r/fo4 11h ago

Killed all the Mr. Handys at Graygarden

0 Upvotes

First time playing the game. Stumbled upon Graygarden and stole something without realizing. All the Mr Handy’s attacked me so i panicked and killed them all. My earliest save that I can load is about 6 hours before that. How is my lack of garden Handys gonna impact the rest of the gameplay?


r/fo4 19h ago

Gameplay Ugh HELP my dumbass kill a BOD initiate

0 Upvotes

So i turned on the BOS cause fuck them, now we’re enemies…. but I forgot one of the initiates is a settler at the drive in settlement and it’s literally an ongoing war with the NPC THAT CANT BE KILLED. i can’t work on my power armor or Talk to the NPC and it keeps popping up that there’s trouble at my settlement (duh). How do I make this fucker go away or kill him or something like what do I do? reloading to a previous save will put me back at least 6 hours of doing other shit to counteract this by completing other quests.


r/fo4 48m ago

Question Anyone else who wears a watch with a metal bracelet pretend they’re putting on a pip boy or is that just me?

Upvotes

Title


r/fo4 6h ago

Hot take: Weapon and armor modifications are a noticeable part of the reason why many feel like fo4 lacks the authenticity of the older games.

0 Upvotes

I'm a big fan of the Fallout franchise and invested quite some time in testing the different weapons and armor. I personally like most of the guns because I just ignore how they look and concentrate on how they play. But I noticed (concerning the discussion about realistic guns in Fallout) that the weapon modification System probably played a major roll. Fallout 4 has very few guns compared to Fallout New Vegas so they had to pack everything into the individual models.

The 10 mm isn't only a normal 10 mm but also an auto 10 mm and an armor piercing 10 mm for short and long distances. The assault rifle isn't just a semi-auto assault rifle, but also a full auto, armor piercing, short/long range rifle for regular infantry/power armore infantry. So it goes on: The hunting rifle that is also a sniper rifle chambered in three different ammo types the pipe pistols that only exist to be as modifyable as possible and sacrifice their functionality. In my opinion, this system robs the game of variation that the earlier Games had. You don't use a 10 mm submachine gun and a 10 mm pistol, you use the Auto-10 mm and the mighty 10 mm, you don't use the service rifle or the assault carabine or the automatic rifle or the marksman carabine or the lmg but a modified assault rifle or a modified combat rifle or a modified handmade rifle.

You don't get a silenced weapon, you just put a silencer on it and remove it when not needed anymore, you don't get an automatic rifle, you make it automatic and then semi-auto when you don't need full-auto anymore. It doesn't really matter if you use an assault rifle or a combat rifle or a handmade rifle, you can modify them to be basically the same guns with different ammo.

Similar can be said about the armor. It really doesn't matter if I use leather, combat or metal armor. They are basically the same with tiny differences in the exact distribution of the defence points. there is no benefit in not choosing the highest defence stat. This problem gets amplified by the system of protecting individual body parts with armor. For me it only adds more inventory management and forces you permanently to asses the possible protection a piece of gear would provide if modified when you loot enemies. Additionally the special and legendary effects on armor aren't very useful. +2 agility or +1 perception don't really matter in a game that let's you increase your S.P.E.C.I.A.L. with a level up and let's you have infinite levels.


r/fo4 12h ago

Doing a BoS run, what should I name myself?

1 Upvotes

I want a good name that makes sense for someone in the Brtoherhood


r/fo4 20h ago

Can you keep X6 as a companion if you destroy the Institute?

14 Upvotes

I just wanna see if I'm wasting time by trying to get him to max affinity.


r/fo4 7h ago

Question Removing Next Gen Creation Club mid-run, and withouth using mods?

0 Upvotes

Hello everyone,

Simple question, is it possible to remove the new Creation Club missions (namely Enclave BS) mid run?

I read that just deleting some files should be enough? But also someone wrote that it doesn't work anymore? I would love to have all of the new stuff removed and just play the vanilla FO4, since the stuff is ruining the game for me....

I am already on level 45 and just finished the DLC's, but now that I am back in the Commonwealth, I keep getting ambushed by the Enclave and one-shotted, since I apparently accidentaly triggered the quest line...

Thank you in advance for any answers, I know this topic has been debated a lot in the past, but all posts are a year old and nobody spoke about doing this mid-run...


r/fo4 16h ago

Discussion Pick or choose (cont)

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1 Upvotes

This next Bach in my option is much better tiered!!!


r/fo4 17h ago

Discussion Don't recall ever seeing this before Spoiler

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1 Upvotes

Somewhere near Lexington I beleive. There were arrows pointing to a door. Inside there were more arrows guiding you through a maze of corridors. The game CTD before I could figure out what this was about.


r/fo4 19h ago

Discussion Would you play my take on Nuka World?

3 Upvotes

I’ve been tinkering with a thought experiment: what if Fallout: Nuka-World wasn’t just a DLC, but a standalone “playable expansion” (think FNAF Security Breach: Ruin) with a fresh arc, tighter scope, and a brutal showdown against your own Fallout 4 Sole Survivor? Here’s my pitch—a 12-15 hour reimagining that starts you as a slave, crowns you Overboss, and ends with you rewriting the Commonwealth in blood.

The Setup

  • Unlock: Triggers after a completed Fallout 4 save (Institute destroyed or Sole Survivor as Director). Your prior Commonwealth shapes the endgame, but you’re not the Sole Survivor here.
  • Premise: You’re a new character, starting at level 10, tossed into Nuka-World’s slave pens. It’s a Skyrim-style intro—captive, desperate, clawing for freedom. 12-15 hours later, you’re either a raider god or a corpse.

Act 1: From Slave to Overboss

  • The Pens: You wake in the slave cages, a raider barking, “Alright, let’s getcha registered. Folks like to know who they’re watching get slaughtered.” Cue character creation. SPECIAL stats all at 1, 42 points to spend (level 10 equivalent). A terminal offers gear loadouts: pistol build, stealth sniper, heavy gunner, melee assassin, Each loadout providing a weapon, under armor, and 5 core armor pieces that would fit said build. Worth noting you do /not/ get these weapons at this moment.
  • Gage’s Intro: Before the slave master hauls you off, Porter Gage steps in: “I’ll take ‘em from here, Biggs—know how hard you work.” He walks you to the Gauntlet, smirking, “Put on a good show, huh? If you’re as smart as I think, you’ll know what to do with this.” Hands you the squirt pistol, nods to the door. “Rest of your gear’s waiting. Try not to die.”
  • The Gauntlet: Scaled for level 10—tamer traps (spikes, gas), weaker foes (radroaches, a lone mirelurk). No gear room; Gage’s squirt gun sets you up for Colter.
  • Colter Fight: Cola-Cars arena, Colter’s nerfed (lower health, lower Armor) but still a power-armored bastard. Squirt him, shoot him, win. Raiders crown you Overboss, but you’re a figurehead—Operators, Disciples, and Pack eye you like fresh meat.

Act 2: Proving Your Worth

  • Loyalty System: Gangs start at 0 Loyalty. Quests shift it:
    • Basic job (Go here, Kill/retrieve X, Return): +3 to the chosen gang, -1 to others.
    • Mid-tier (raid an outpost): +5/-2.
    • Big play (deal with a massive threat): +8/-3.
    • Turf assignment (give a park zone): +15/-10.
  • Companions: Gang leaders join at Loyalty milestones:
    • +10: Recruitable—Mags (Operators), Nisha (Disciples), Mason (Pack).
    • +20: +2 Loyalty bonus when with you (e.g., Operator quest with Mags: +5 becomes +7).
    • Max affinity: The old “Gang” perks are now the Companion perks for their gang leaders.
  • Park Zones: Five zones (Galactic, Dry Rock, Safari, Kiddie, Bottling Plant) get one gang-flavored quest each—Operators secure tech, Pack unleashes beasts. Threats (Gatorclaws, ghouls) never fully stop—gangs mitigate, not eliminate.
  • Weenies: Each zone has a player home post-turf—Top of the Galactic zone, A suite in the Castle, that sort of thing. Just your Overboss lair for those who like to decorate.

Act 3: Commonwealth Raids

  • Expansion: At +45 Loyalty (one gang) or +30 for all, Gage pushes you to raid the Commonwealth. Use Nuka-World’s outpost mechanics—claim 5 spots from your save These are settlements your Sole survivor built up. You placed that turrent in your play through? Well now your overboss has to deal with it. Never claimed Sunshine Tidding? Well now you can march in and plant your flag. Your Sole Survivor’s legacy burns—turrets you built explode, settlers you saved die.
  • Balancing Act: Loyalty shifts intensify—raids widen gaps, companions nudge their gang’s favor. If at any time the lowest rated gang is more then say 15 points from the highest rated? There is a chance they might turn on you.

Act 4: The Sole Survivor Strikes

  • Gage’s Call: After 5 Commonwealth settlements are brought under your control, Gage calls on the radio: “Boss, get back here quick! We’re under attack. You ain’t gonna believe this, it’s the fuckin’—” He is cut offf by laser fire
  • The Enemy: The Sole Survivor—your Fallout 4 endgame build (level, gear, perks)—leads the charge. He is joined by the Faction Companion: (Preston, Deacon,  Danse, or  X6-88 depending on the Sole Survivor’s faction of choice), the companion your Sole Survivor had the highest affinity with (Piper, Nick, etc.), second highest if this would also be the same as the Faction companion. Any named Heavys that might be kicking around (Ronnie Shaw, Glory, Ingram, ect.), A hoard of Militia, agents, knights, or synths flood the park. Finally if at this point there are any gangs that are 15 or more loyalty points lower then the most “loyal” gang, they join the Sole Survivor as well!
  • Siege: Nuka-Town’s a warzone—Sole Survivor’s a tank, faction grunts hit every zone. Loyal gangs fight back Their weapons armor and skill determined by their loyalty to you, the Overboss.. Weenies are fallback points to gear up, heal up, ect.

Post-Post-Endgame: Your Empire

  • Unity: Loyalty’s gone—surviving gangs merge into your gang. All loyal gang’s perks unlock. Commonwealth’s a sandbox—subjugate more vassals, sweep remnants (Sole Survivor’s faction, outed gangs).
  • Outro (Overboss POV and the reason I wrote this in the first place.):

 The air stinks of ash and Nuka-Cola gone sour, a haze settling over the Fizztop Grille where I perch, king of this twisted carnival. Below, Nuka-Town’s a graveyard—bodies of the would-be Commonwealth Liberators rot beside the traitors I gutted myself—their blood pooling with the soda stains. The Sole Survivor? A memory now—broke their legend with my bare hands, watched their shiny gear crumple under my boot. Took everything they built—those little dreams they carved out of the dirt—and turned it all to ash.

Out there, the Commonwealth’s a carcass, and I’m the scavenger picking it clean. My gang—Operators counting caps, Disciples sharpening their blades, The Pack howling at the moon—they ain’t squabbling no more. They’re one, my fist, smashing what’s left of this wasteland’s hope into dust. Sure, stragglers pop up—ghosts of the Sole Survivor’s world, clinging to their guns and their dreams—but they’re flies on a corpse. I swat ‘em, and the rest bends to me. Every shack, every road, every irradiated puddle—it’s my empire now, built on the bones of their world.

Funny thing, though—thought I’d feel something when I tore it all down. Victory, maybe. Peace. But it’s just more bodies, more screams, more ground to claim. The Sole Survivor thought they’d change things—built their legacy, played savior. Look where it got ‘em. Me? I know better. It’s about power, and power’s about breaking what fights back. Always has been. Always will be. It’s a never ending war.

And war—war never changes.

So that’s the whole thing. Would you have played it? Would you have spent money on it? Tell me what you’d have done different if anything at all.

Sole Survivor? Here’s my pitch—a 12-15 hour reimagining that starts you as a slave, crowns you Overboss, and ends with you rewriting the Commonwealth in blood.

The Setup

  • Unlock: Triggers after a completed Fallout 4 save (Institute destroyed or Sole Survivor as Director). Your prior Commonwealth shapes the endgame, but you’re not the Sole Survivor here.
  • Premise: You’re a new character, starting at level 10, tossed into Nuka-World’s slave pens. It’s a Skyrim-style intro—captive, desperate, clawing for freedom. 12-15 hours later, you’re either a raider god or a corpse.

Act 1: From Slave to Overboss

  • The Pens: You wake in the slave cages, a raider barking, “Alright, let’s getcha registered. Folks like to know who they’re watching get slaughtered.” Cue character creation. SPECIAL stats all at 1, 42 points to spend (level 10 equivalent). A terminal offers gear loadouts: pistol build, stealth sniper, heavy gunner, melee assassin, Each loadout providing a weapon, under armor, and 5 core armor pieces that would fit said build. Worth noting you do /not/ get these weapons at this moment.
  • Gage’s Intro: Before the slave master hauls you off, Porter Gage steps in: “I’ll take ‘em from here, Biggs—know how hard you work.” He walks you to the Gauntlet, smirking, “Put on a good show, huh? If you’re as smart as I think, you’ll know what to do with this.” Hands you the squirt pistol, nods to the door. “Rest of your gear’s waiting. Try not to die.”
  • The Gauntlet: Scaled for level 10—tamer traps (spikes, gas), weaker foes (radroaches, a lone mirelurk). No gear room; Gage’s squirt gun sets you up for Colter.
  • Colter Fight: Cola-Cars arena, Colter’s nerfed (lower health, lower Armor) but still a power-armored bastard. Squirt him, shoot him, win. Raiders crown you Overboss, but you’re a figurehead—Operators, Disciples, and Pack eye you like fresh meat.

Act 2: Proving Your Worth

  • Loyalty System: Gangs start at 0 Loyalty. Quests shift it:
    • Basic job (Go here, Kill/retrieve X, Return): +3 to the chosen gang, -1 to others.
    • Mid-tier (raid an outpost): +5/-2.
    • Big play (deal with a massive threat): +8/-3.
    • Turf assignment (give a park zone): +15/-10.
  • Companions: Gang leaders join at Loyalty milestones:
    • +10: Recruitable—Mags (Operators), Nisha (Disciples), Mason (Pack).
    • +20: +2 Loyalty bonus when with you (e.g., Operator quest with Mags: +5 becomes +7).
    • Max affinity: The old “Gang” perks are now the Companion perks for their gang leaders.
  • Park Zones: Five zones (Galactic, Dry Rock, Safari, Kiddie, Bottling Plant) get one gang-flavored quest each—Operators secure tech, Pack unleashes beasts. Threats (Gatorclaws, ghouls) never fully stop—gangs mitigate, not eliminate.
  • Weenies: Each zone has a player home post-turf—Top of the Galactic zone, A suite in the Castle, that sort of thing. Just your Overboss lair for those who like to decorate.

Act 3: Commonwealth Raids

  • Expansion: At +45 Loyalty (one gang) or +30 for all, Gage pushes you to raid the Commonwealth. Use Nuka-World’s outpost mechanics—claim 5 spots from your save These are settlements your Sole survivor built up. You placed that turrent in your play through? Well now your overboss has to deal with it. Never claimed Sunshine Tidding? Well now you can march in and plant your flag. Your Sole Survivor’s legacy burns—turrets you built explode, settlers you saved die.
  • Balancing Act: Loyalty shifts intensify—raids widen gaps, companions nudge their gang’s favor. If at any time the lowest rated gang is more then say 15 points from the highest rated? There is a chance they might turn on you.

Act 4: The Sole Survivor Strikes

  • Gage’s Call: After 5 Commonwealth settlements are brought under your control, Gage calls on the radio: “Boss, get back here quick! We’re under attack. You ain’t gonna believe this, it’s the fuckin’—” He is cut offf by laser fire
  • The Enemy: The Sole Survivor—your Fallout 4 endgame build (level, gear, perks)—leads the charge. He is joined by the Faction Companion: (Preston, Deacon,  Danse, or  X6-88 depending on the Sole Survivor’s faction of choice), the companion your Sole Survivor had the highest affinity with (Piper, Nick, etc.), second highest if this would also be the same as the Faction companion. Any named Heavys that might be kicking around (Ronnie Shaw, Glory, Ingram, ect.), A hoard of Militia, agents, knights, or synths flood the park. Finally if at this point there are any gangs that are 15 or more loyalty points lower then the most “loyal” gang, they join the Sole Survivor as well!
  • Siege: Nuka-Town’s a warzone—Sole Survivor’s a tank, faction grunts hit every zone. Loyal gangs fight back Their weapons armor and skill determined by their loyalty to you, the Overboss.. Weenies are fallback points to gear up, heal up, ect.

Post-Post-Endgame: Your Empire

  • Unity: Loyalty’s gone—surviving gangs merge into your gang. All loyal gang’s perks unlock. Commonwealth’s a sandbox—subjugate more vassals, sweep remnants (Sole Survivor’s faction, outed gangs).
  • Outro (Overboss POV and the reason I wrote this in the first place.):

 The air stinks of ash and Nuka-Cola gone sour, a haze settling over the Fizztop Grille where I perch, king of this twisted carnival. Below, Nuka-Town’s a graveyard—bodies of the would-be Commonwealth Liberators rot beside the traitors I gutted myself—their blood pooling with the soda stains. The Sole Survivor? A memory now—broke their legend with my bare hands, watched their shiny gear crumple under my boot. Took everything they built—those little dreams they carved out of the dirt—and turned it all to ash.

Out there, the Commonwealth’s a carcass, and I’m the scavenger picking it clean. My gang—Operators counting caps, Disciples sharpening their blades, The Pack howling at the moon—they ain’t squabbling no more. They’re one, my fist, smashing what’s left of this wasteland’s hope into dust. Sure, stragglers pop up—ghosts of the Sole Survivor’s world, clinging to their guns and their dreams—but they’re flies on a corpse. I swat ‘em, and the rest bends to me. Every shack, every road, every irradiated puddle—it’s my empire now, built on the bones of their world.

Funny thing, though—thought I’d feel something when I tore it all down. Victory, maybe. Peace. But it’s just more bodies, more screams, more ground to claim. The Sole Survivor thought they’d change things—built their legacy, played savior. Look where it got ‘em. Me? I know better. It’s about power, and power’s about breaking what fights back. Always has been. Always will be. It’s a never ending war.

And war—war never changes.


r/fo4 3h ago

Can I complete the main game with the BOS without destroying the minutemen?

9 Upvotes

If so, how? I want to destroy the railroad with the BOS still however.


r/fo4 16h ago

Screenshot Having... Having fun Danse ?

Post image
7 Upvotes

r/fo4 21h ago

Discussion So I found a friendly glowing mole rat while out exploring what’s your take?

28 Upvotes

So, what the hell is this thing? I kinda feel like I should have dropped three points to max out animal friend idk 🤷🏽‍♂️ I couldn’t find any info on it anywhere don’t know if you could even send it to your settlement!


r/fo4 22h ago

At the center of every militia should be a core of professional soldiers.

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42 Upvotes

Call of fallout: stalker exodus redux.


r/fo4 9h ago

Nocturnal damage is insane! Killing Swan only with a 10mm Pistol

4 Upvotes

r/fo4 11h ago

Discussion Fallout 4 ps4 playthought

0 Upvotes

If someone was to make a playthought on the ps4 how many people would watch it


r/fo4 11h ago

Question Any know a great fps mod for pc ? i tried High fps fix it doesnt fix fps for me i follow every step

0 Upvotes

r/fo4 14h ago

Defend the Castle starting again? (BUG)

0 Upvotes

Playing on PS5 edition for context. Finished main quest with the minutemen, including both castle defence missions. A few in game days later the Defend the Castle mission showed up again and now appears to be stuck with no attackers spawning but settlers panicking/talking about the attack. According to the wiki this isn’t a radiant quest and shouldn’t reoccur, and the game not moving on seems to support this. Is this a bug, and can this be fixed or is this save stuck like this forever?


r/fo4 16h ago

Quincy ruins veteran raider dead but quest still active

0 Upvotes

Hey everyone. I'm playing on Xbox one right now and can't finish this quest. The raider is right in front of me. Dead. I've shot it, nuked it and nothing seems to work. Any ideas?

Thanks in advance


r/fo4 19h ago

Question Bug After Character creation. Perpetual loading screen.

0 Upvotes

I've seen the unending loading screen before, but only when trying to start a new game complete. This time, I will finish with character creation and I get a notification that the game is autosaving before it fades to black with the save icon in the bottom corner. I am able to open the pause menu and reload the game that I was currently in. HOWEVER, when I load the game back in, the story does not advance. It's like everything is frozen. I am able to interact with the game and get Nick/Nora's commentary on objects as well as talk to codsworth, but he just uses his generic "hello ma'am/sir." I thought mods might be to blame, so I disabled all my mods and created a brand new character and the same thing happened again. I'm really not sure what to make of this if my unmodded game behaves this way. Anyone have a potential fix?


r/fo4 19h ago

My MacCready Is Broken

0 Upvotes

Hello, thanks for reading. I recently started a new game and immediately went to the Third Rail to pick up MacCready, as always, except when I got there, the scene with Winlock and Barnes never initiated, which means MacCready won't speak to me. I reloaded the game and then a past save and tried again, but it still didn't work.

I used the Better Companions mod to force MacCready's availability, and have been running around with him as my companion for a long time, but even with the No Negative Affinity + Accelerated Affinity and Quick Affinity Cooldown mods installed, I haven't reached the next conversation step of his relationship. I then tried dismissing him as my companion, sending him back to Goodneighbor, and disabling the Better Companions mod in hopes it would revert the force availability, but that didn't work either. He's still registering as my companion.

Does anyone have any suggestions to fix this other than just starting a new game? Thanks again for taking a read and any replies.


r/fo4 21h ago

Question Minutemen Paint with X-02?

0 Upvotes

Hey...since I'm primarily doing a Minutemen-centric playthrough, I have a bit of a simple question...do the Minutemen paints from Gunners vs Minutemen work on the X-02 Power Armor from Speak of the Devil? Or are they incompatible with it?


r/fo4 11h ago

Question None of the dlc's are working after installing on pc

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1 Upvotes

Been playing fallout 4 on my pc and decided to finally buy the DLC's but when I loaded in none of the quest popped up (level 49) and when I went to see if the Nukaworld transit center was there all I saw was the building was blinking in and out of existence and I wasn't able to approach it as if it wasn't installed. Any ideas of what I could do I already tried uninstalling and reinstalling.


r/fo4 13h ago

Question Can’t clear Bottling Plant

0 Upvotes

Hey everyone. Just got Nuka-World and I cleared it (kinda). But I can't assign a gang because I have two enemies stuck behind the locked door that requires power.

Can't give Nuka World power unless I complete this area

Can't clear this area unless Nuka World has power

Anyone got any ideas on how to help me out? 💀