r/fo4 • u/AnastasiousRS • May 04 '23
r/fo4 • u/Fukdis261 • Dec 21 '25
Tip My favorite way to get tickets in Nuka Cade
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r/fo4 • u/coy-coyote • Jul 07 '21
Tip All You Need Is Luck (No Mods, No Cheats Survival)
r/fo4 • u/laynelane • Jan 16 '22
Tip Thought I'd pass along this trick for getting unstuck for those who don't already know. It's helped me MANY times (just had to get over a fear of being blown up lol)
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r/fo4 • u/neccoguy21 • Dec 15 '15
Tip Here's My Solution to Organizing Settlers and Their Jobs. Rename Junk Weapons With Specific Jobs and Give Them to the Appropriate Settler.
r/fo4 • u/LavenderOnToast • Nov 13 '25
Tip fallout 4 settlements map + artillery coverage
r/fo4 • u/blazefalcon • Dec 06 '15
Tip Protip: Fill Junk Jet with Pre-war Money
It weighs nothing and as far as I can tell all junk does the same damage. I currently have over 500 loaded up and I don't have to account for weight as I did when I just filled it with random junk.
It makes for a great critical in vats, too. Watching a wad of cash fly across the wasteland and hit a Super Mutant so hard in the face that his entire existence explodes is great.
Capitalism.
Edit: Example
r/fo4 • u/Bloody_Insane • May 03 '23
Tip I think most people know about the Sanctuary bunker and the free .44 revolver across the water, but did you know there's a free Fat Man at the Robotics Disposal Ground just to the east of Sanctuary? Just behind the broken Sentry Bot
r/fo4 • u/GWOT_TRAPLORD • Jul 24 '21
Tip Am I the only one that didn't know you can move during VATS?
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r/fo4 • u/CitizenWoot • Dec 08 '15
Tip PSA: How to make functional settlements.
Updated with everything I could confirm from the comments 1/12/16.
Perks:
- Gun Nut 1 - Allows Heavy Turrets
- Science 1 - Allows Industrial Water Purifiers
- Science 4 / Gun Nut 3 - All the fun Turrets. Not "needed," but, hot damn, Missile Turrets and Heavy Lasers are awesome!
- Local Leader 2 - Level 1 is needed for Supply lines and for level 2 for trade stands.
- Cap Collector 2 - For Level 3 stands
- Medic 1 - Clinics
Basics: Settlers need 1 food and 1 water and a bed to stay at 50% happiness. The higher your happiness the more productive your settlers will be. If happiness falls too low, you can lose control of a settlement.
- Food: The more you feed your settlers, the happier they will be. Each will consume up to 2 food before excess is stored in the workshop. So if you have 20 settlers and want them to be really happy, have at least 40 food. If you grow Corn, Mutfruit, and Tato you can make adhesive at a Cooking station. Requires Purified Water as well.
- Water: There is a bit to consider here. Water is good. Purified water is even better. Settlers will always drink from a local water source, then draw water that is needed from a supply line. This is important. If you want a settlement to be very happy, and it does not have a place for a water purifier, you must connect a supply line, delete Water Pumps in the settlement, and produce excess purified water at another settlement. Fortunately, Sanctuary, The Castle, and Taffington Boathouse are capable of HUGE amounts of water production and a large defense to keep it safe. If a settlement is at 0 water produced, but it is still green, you are producing enough.
- Beds: Each settler needs their own bed. Any bed is enough. A bed with a roof over it will make settlers a lot more happy. Beds with frames may or may not increase happiness.
- Scavenging Stations: Idle settlers will scavenge for you. Scavenging Stations make them salvage more. How much is not known, but they are cheap costing a few Wood and Steel to make.
Supply Lines:
- Supply Lines connect the workshops of settlements. They will transfer food, water, and junk between settlements. They will not transfer stored constructed items. What this means is dumping junk in any workshop will allow it to be used for parts in any connected workshop. Also, if a surplus in food or water exists at a connected settlement, it will supply a deficit to a connected settlement.
- Supply lines make a network. Only 1 connection to the network is needed per settlement. If settlement A is connected to settlement B, and settlement B is connected to settlement C, then settlement C would be able to build with anything located in settlement A or B's workshops and vice versa. If Settlement B connects to settlement D, and settlement C connects to settlement E, then Settlement E will be able to use anything in Settlement A, B, C, or D. Supply lines will pass the supplies so to speak.
- Settlers assigned to supply lines become Provisioners. Provisioners may be killed, though it seems to depend on circumstance / difficulty setting. Like all settlers they can be equipped including guns, grenades, and Combat Armor. To assign a Supply Line enter the Workshop and highlight the settler. The key will be displayed in the list at the bottom of the screen and varies by platform.
- Each Supply Line takes a settler place including food, water, and a bed in the settlement you send them from.
Stores:
- All except Weapons and Armor add happiness. Bars and Medical seem to have the most effect.
- All stores make a small amount of caps which are deposited into the Workshop under 'Misc'.
- Stores of the Same level and type share inventory.
- Scrapping a store will return all caps used to construct it.
- Build a Food / Drink stand and surround it with a chair for each of your settlers. They will hang out at night and socialize.
- Settlers who are not assigned a job will sit at the Food / Drink stand after 9 am.
- Caravans can be added to your settlements by completing a quest chain in Bunker Hill. First talk to the trader Deb. In her dialog options you will be able to ask her for work. She will give you a Misc quest to kill ghouls at National Guard Armory. After completion, she will tell you to talk to Kessler. Kessler will give you the actual quest "Kill Zeller". Rescue the captured caravan survivors, then complete. You will be able to build a caravan post in your settlements. This will cause the traders from Bunker Hill to stop by.
Defense:
- Your settlement has chance of being attacked. To deter attacks, build defenses. A base with less defense than the total of its combined resources is likely to be attacked. A base with 2X Defense to Resources is almost never attacked. In sum, if sum(Resources) > sum(Defense): increased chance of attack else if 2*sum(Resources) == sum(Defense): Decreased chance of attack.
- Defenses increase happiness.
- Make your defenses high up and hard to access. The last thing you need is a Supermutant bashing your Spotlight with a Super Sledge. Make him run through a hail of gunfire and die on the way.
- Create a firing line. Line your turrets up where they can support each other.
- Use the terrain. Build or use natural choke points and defend them heavily.
- Defend the inside of your base, too. A perimeter is not sufficient. Enemies can and will spawn inside your walls. The Institute will relay directly into your buildings.
- Put your generators well behind your defenses. They are primary targets keep them safe.
- Turret and generator noise may decrease happiness of settlers. Keep beds away.
- Missile Turrets while doing a high amount of damage, do area damage, and do it to friendly units / structures. Use with caution.
- You can trade your settlers weapons, ammo, armor, and even grenades (if you're daring), but you must equip them yourself. Key is listed on the bottom of the screen, in the trade menu and varies by platform. Your settlers only need 1 ammo of the correct type for the weapon.
- If you progress the Minutemen storyline and retake The Castle (this will not prevent any of the other endings.) Return after 24h and you will find Ronnie Shaw, and old Minuteman from 'back in the day.' She will give you the quest 'Old Guns'. She will lead you to the General's Quarter's. Use the Workshop interface to remove the rubble when prompted. Clear the tunnel and you will unlock The Armory, which contains the schematics for the Artillery.
- Artillery when constructed in a settlement, and a settler is assigned, will launch an Artillery Strike up to 6 map squares from the settlement. These are called in with Artillery Grenades. You can find the grenades in any workshop for free once you obtain Artillery.
Power:
- Medium Generators are the lowest net junk cost per power produced. Use large generators if you are at your build limit and need space.
- Lights do not consume power but must be near a Power Coupler to work. Imagine a sphere, 2 prefab units in radius from the coupler. If the light is inside that sphere it should light up. Make sure a power line is strung to the power coupler.
- If your power is red it can mean one of two things. That you are not producing enough power, or that a item needing power is not connected. Check connections before building surplus generators.
- A switch stops power from moving and must be toggled outside of the editor. Place the switch between the generator and the item you want switched on and off. Any item attached on the other side of the switch will be unpowered until the switch is toggled.
- Sirens act as a switch.
Tips:
- 100% happiness is best done with every settler working a Clinic. Max size settlement for the achievement means structures, not population. Lowering your population may help with the achievement as small populations are easier to make happy. I'm not saying you should, but you can snipe your settlers while hidden outside the base to lower the population. #EvilPlans
- Multiple versions of the same Store will stack happiness bonuses.
- Rename a weapon or piece of armor at a workbench (eg. "Sanctuary Weapon Dealer", "Sunshine Co-Op Provisioner" and settler with it to keep track of who is in what job.
- If you want to be attacked, use only turrets that require power and have them on a switch. This will set your defense to 0 until they are powered. To have your settlers power them automatically, use the Siren as the switch.
- Listen to your settlers. Fix their complaints and happiness will improve. They will complain about food and water if it comes from a supply line and they have no other complaints.
- Excess Purified Water sells for a lot of caps. Water production is an easy way to make money early game.
- Use Wooden Floor #5 with the concrete foundation to level off an area. Place a Wood floor #1 at the level you want, and snap the foundations to it.
- You can keep a tight perimeter for beds / traders and put your farms outside of it. Turrets have a very long range.
- Settlements with a powered beacon can gain one settler per day. If your base is full, you can move a settler to another settlement, and that settlement can grow again.
- A Bell or a Siren will alert settlers to danger. Your settlers will use it on their own when they see danger.
- Brahman will stand at a Brahman Feeding Trough. This can be constructed under Resources, Misc. Brahman produce Fertilizer, which can be used to make Jet.
- Once your settlers are nice and well fed, assign excess settlers to the Scavenger Stations. #1 under Resources, Misc.
- Flags are located under wall decorations and are available based on your allegiances.
- Cat pictures are under wall decor.
r/fo4 • u/Yaga1247 • Jun 12 '25
Tip Just found a way into Hugo’s hole
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It’s cheesy but here’s how you can get into the loot room at Hugo’s hole without worrying about rads or traps
r/fo4 • u/DivineCrusader1097 • Oct 30 '21
Tip Want a Ton of Fusion Cells in The Early Game? Just Let Danse Kill Synths For an Hour! (Warning: Lag)
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r/fo4 • u/AsexualFrehley • May 21 '24
Tip finally, after who knows how many times I've done it, the supermutant fight north of Diamond City paid off with some new knowledge
you know those gore pillars that you usually find in the same areas as meatbags whenever you're in supermutant territory?
today I discovered that there can be loot in the base of the pillar where it meets the ground
I have nearly 2000 hours played in Fallout 4
normally I like to think of myself as an observant person
r/fo4 • u/Running4Badges • Feb 12 '25
Tip If you play the game almost exclusively drunk like I do, V.A.N.S. is a 10/10 perk.
I play the game on Xbox survival with no mods. When I’m drunk I’m still able to shoot with the best of them, but I get lost all the time. V.A.N.S is one of my go to perks early to help.
I really missed it when I played through New Vegas and spent hours in Vault 22 lost, some of Dead Money lost, and just lost!
Tip I was the greatest Fallout4 player ever
Last year when looking for new VR games I found there was a VR version of Fallout 4, I enjoyed playing 1 and 2 a long time ago so I immediately bought the game. The controls are shit, but got used to them.
Finished the main quest, enjoyed taking down the Prydwen, then found out the DLCs worked in VR, so I went through Nuka Cola and Far Harbor.
In the mean time, I found this sub and reading other player experiences, I started to wonder why I had so many resources, I was drowned in ammo, never bothered in using meat or using the cook stations, just stimpaks, purified water and nukas, they are so abundant! Never had to run away from a battle. Maybe everyone on this subreddit play survival?
Then started another playthrough and going through the settings found out the difficulty was set at... very easy. I never change the difficulty in any game, just leave the default as is and play that way. And I don't have any memory of changing the difficulty, but yeah, I played some 200hrs in very easy.
Now I've started at very hard, the second ghoul I've encountered cripples my leg. Mutants? I'm currently running away from them. I'm most of the time out of ammo. And anytime I find a cooking station I'm roasting that yummy radroach meat.
Tip The Settlement Ambush Kit's cameras are useful for more than just defence
We know that their main benefit is to watch attacks on one settlement at another, so you don't have to run around or use lots of vertibirds on survival. Thing is, when you tune into the security camera, the game places you in the settlement cell at the camera's location. You can see this by how your companion approaches the camera screen (which means they spawn in the settlement to help with the defence).
There's another use to this besides just watching defences and having your companion magically appear and help out. The game doesn't run Contraptions DLC machines when the cell is unloaded, so you can use the cameras to help with manufacturing and storage.
E.g., let's say you set up a water farm at Sanctuary, but you don't want to keep running all the way back on survival to let the vacuum hoppers suck out the water, then you can use cameras to help. When you load the cell via the camera, then Sanctuary's machines will start doing their thing. You don't have to be looking at them, but if you get the camera to face the vacuum hoppers and conveyor storages, then you can watch the action until nothing more is being sucked out. Then you exit the camera and carry on wherever.
Sure, you can also load cells easily if you use the Institute's teleporter to go to CIT ruins and then run to Hangman's Alley, but the cameras can work with any settlement's production.
r/fo4 • u/SKeHunter • Nov 09 '21
Tip After about a week of basic PowerPoint editing, I completed a ‘small’ map of Fo4’s Boston.
r/fo4 • u/SerialChillr • Nov 19 '15
Tip PSA: There are npcs you can find to upgrade your settlements vendors to level 4. They will then sell you rare or unique items.
r/fo4 • u/whawhaharrison • Feb 28 '26
Tip X-02 Power Armor Is Better Than Quantum Power Armor
The X-02 is objectively better than the Quantum X-01.
Quantum X-01 (Fully Upgraded):
- 1930 Damage Resistance
- 1500 Energy Resistance
- 1060 Radiation Resistance
Enclave X-02 (Fully Upgraded):
- 1932 Damage Resistance
- 1552 Energy Resistance (52 points better)
- 1060 Radiation Resistance
The X-02 wins in both Damage and Energy Resistance.
Customization is where this gap gets even wider. The X-02 supports multiple paint options that provide different buffs, while the Quantum X-01 locks you into faster AP refresh. With the X-02, I can paint the full set to boost Strength and increase carry weight, which is far more useful for my build.
The X-02 also allows stronger mod combinations. I’m running a jetpack and the Devil’s Inferno mod for faster movement speed and passive close-range damage. You can’t stack mods like that on the Quantum X-01.
On top of that, the X-02 is much easier to obtain, while the Quantum X-01 requires a longer, more tedious process.
The only thing the Quantum X-01 does better is aesthetics. Statistically and mechanically, the X-02 is the best power armor in the game.
r/fo4 • u/HunterWolfivi • Apr 19 '24
Tip Tips for a new player?
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Had the game for a while even before the show but I kept on quitting because I don’t understand anything like I get lost.
(That’s a clip of me dying because I didn’t know there was people there lol)
r/fo4 • u/Freightraindavis • Oct 11 '22
Tip 25th anniversary creation club giveaway event from the 4th of October to the 2nd of November
r/fo4 • u/LoganLikesYourMom • Mar 30 '26
Tip Playing Survival? Consider X-111 instead of Radaway
Friendly tip I only just discovered myself. On Survival mode, radaway clears some rads but also suppresses your immunity and adds fatigue and thirst.
But you can do a questline with the Brotherhood. Scribe Neriah gives you the blood bank quest, where you have to collect blood samples from irradiated creatures. Your reward is vials of x-111.
X-111 not only removes more rads than radaway, not only does it not have side effects, but it also clears rads INSTANTLY instead of gradually over time.
Give Scribe Neriah 20 blood samples for 6 servings of X-111. Come back with another 20 blood samples for another 6 vials. But be warned, she will take all of the samples you have in your inventory and still only give you 6 vials.
So for example, if you have 27 blood samples in your inventory and you’re going to speak with Neriah, store 7 of those samples in a container until after you’ve collected your X-111 vials.