If you start selling stuff to them you’ll have your money back in no time, as the amount of money you put in when building or upgrading the store determines its buying power.

The game actually shows you that it cost money to buy a store and how much, yet you say the game is so poorly documented. Maybe you owe Fallout 4 an apology :)

Haha, you got me :-) Sorry, Fallout 4!

But am I supposed to have read this anywhere ingame as well?

And thanks again!

I installed the game on PC using Game Pass and cranked up every setting to maximum and it kept crashing to the desktop with no messages at the sequence where you and a crowd of people are running towards the vault.

Finally I started messing around with the settings one at a time with no luck. Then I thought “it has to be easier than this. I bet they tested the preset settings”. So then I set it to “Ultra” and didn’t crank anything above that. And it worked!

I really liked that part of F4 (the setup at the beginning, not the crashing!), ad it gave us a sense of how Doomsday played out on the ground. Of course, they go and screw it up with that horribad “find your kid it’s vital but not too vital go and explore no wait it is vital” major quest thingy.

Well this mod came out of nowhere for me and it looks amazing, wonder if it will be a 2022 release.

https://www.youtube.com/watch?v=bS-EQG0C1sM

https://fallout4london.com/

Yeah, that was a really weird way to spin it. I mean it’s kind of a trope of the genre, but Fallout 4 was the worst offender.

Well, it wasn’t vital in the beginning, which is the important part. I never advanced that part of the main quest, so i don’t know if it ever gets vital later.

Yes, your kid gets taken, but then you’re frozen for an unknown number of years, potentially hundreds of years as far as you know. So you could potentially be looking for descendants of your kid? That doesn’t seem that urgent to me.

Or it could potentially just be a couple of hours or days you just don’t know, I think that’s the point.

Wait, you guys were looking for kids?

I admit Fallout taking place outside of the USA just feels…wrong / not Fallout but something different entirely.

Oh, I ignored the main quest as long as I could on subsequent play through sessions. I think I got to level 50 something before tackling it once. But the dialog in game and the general presentation of the situation makes it seem super urgent the first time you play, even though it really isn’t.

I agree the whole time thing makes it sort of moot anyhow. Even though the game wants you to think it could have been yesterday or something, it is pretty obvious to the player that it happened a long time ago.

Oh yeah, any Bethesda game you can basically ignore the main quest as long as you want, and as players we know that, but…I don’t like the “fake urgency” they build into it. Skyrim’s was a little better, as it was clear from the beginning you couldn’t just rush to the end goal, but I really hope they start handling that a little more elegantly.

I guess I just disagree that the game made it seem super-urgent. I thought the freezing after the incident made it specifically non-urgent, even on the first time I played through it. It would be different if you’re given any clues as to the whereabouts after you thaw out. But you’re not. So you’re specifically shown that it might or might not be time-urgent, and then given no clues to the whereabouts. So that combination to me, felt like narratively speaking it was supposed to be very non-urgent.

It’s been a while since I played, but I recall the dialog and NPC actions sort of pushing me on fairly strongly. But certainly it’s something that different folks might experience differently.

As far as motivations go, a character having their spouse murdered and baby torn from them is…not something that really lends to them taking the scenic route to their goal. If that happened to anyone you knew, and their reaction was “eh, I’ll get to it when I get to it” you’d never look at them the same way again.

You’re failing to mention the part about potentially being frozen for hundreds of years after that happens though. So the killer might be long dead, the kid might be long dead, you don’t know. You don’t think that changes things? If you woke hundreds of years later, you think that should feel urgent?

Of course it should feel urgent. It should feel urgent to find out.

I mean, I don’t care as a player, the game has made me feel nothing for the husband or the kid, and what I want to do is see what’s over the horizon, but I’m also keenly aware that the game has given my character and urgent, primal motivator and by ignoring it I’m making my character some kind of sociopath.

And that’s why Fallout 4’s story is a real bad fit for the game they were making.

I think you’re intuiting that as a player, but the game itself and the dialog choices all point to the main character not taking that into consideration. He/She gets out and immediately wants to “find Shaun”. I think Codsworth even suggests going and looking for him.

Codsworth is an idiot. And my character is smart enough to figure out he/she was frozen after the incident for an unknown amount of time. And it’s not as if Codsworth gives any clue as to where to start looking. That’s like saying “go out and explore this world”. It would be different if you found a log or something at the facility that provided a clue on where to start looking, and then you chose to ignore that clue in favor of exploring the world. It just doesn’t make any sense to me that a character would go out there foolhartedly trying to rush in searching for Shawn when there’s a whole hostile world out there now. It makes much more sense in the game’s fiction to build a home base and look for allies and re-establish a community and civilization, rather than wandering the wasteland by yourself trying to look for Shawn.

By building up your community and network, you’re actually more likely to find clues about Shawn anyway, speaking in-character I mean. I have no idea if that’s true within the game or not.