concentrated Fire and appropriate choices, a low level character snipe with high accurately with VATS, even at extreme range, where your hit chance would normally be in the "maximum" whilst hydrated.single digits. [[note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early. [[/note]]
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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, then use the book and/or bobblehead, to raise it beyond the "maximum" whilst hydrated. [[/note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early. [[\note]]

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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, then use the book and/or bobblehead, to raise it beyond the "maximum" whilst hydrated. [[/note]] [[note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early. [[\note]][[/note]]
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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with perception 10, debuff it with dehydration, and use the book & bobblehead, to gain a base Perception of 12. With Note: in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early.

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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with max perception of 10, debuff it with dehydration, and then use the book & and/or bobblehead, to gain a base Perception of 12. With Note: raise it beyond the "maximum" whilst hydrated. [[/note]] in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early.early. [[\note]]
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** Survival mode makes it much easier to raise Perception to superhuman levels: you can start with perception 10, debuff it with dehydration, and use the book & bobblehead, to gain a base Perception of 12. With Note: in normal modes, debuffing Perception is quite tricky - it requires Fury, a chem that is not available early.
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** The Pole Hook in the Far Harbor DLC. With a high base damage and the correct mods and perks, a sneak critical can make short work of almost anything. It is also cheap and is available as soon as one can survive the opening combat to the DLC.

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** The Pole Hook in the Far Harbor DLC. With a high base damage and the correct mods and perks, a sneak critical can make short work of almost anything. It is also cheap and is available either (a) as soon as one can survive the opening combat to the DLC.DLC or (b) as a random legendary drop.
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removed because incorrect (or at least, not universally correct). From the Fallout Wiki (Randall Clark page) - "The situation continued into 2078. After two months of surviving inside the cave, the radiation levels were still lethal, contrary to his Army training, which said 2–4 weeks were enough for it to clear."


** The Overseer in Vault 111 left all the staff trapped until they died because he was convinced the radiation levels would still be immediately fatal 180 days after the Great War. In ''Fallout'' canon, radiation levels effectively normalized within '''two''' days of the Great War.

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* FailedASpotCheck: To the player, it's pretty obvious what Vault 111's experiment is, as the vault makes no effort to even try to conceal the cryogenic equipment and the frost coating everything. To the inhabitants inside, they're lead to believe that the stasis pods are decontamination chambers. [[JustifiedTrope If their lives being spared from a nuclear blast weren't still fresh in their heads]], they might have questioned it.

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* FailedASpotCheck: To FailedASpotCheck:
**To
the player, it's pretty obvious what Vault 111's experiment is, as the vault makes no effort to even try to conceal the cryogenic equipment and the frost coating everything. To the inhabitants inside, they're lead to believe that the stasis pods are decontamination chambers. [[JustifiedTrope If their lives being spared from a nuclear blast weren't still fresh in their heads]], they might have questioned it.it.
**You can, whilst holding an Alien Blaster, be asked whether you believe that aliens have visited Earth.
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* IncrediblyLamePun: If you ask the brewery-on-legs protectron Buddy for jokes, chances are he'll spout one of these, and he has an impressively long list on offer. Codsworth says most of the same jokes, as well. Someone at Bethesda was clearly having a blast writing the character. Fortunately, Buddy's stilted RoboSpeak delivery makes them funny no matter how you normally feel about puns. Codsworth's dry delivery of the bad puns is also usually a killer.
-->'''Buddy''': Relationships are a lot like algebra. You always look at your X and try to figure out Y.\\
'''Codsworth:''' I Went to a zoo the other day. The only animal they had was a dog. It was a Shih Tzu.

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As per the description on Foil, for characters to be Foils they need to interact. you can't be a foil for someone who isn't in the game. Most of these are literally not examples


** The Sole Survivor is one to the Lone Wanderer. The Lone Wanderer is an individual leaving their comfy, pleasant, and secure Vault in search of their father. The Sole Survivor is leaving their decaying, frozen tomb of a Vault in order to find their missing son and avenge their dead spouse. They also serve as one to James, who left his family to build a New World while the Sole Survivor manages to juggle looking for their child with constructing new settlements as well as inspiring the people around them.
** In a sense, the Commonwealth itself is one to the [[VideoGame/FalloutNewVegas Mojave Wasteland]]. The Mojave was, at the time of the game's setting, in the midst of being tamed and developed, to the point that highways, major cities, and even ''railroads'' were popping up. This was due to an organized central society being set up by Mr. House's New Vegas, and the recent arrival of both the NCR and Caesar's Legion. Conversely, the Commonwealth is a feral landscape around and in a ruined city, occasionally blasted by radiation storms and containing few bastions of safety and even fewer attempts at widespread logistics. This is because of the Institute's near-constant meddling with the surface, the local presence of the [[DeathWorld Glowing Sea]], and the recent fall of the Minutemen causing a ''second'' regional societal collapse.
** The Commonwealth Minutemen are in a sense this to the Enclave, much like the New California Republic also is. In doing a service to the people of the Commonwealth and upholding honorable values, they hearken back to what Pre-War America ''wished'' it was, [[ANaziByAnyOtherName whereas the Enclave represented the worst aspects of Pre-War America in reality.]] In fact, the recruitment radio tower, which presumably uses Minuteman tracks, plays the same patriotic music as Enclave Radio did in between broadcasts of the Sole Survivor's recorded urgings for people to come to a given settlement. They also serve as this to the Brotherhood of Steel by being, essentially, everything Elder Lyons ''wished'' he could turn the Brotherhood into but ultimately failed to do. They also do it with far less technology, resources, and influence. And ''also'' like the Brotherhood, they can be seen as a Foil to the Institute.
*** When combined with [[GoodCounterpart Good Counterpart]], the Minutemen are this to the Gunners. [[ArmyOfThievesAndWhores The Gunners]] are a group of [[PrivateMilitaryContractors aggressive mercenaries]] and {{Sociopathic Soldier}}s intent on using [[TrainingFromHell extreme military discipline]] to conquer the entire Commonwealth. They're also one of the only factions to have access to Pre-War military tech, being that they mostly use {{Energy Weapon}}s and even have ''Vertibirds'' on their side. [[TheParagon The Commonwealth Minutemen]], in contrast, are a band of [[VigilanteMan heroic militiamen]] and citizen soldiers that want to help unite the Commonwealth together by protecting settlements and laying the groundwork for a new society. They seem to rely mostly on [[HadToBeSharp training their soldiers]], [[ScavengedPunk cobbled-together weapons]], and utilizing [[CombatPragmatist anything they can grab]] when protecting the innocent. It's not that big a surprise that these factions utterly hate each other and are in the midst of a vicious war.
** The Institute serves as another Foil to both the Enclave and the Brotherhood of Steel. As a Pre-War institution of higher learning and intelligence, it has dedicated itself to making the Wasteland [[WellIntentionedExtremist a better place]]. It also does so with [[TheUnfettered ruthlessness]], [[CombatPragmatist pragmatism]], and [[TheChessmaster behind-the-scenes]] [[ManipulativeBastard manipulation]] which makes the Enclave's brute force approach look laughably trite. The Institute replaces racism against Wastelanders with racism against Synths, and is willing to [[PragmaticVillainy incorporate the best into their ranks]]. To this end, they also bear some similarity and antithesis to Mr. House, the Think Tank, and even Caesar's Legion.
** [[invoked]] [[UndergroundRailroad The Railroad]] is one to [[HeroWithBadPublicity the Followers of the Apocalypse]], being more focused on the [[BombThrowingAnarchists anarchism]] and "fight the power" elements of the group over science and knowledge. Whereas the Followers are [[ButtMonkey frequently co-opted]] by the NCR, the Great Khans, and other groups to build ''their'' empires, the Railroad [[BewareTheNiceOnes actively tears them down]] but has a far less positive effect on society as a whole (while still helping individuals). The Railroad also are perfectly fine with their [[WellIntentionedExtremist sometimes ruthless]] measures they have for helping liberate & protect Synths (most of which will likely cause the Commonwealth to stay chaotic), while the Followers of the Apocalypse are [[OldShame intentionally trying to distance themselves]] from that stereotype. The Railroad are also Foils to the Brotherhood of Steel, Institute, and Minutemen, [[spoiler: although they can [[WeCanRuleTogether potentially team up with the latter]] in some endings]].
** The East Coast Brotherhood of Steel now act almost exactly like the [[VideoGame/FalloutTacticsBrotherhoodOfSteel Midwest chapter]], who functioned with a feudal model. They're also Foils to the West Coast Brotherhood, Institute, and Minutemen.
*** Strangely enough, the East Coast Brotherhood are now also Foils to Caesar's Legion. The Legion [[FantasyCounterpartCulture emulates Imperial Rome]] ([[{{Hypocrite}} or at least cherry-picks whatever suits them at the moment]]) while [[MedievalStasis refusing to advance their tech]] and try to [[LetThePastBurn purposely annihilate the records of the past]]. In a similar vein, the East Coast [=BoS=] stylize themselves after the Sovereign Military Order of Malta and medieval Britain, deliberately evoking imagery of those organizations while infusing them [[LowCultureHighTech with advanced Pre-War technology]] and the memories of its US military origins. Both organizations are also [[RisingEmpire aggressively expanding outwards]] from their points of origin, and [[CurbStompBattle regularly crush virtually any foe in their path]] until the story's start (with the Legion meeting their match in the form of the [=NCR=] at the First Battle of Hoover Dam, and the [=BoS=] struggling against both the Institute and Railroad while in the Commonwealth). However, the Legion was ultimately unstable and overly desperate when trying to firmly establish its "New Rome" in New Vegas. Meanwhile, the East Coast [=BoS=] under Maxson have ''already'' managed to pull off this need for a homeland with their control over the Capital Wasteland, and have been able to do so ''without'' making life hell for the locals (unlike what the Legion would do [[YouWillBeAssimilated with the natives of the Mojave]]).
** [[EverytownAmerica Vault 81]] is the {{Foil}} to ''four'' different Vaults across the entire series.
*** To [[VideoGame/Fallout3 Vault 101]]. Similar as they might seem, the Lone Wanderer's original home in the Capital Wasteland continued following its [[HiddenElfVillage intended objectives]] to the point of near self-destruction. Meanwhile, [[spoiler: Vault 81 abandoned its original purpose long ago for the safety of its inhabitants]].
*** To [[VideoGame/Fallout2 Vault City]]. Like Vault City, 81's population is rather secluded and tries to keep to themselves after having just opened themselves up to the outside world. However, its population nonetheless [[DissonantSerenity remains fairly open to the Wasteland and friendly to outsiders]] for as long as the Sole Survivor reciprocates, and fail to [[FantasticRacism treat all Wastelanders with contempt]].
*** To [[VideoGame/FalloutNewVegas Vault 3]]. While the Mojave's one control Vault [[spoiler: [[DownerEnding got overrun by the Fiends]]]], the denizens of Vault 81 are ''far'' from naive and aren't [[TooDumbToLive dumb enough]] to just leave their front door open.
*** To Vault 21. Both were experimental Vaults that were fully expected to result with the demise of its inhabitants, one way or another. While Vault 81 [[spoiler: [[ScrewTheRulesImDoingWhatsRight decided to abandon its experiments]] for the sake of its inhabitants]], Vault 21's experiment proved to be perfectly compatible with comfortable survival until the arrival of Mr. House.

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** The Sole Survivor is one to the Lone Wanderer. The Lone Wanderer is an individual leaving their comfy, pleasant, and secure Vault in search of their father. The Sole Survivor is leaving their decaying, frozen tomb of a Vault in order to find their missing son and avenge their dead spouse. They also serve as one to James, who left his family to build a New World while the Sole Survivor manages to juggle looking for their child with constructing new settlements as well as inspiring the people around them.
** In a sense, the Commonwealth itself is one to the [[VideoGame/FalloutNewVegas Mojave Wasteland]]. The Mojave was, at the time of the game's setting, in the midst of being tamed and developed, to the point that highways, major cities, and even ''railroads'' were popping up. This was due to an organized central society being set up by Mr. House's New Vegas, and the recent arrival of both the NCR and Caesar's Legion. Conversely, the Commonwealth is a feral landscape around and in a ruined city, occasionally blasted by radiation storms and containing few bastions of safety and even fewer attempts at widespread logistics. This is because of the Institute's near-constant meddling with the surface, the local presence of the [[DeathWorld Glowing Sea]], and the recent fall of the Minutemen causing a ''second'' regional societal collapse.
** The Commonwealth Minutemen are in a sense this to the Enclave, much like the New California Republic also is. In doing a service to the people of the Commonwealth and upholding honorable values, they hearken back to what Pre-War America ''wished'' it was, [[ANaziByAnyOtherName whereas the Enclave represented the worst aspects of Pre-War America in reality.]] In fact, the recruitment radio tower, which presumably uses Minuteman tracks, plays the same patriotic music as Enclave Radio did in between broadcasts of the Sole Survivor's recorded urgings for people to come to a given settlement. They also serve as this to the Brotherhood of Steel by being, essentially, everything Elder Lyons ''wished'' he could turn the Brotherhood into but ultimately failed to do. They also do it with far less technology, resources, and influence. And ''also'' like the Brotherhood, they can be seen as a Foil to the Institute.
***
When combined with [[GoodCounterpart Good Counterpart]], the Minutemen are this to the Gunners. [[ArmyOfThievesAndWhores The Gunners]] are a group of [[PrivateMilitaryContractors aggressive mercenaries]] and {{Sociopathic Soldier}}s intent on using [[TrainingFromHell extreme military discipline]] to conquer the entire Commonwealth. They're also one of the only factions to have access to Pre-War military tech, being that they mostly use {{Energy Weapon}}s and even have ''Vertibirds'' on their side. [[TheParagon The Commonwealth Minutemen]], in contrast, are a band of [[VigilanteMan heroic militiamen]] and citizen soldiers that want to help unite the Commonwealth together by protecting settlements and laying the groundwork for a new society. They seem to rely mostly on [[HadToBeSharp training their soldiers]], [[ScavengedPunk cobbled-together weapons]], and utilizing [[CombatPragmatist anything they can grab]] when protecting the innocent. It's not that big a surprise that these factions utterly hate each other and are in the midst of a vicious war.
** The Institute serves as another Foil to both the Enclave and the Brotherhood of Steel. As a Pre-War institution of higher learning and intelligence, it has dedicated itself to making the Wasteland [[WellIntentionedExtremist a better place]]. It also does so with [[TheUnfettered ruthlessness]], [[CombatPragmatist pragmatism]], and [[TheChessmaster behind-the-scenes]] [[ManipulativeBastard manipulation]] which makes the Enclave's brute force approach look laughably trite.Steel. The Institute replaces racism against Wastelanders with racism against Synths, and is willing to [[PragmaticVillainy incorporate the best into their ranks]]. To this end, they also bear some similarity and antithesis to Mr. House, the Think Tank, and even Caesar's Legion.
** [[invoked]] [[UndergroundRailroad The Railroad]] is one to [[HeroWithBadPublicity the Followers of the Apocalypse]], being more focused on the [[BombThrowingAnarchists anarchism]] and "fight the power" elements of the group over science and knowledge. Whereas the Followers are [[ButtMonkey frequently co-opted]] by the NCR, the Great Khans, and other groups to build ''their'' empires, the Railroad [[BewareTheNiceOnes actively tears them down]] but has a far less positive effect on society as a whole (while still helping individuals). The Railroad also are perfectly fine with their [[WellIntentionedExtremist sometimes ruthless]] measures they have for helping liberate & protect Synths (most of which will likely cause the Commonwealth to stay chaotic), while the Followers of the Apocalypse are [[OldShame intentionally trying to distance themselves]] from that stereotype. The Railroad are also Foils to the Brotherhood of Steel, Institute, and Minutemen, [[spoiler: although they can [[WeCanRuleTogether potentially team up with the latter]] in some endings]].
** The East Coast Brotherhood of Steel now act almost exactly like the [[VideoGame/FalloutTacticsBrotherhoodOfSteel Midwest chapter]], who functioned with a feudal model. They're also Foils to the West Coast Brotherhood, Institute, and Minutemen.
*** Strangely enough, the East Coast Brotherhood are now also Foils to Caesar's Legion. The Legion [[FantasyCounterpartCulture emulates Imperial Rome]] ([[{{Hypocrite}} or at least cherry-picks whatever suits them at the moment]]) while [[MedievalStasis refusing to advance their tech]] and try to [[LetThePastBurn purposely annihilate the records of the past]]. In a similar vein, the East Coast [=BoS=] stylize themselves after the Sovereign Military Order of Malta and medieval Britain, deliberately evoking imagery of those organizations while infusing them [[LowCultureHighTech with advanced Pre-War technology]] and the memories of its US military origins. Both organizations are also [[RisingEmpire aggressively expanding outwards]] from their points of origin, and [[CurbStompBattle regularly crush virtually any foe in their path]] until the story's start (with the Legion meeting their match in the form of the [=NCR=] at the First Battle of Hoover Dam, and the [=BoS=] struggling against both the Institute and Railroad while in the Commonwealth). However, the Legion was ultimately unstable and overly desperate when trying to firmly establish its "New Rome" in New Vegas. Meanwhile, the East Coast [=BoS=] under Maxson have ''already'' managed to pull off this need for a homeland with their control over the Capital Wasteland, and have been able to do so ''without'' making life hell for the locals (unlike what the Legion would do [[YouWillBeAssimilated with the natives of the Mojave]]).
** [[EverytownAmerica Vault 81]] is the {{Foil}} to ''four'' different Vaults across the entire series.
*** To [[VideoGame/Fallout3 Vault 101]]. Similar as they might seem, the Lone Wanderer's original home in the Capital Wasteland continued following its [[HiddenElfVillage intended objectives]] to the point of near self-destruction. Meanwhile, [[spoiler: Vault 81 abandoned its original purpose long ago for the safety of its inhabitants]].
*** To [[VideoGame/Fallout2 Vault City]]. Like Vault City, 81's population is rather secluded and tries to keep to themselves after having just opened themselves up to the outside world. However, its population nonetheless [[DissonantSerenity remains fairly open to the Wasteland and friendly to outsiders]] for as long as the Sole Survivor reciprocates, and fail to [[FantasticRacism treat all Wastelanders with contempt]].
*** To [[VideoGame/FalloutNewVegas Vault 3]]. While the Mojave's one control Vault [[spoiler: [[DownerEnding got overrun by the Fiends]]]], the denizens of Vault 81 are ''far'' from naive and aren't [[TooDumbToLive dumb enough]] to just leave their front door open.
*** To Vault 21. Both were experimental Vaults that were fully expected to result with the demise of its inhabitants, one way or another. While Vault 81 [[spoiler: [[ScrewTheRulesImDoingWhatsRight decided to abandon its experiments]] for the sake of its inhabitants]], Vault 21's experiment proved to be perfectly compatible with comfortable survival until the arrival of Mr. House.



*** [[BloodKnight Cait]] is one to [[VideoGame/FalloutNewVegas Rose of Sharon "Cass" Cassidy]]. Both are FieryRedhead {{Deadpan Snarker}}s with a penchant for [[ShotgunsAreJustBetter break-action shotguns]] and vice indulgence. However, Cass's vices are shown from [[MrViceGuy a (generally) lighthearted viewpoint]], while Cait's are shown to be self-destructive and an impetus for her bloodthirsty and vengeful attitude.
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* HospitalHottie: The nurse shown on the "Happy Sedation Special" edition of ''Massachusetts Surgical Journal'' is quite [[BuxomIsBetter buxom]] and rather good-looking in addition to her nice figure.

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* HospitalHottie: The nurse shown on the "Happy Sedation Special" edition of ''Massachusetts Surgical Journal'' is quite [[BuxomIsBetter [[BuxomBeautyStandard buxom]] and rather good-looking in addition to her nice figure.
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* DiegeticCharacterCreation: The Sole Survivor's face and body are customised as they and their spouse admire each other in the bathroom mirror, and primary stats are decided by filling in an acceptance form for the local Vault.
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* FleeingForTheFalloutShelter: The opening to the game takes place in the PlayerCharacter's [[DoomedHometown pre-war hometown]] of Sanctuary Hills. After seeing a news report on TV about the bombs falling, you have to make a break for the local Vault with your spouse and infant son. Along the way, you pass by neighbors bogged down trying to bring belongings and armed guards at the gate turning away anyone who hasn't been registered as an official resident, including the very same Vault Tec rep who signed you up. You arrive just in time, with the bomb detonating over Boston just as you start to descend on the elevator platform into the Vault. Given that this is a ''Fallout'' game and the "[[CorporateConspiracy Vaults were never meant to save anybody...]]", things quickly go FromBadToWorse, kicking off the plot of the game.
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Asskicking Equals Authority has been renamed.


* FourStarBadass: The leader of the Minutemen was always selected [[AsskickingEqualsAuthority from the most respected and powerful of their warriors.]] [[spoiler:And this includes ''you'' when Preston points out he doesn't have the chops to rebuild the order.]]

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* FourStarBadass: The leader of the Minutemen was always selected [[AsskickingEqualsAuthority [[AsskickingLeadsToLeadership from the most respected and powerful of their warriors.]] warriors]]. [[spoiler:And this includes ''you'' when Preston points out he doesn't have the chops to rebuild the order.]]
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* GreenwashedVillainy: The player can find pre-war notes on the terminal of the Red Rocket Truck Stop between the proprietors who are stashing nuclear waste from the vehicles (society having moved from increasingly rare fossil fuels to atomic powered everything) in some natural caves beneath the building to hide them from inspectors. They did a little too good of job, as the player can also find their "Trashbusters Award" for "greatest year-to-year waste reduction by a single store".
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It's not just mole rats that have eaten junk/weapons. Info fix on the Spray n Pray gun. Intoxication Mechanic looks fine.


** While they will drop their respective meat, dogs and Mole Rats have the rather odd habit of dropping random junk items as well, such as toothbrushes. If comments from [[ImAHumanitarian Strong]] are to be believed, they're random items eaten by the animals that the Sole Survivor is [[{{Squick}} taking out of their corpses.]]

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** While they will drop their respective meat, creatures like dogs and Mole Rats have the rather odd habit of dropping random junk items as well, such as toothbrushes. If comments from [[ImAHumanitarian Strong]] are to be believed, they're random items eaten by the animals that the Sole Survivor is [[{{Squick}} taking out of their corpses.]]



** Spray_n'_Pray for those who wants a weapon with Explosive in Normal to Very hard mode. Yes, with the right build, an Explosive Minigun is the most powerful weapon, bar none, but actually getting the thing requires copious amount of ItemFarming and favor of the {{RNG}}. In survival mode, which disable SaveScumming, getting the Minigun is an excercise in frustration and Spray_n'_Pray may never be replaced.

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** Spray_n'_Pray Spray n' Pray for those who wants a want an Explosive-effect weapon with Explosive in Normal to Very hard mode. Yes, with the right build, an Explosive Minigun is the most powerful weapon, bar none, but actually getting the thing requires copious amount of ItemFarming and favor of the {{RNG}}. In survival mode, which disable disables SaveScumming, getting the Minigun is an excercise exercise in frustration and Spray_n'_Pray the Spray n' Pray may never be replaced.



%%* Intoxication Mechanic: Using too many drugs or drinking too much alcohol can make the [[PlayerCharacter Sole Survivor]] addicted, giving them a small penalty in stats (different addictions give different debuffs). It can be cured through visiting a doctor, eating a radscorpion egg omlette or drinking a refreshing beverage.

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%%* Intoxication Mechanic: * IntoxicationMechanic: Using too many drugs or drinking too much alcohol can make the [[PlayerCharacter Sole Survivor]] addicted, giving them a small penalty in some SPECIAL stats (different addictions give different debuffs). It E.g. Alcohol addiction itself reduces Charisma and Agility by one each. These can be cured through visiting a doctor, eating a radscorpion egg omlette omelette or drinking a refreshing beverage.
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* HuntingTheRogue: Some of the Institute's robotic [[ReplicantSnatching synths]] chose to abandon the organization, hoping to live freely. They are subsequently hunted down by the Institute's Coursers, who capture and reclaim them for further use. [[UndergroundRailroad The Railroad]] have dedicated themselves to helping these synths escape the Commonwealth.
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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; 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; while 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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** The lore for the Laser Musket explicitly states the weapon is powered by the crank. In gameplay, cranking simply ''loads'' the weapon with Fusion Cells.

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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; 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.
** The lore for the Laser Musket explicitly states the weapon is powered by the crank. In gameplay, cranking simply ''loads'' the weapon with Fusion Cells. During development it was intended for the musket to have limitless ammo and needed to be cranked to charge and fire it, but this was cut.



** On the topic of Danse, if you bring him along when discovering the Slog, and say that founding it as an example of what ghouls can do peacefully is a good idea, he'll disapprove. Immediately after this dialogue, Wiseman asks you to clear the trade route of Raiders/Super Mutants/Gunners. Saying you'll help will immediately recover any lost approval from the conversation.[[note]]Granted, it's arguably in-character for Danse, since the Brotherhood certainly doesn't like non-Feral Ghouls, but they actively ''hate'' Ferals, Super Mutants, and certain violent human factions.[[/note]]
** And speaking of the Slog, giving Arlen Glass [[spoiler:the holotape of his daughter and wife]] will prompt him to give you every last cap he has (or so he says.) If you have any Giddyup Buttercup parts left in your inventory prior to leaving him after this, he'll still pay you as if nothing happened.

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** On the topic of Danse, if you bring him along when discovering the Slog, and say that founding it as an example of what ghouls can do peacefully is a good idea, he'll disapprove. Immediately after this dialogue, Wiseman asks you to clear the trade route of Raiders/Super Mutants/Gunners. Saying you'll help will immediately recover any lost approval from the conversation.[[note]]Granted, it's arguably in-character for Danse, since the Brotherhood certainly doesn't like non-Feral Ghouls, but they actively ''hate'' Ferals, Super Mutants, and certain violent human factions.[[/note]]
** And speaking of the Slog, giving
Giving Arlen Glass [[spoiler:the holotape of his daughter and wife]] will prompt him to give you every last cap he has (or so he says.) If you have any Giddyup Buttercup parts left in your inventory prior to leaving him after this, he'll still pay you as if nothing happened.



** Though the story missions ''do'' tell you outright when you're going to make a faction hostile permanently, the intertwined nature of the missions mean a lot of them can conflict with each other even before you've reached a turning point. For example, one Brotherhood mission causes the Railroad Assaultron P.A.M. to enter a "security lockdown" mode in which she will not respond to any attempts at conversation, even if you have quests to turn in. Furthermore, this will happen even if you haven't fulfilled the first objective of speaking to the quest giver. The conversation priority system, which determines how characters respond if there's multiple options, will also prioritize secondary objectives of other quests over that character's personal quests. For example, when Institute quests give you the option to warn the Brotherhood, this warning will be prioritized over any quests you may have active with Maxson.
** Keeping all of the non-Institute factions and their related companions in play through the ending is possible, but requires a very specific order in doing quests for all three factions with very specific cutoffs that can make the A-Ending requirements from ''VideoGame/ValkyrieProfile'' seem sane. And even then, doing the wrong things during the final mission can permanently anger certain factions companions into leaving you. Doing so will also make you miss out on endgame rewards from the Brotherhood and Railroad. [[https://www.youtube.com/watch?v=OUFEeYdQnVc This is how it's done.]]

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** Though The main questline can fall into this, as there isn't really a clear cut-off between "Act 2" (the search for the story missions ''do'' tell you outright when you're going Institute to make a faction hostile permanently, the intertwined nature of the missions mean a lot of them can find Shaun) and "Act 3" (the conflict between the four main factions). The way the first parts of the game are structured, the player is likely to make contact with the Brotherhood of Steel and Railroad, or at least receive strong nudges towards finding them, and you ''have'' to meet the Minutemen and the Institute to complete the questline up until Act 3. From there on, however, things get muddy; many of the quest for each faction can overlap with each other even before you've reached a turning point. For example, one Brotherhood mission causes the Railroad Assaultron P.A.M. to enter a "security lockdown" mode in which she will not respond to any attempts at conversation, even if you have and influence each other, including triggering quests to turn in. Furthermore, this will happen even if you haven't fulfilled the first objective of speaking to the quest giver. The conversation priority system, which determines how characters respond if there's multiple options, will also prioritize secondary objectives of other quests over that character's personal quests. For example, when Institute quests give you earlier than normal because you'd advanced another faction's questline, the option to warn infiltrate the Brotherhood, this warning will be prioritized over any quests you may have active with Maxson.
** Keeping all of the non-Institute factions and their related companions in play through the ending is possible, but requires a very specific order in doing quests
Institute for all three factions with very specific cutoffs that can make the A-Ending requirements from ''VideoGame/ValkyrieProfile'' seem sane. And even then, doing the wrong things during the final mission can permanently anger certain factions companions into leaving you. Doing so will also make you miss out on endgame rewards from the Brotherhood and Railroad. [[https://www.youtube.com/watch?v=OUFEeYdQnVc This is how it's done.]]the Railroad for their quests (which goes off the table if you get banished from the Institute), and locking yourself out of quests with a faction because you completed a certain other quest for another faction. While the game ''does'' warn you when you're about to make a permanent enemy of one of them, you'll usually not receive such warnings for other conflicts. The manner in which the game prioritzes dialogue can also trip you up, because if an NPC needs to be spoken to as part of several active quests, you can't choose which topic to discuss first, causing you to complete certain quests, receive certain quests, etc, before you want to. Finally, if you want to complete the game while on friendly terms with all three non-Institute factions, you have to navigate their questlines very carefully to avoid alienating them from helping you, but not get so deep in their questlines that they become enemies with each other or force you to pick a side.
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* EnigmaticInstitute: The Institute is a cabal of scientists and technicians descended from what was once the Commonwealth Institute of Technology. They're primarily known for their creation of Synths, highly-advanced robotic androids barely distinguishable from humans that assault the surface-world for materials and kidnap-victims. The people of the Commonwealth live in constant fear of being replaced by robotic duplicates and are in the grip of paranoia at almost all times. Overseen by the enigmatic "Father," The Institute has fully convinced itself that the surface world is a decaying husk they have every right to pick at while covering their eyes and ears to the moral implications of TheConspiracy they've helped cultivate.
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* HumanResources: Oil is perhaps the single most valuable ItemCrafting ingredient in the game, being used in everything from gun mods to armor to robots to turrets. It is rare to find while out scavenging and even then the items containing it are relatively heavy, while it can also be (expensively) purchased as a shipment from a very select few merchants. However, you can craft it yourself at a Chemistry Station using Acid and Bone. While you can find the [[DesertSkull odd Brahmin skull]] out in the world or [[OrganDrops certain creature parts]] (Deathclaw hands, Molerat teeth, etc.) for some Bone, you can't otherwise acquire it from fallen enemies, making it extremely rare. The best source of Bone in the game? Human skeletons. Graveyards, scattered around creature lairs, Super Mutant "meat bags"... You scrounge through them all to acquire as many bones as you can to craft into Oil, and then use it for further crafting.
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Remember this happening to me.


* HarderThanHard: Survival difficulty disables [[ZipMode Fast Travel]] (except teleporting to the Insistute, and even then you can only teleport back out to the C.I.T. Ruins), [[CheckPointStarvation only allows permanent saves when you sleep]] (saving at game exit changes to a SuspendSave), reduces carry weight by 125, and makes enemies do far more damage to the player. Much like Hardcore Mode in ''Fallout: New Vegas'', you also need to regularly eat food, drink water, and sleep. Failure to do so will result in increasingly weaker SPECIAL stats due to hunger, thirst, and fatigue. You can now catch various illnesses that debilitate your character until you visit a doctor, use Antibiotics, or get several days of heavy sleep. Healing from Stimpaks and other consumables is much slower, while many consumable now have side-effects like increasing hunger/thirst/fatigue, weakened resistance to illness, or a chance to directly cause illness.

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* HarderThanHard: Survival difficulty disables [[ZipMode Fast Travel]] (except teleporting to the Insistute, and even then you can only teleport back out to the C.I.T. Ruins), [[CheckPointStarvation only allows permanent saves when you sleep]] (saving at game exit changes to a SuspendSave), reduces carry weight by 125, and makes enemies do far more damage to the player.player, and truly exemplifies NoFairCheating by completely disabling the access and use of console commands. Much like Hardcore Mode in ''Fallout: New Vegas'', you also need to regularly eat food, drink water, and sleep. Failure to do so will result in increasingly weaker SPECIAL stats due to hunger, thirst, and fatigue. You can now catch various illnesses that debilitate your character until you visit a doctor, use Antibiotics, or get several days of heavy sleep. Healing from Stimpaks and other consumables is much slower, while many consumable now have side-effects like increasing hunger/thirst/fatigue, weakened resistance to illness, or a chance to directly cause illness.
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It doesn't use *the* EAS tones.


* EmergencyBroadcast: With the ''Vault-Tec Workshop'' DLC installed, once the player reaches level 20 or discovers Quincy Quarries, whichever comes first, Vault 88 gets breached. The radio warning it sends out everywhere has its own version of the real-life Emergency Alert System tones.

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* EmergencyBroadcast: With the ''Vault-Tec Workshop'' DLC installed, once the player reaches level 20 or discovers Quincy Quarries, whichever comes first, Vault 88 gets breached. The radio warning it sends out everywhere has its own version of uses tones similar to the real-life Emergency Alert System tones.EAS.

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