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The reason I like this quest is because it was the first one that really gave the game personality once leaving Vault 101. Please excuse my bad gaming habits and my silly blabbering, I promise to make each entry into this series better. The Wasteland Survival Guide will span 3 entire episodes of The Side Quest, so look out for chapter two next time. Even though it was only announced at the start of June, it feels like we've been waiting for Fallout 4 for longer than some people have been taking shelter in Vaults. Armour and weaponsUnlike previous Fallout games, your weapons and armour won't ever break or deteriorate in Fallout 4.
Meeting new peopleThe gentle art of conversation has changed from the earlier games, with each chance to respond granting you four options.
Out and aboutThe Wasteland is big, and you're going to spend a lot of time walking around until you unlock fast travel points on your map. None of the above Survival perks can be obtained if having received the Dream Crusher perk, and vice versa.
If caught lying at any point about completing the different parts of the quest, the Survival Guru perk cannot be obtained, regardless of how many of the optional objectives are completed (Survival Expert can still be received by honestly completing 5-8 of the quests). It is advisable to take either the Tough or Snide type of the perk, depending on stats, as it is hard to increase these aspects of the character normally (only available through perks).
The different variations of this perk can be given using the console commands "player.addperk [perk code]" without any problems. Although I purchased Fallout 3 when it first released in October of 2008, I made up my mind that I would wait until two conditions had been met before playing. To give you some context for the type of RPG player I am, I was level 12 before I visited the D.C. Although the main quest was a load of fun, the most fun I had was with the optional content. As I said, I haven’t touched any of the five add-ons, so I may not be out of things to say about Fallout 3 just yet, but there you have it. The woman who gives you the quest Moira Brown is one of the most eccentric people in Megaton, but she’s easily lovable for that reason.
The results of your quest help her add to The Wasteland Survival Guide, which will be published once all three chapters of the quest are complete.
I also understand that the video quality has extremely compromised upon uploading to Youtube, so I am in the process of learning how to improve the quality of the videos. Instead, there's a very complex and detailed upgrade system for your weapons and protective gear. Additional options based on your Speech perk can also pop up, providing extra rewards or story paths if you're successful. The one received will be based on how many optional bonus objectives are done, and the answers.
An exception is the Snide answer for placing the observer in the mirelurk nest without killing any mirelurks.
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Messing up raider camps, spelunking in irradiated animal dens, and meeting wasteland eccentrics are great pastimes. I’ll leave you with a video of The Nuka-Cola Tour that I recorded a few weeks ago in Girdershade. In the video you will see me explore the Super Duper Mart for supplies, take out land mines and snipers and get radiated to the point of mutation.


Even a basic 10mm pistol allows you to modify the barrel, receiver, magazines, grip, sights and muzzle. You'll unlock a few more gameplay elements there, meet one of the game's many factions and get your first suit of Power Armour.You can also recruit companions to your cause.
Answer Moira's questions in one of five different ways to obtain one of the five different variants to this perk. If the required stats are not high enough, one can use of drugs or items to increase them temporarily before talking to Moira, or just making the normal answer to get the bonus HP. Moira’s Wasteland Survival Guide quest alone took me a few days to complete because I kept getting sidetracked.
Basic modding is just about having the mod you need or the parts to make it, but as mods gets get more complex (and useful) you'll need perks like Gun Nut.Armour now comes in five sections (chest and individual limbs), rather than one single piece.
Because Charisma is so important to speech and bartering, I'd recommend having a special outfit for when you're in a town as opposed to on the open road. A companion can carry your things, offer perks if they like you enough and help out in combat. There are different answer choices depending on stats that are equal to or greater than 7, which can be adjusted through the use of apparel and aid.
At level 26, with 56 hours played, and without having touched the add-on content, I bit the bullet and finally finished the main quest. You'll have an option to reassign your SPECIAL and abilities when you leave the starting area.Early on you'll see your character's pre-war house again, so make sure to find the copy of the children's book "You're Special," which Fallout 3 alumni will no doubt recognize.
The workshop is also how you'll turn random junk into components for your settlements and gear upgrades. Plenty of outfits offer bonuses to Charisma when worn, so find a nice suit, pop on some fashionable glasses and maybe even add a hat. Only one companion will follow you at a time, but you can send companions back to a settlement and try someone new for a while when you meet them. Note that not all of them will appear after a given task; answers change from objective to objective. If you follow me on Twitter, you may be aware that my dog of six years, Saya, died over the summer.
Grabbing it will offer a bonus attribute point right off the bat.Goodbye skills, hello perksCharacter abilities were divided into skills, traits and perks in previous Fallout games.
They also can't die, which is pretty handy.If you see people moving around a new area and you haven't been spotted yet, try targeting them in VATS. With that in mind, it should make sense that I toiled for several hours over which weapon specialization to go with when I left Vault 101. This happened not long after I started playing Fallout 3, and just a few days before I found Dogmeat; I’d completely forgotten he was hiding somewhere in the game. In Fallout 4, all abilities now all fall under the banner of perks.Take Lockpicking as an example. Using the VATS aiming mechanic will let you pause the game and automatically line up some shots.
If they're enemies, their health bar will show up red and you can skirt around or come in guns-a-blazin'. The perk obtained is determined by the type of answer picked the most, and how many optional objectives are completed. I expected to play through Fallout 3 multiple times as I did with Oblivion, so I decided (after numerous restarts) that I wanted more of a challenge up-front and I went with Melee Weapons. Entering a random junkyard and seeing him run up to me so suddenly was, to say the least, difficult to deal with.


Once you fill your critical meter by using VATS, you can choose to launch a critical attack to deal some extra pain.The new weapon-based perks are pretty broad. If you're having problems with landmines knocking the legs out from under you (literally) then VATS is your friend as well. And a challenge it was: there is little more frustrating than trying to advance on a mini-gun wielding super mutant from a block away.
But to open an advanced lock you'll need the Locksmith perk, which requires a Perception attribute of at least rank 4. Deciding that I needed to be able to shoot back, I chalked up my 100 skill points in Melee Weapons as a waste and began skilling up Small Guns. If you want to try picking expert locks, you'll need to upgrade the Locksmith perk, which becomes available when you reach level 7.You get points to spend on perks each time you level up, but those same points can be used to increase attributes if you don't quite meet the requirements for the perks you want. Armour pieces don't have to come from the same set either, so add that metal armour leg to your raider chest piece if you want.The one notable exception is the series' iconic Power Armour, which still needs repairing.
Fallout 4 is a massive game, not only full of new elements, but slightly tweaked older elements that can confuse even the most experienced Fallout fan. I was surprised that I even had enough points to do this, but there are apparently enough skill points to be proficient in just about everything. I turned to the mod community to see if there was anything I could get to protect my dog, and what I found at Planet Fallout was a mod called Dogmeat Leather Armor. It's also worth noting that bonuses granted by your gear aren't factored in to unlocking perks.
Modifying it requires a Power Armour station, an extraordinary array of rare materiel and the kind of dedication normally seen in people restoring vintage cars back to new. Currently, at level 26, I’ve maxed Small Guns, Melee Weapons, Energy Weapons, Explosives, Science, Lockpicking, Medicine, Repair, and have Big Guns at about 60. Besides giving him a custom leather armor graphic, this mod flags Dogmeat as an essential NPC so that if he runs out of health in combat, he doesn’t die, he merely falls unconscious until the danger is gone. Popping on a fedora boosts your Perception from 4 to 5, but you won't get access to perks that need rank 5 in the attribute.The perk tree it might initially look a bit linear, but you don't need to unlock a perk before accessing the one below it. So each issue of "Grognak the Barbarian" adds five percent critical hit damage for unarmed and melee combat.Other magazines give you a different perk for each issue. On top of all of that, your Quest log will fill up so quickly it'll look like the Nic Cage section on Netflix.But remember, this is an open-world game.
Issue 1 of "Astoundingly Awesome Tales" has you regenerating 1 point of health per minute, while issue 10 gives you a small amount of radiation resistance. It seems there was little point in choosing anything at all; characters may as well gradually gain points in everything as they level.
Some magazines can unlock new customisation options, such as paint jobs for your Power Armour or different hairstyles.Enlarge ImageOh, what a wonderful world!
I realize the level cap was 20 before the Broken Steel add-on, but even by that level I had mastered more skills than I thought I ought to. There’s a lot of content in Fallout 3, so Bethesda’s decision to allow players to become a master of everything in one go is understandable.



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