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  • Fallout 4 what cells are for.

    Fallout 4 what cells are for.

    17 November 2015 1:21

    Sex and romance play a significant role in Fallout 4, and here's a guide on how to start building a relationship with the companion available for that.

    Romantic relationships and, accordingly, the sex that follows them are possible thanks to your ability to convince, that is, they directly depend on your Charisma, and the nature of your dialogues. Most of the relationships available require you to first build a long-term bond with the character, such as completing several quests with him. It is worth noting that not all companions can be romanticized. This is possible with Piper, Preston Garvey, Keith, Curie, Paladin Dance, Hancock, McCready.

    After the opportunity to spin a novel becomes available, you will have the option "Flirt" in your dialogs. She tests your Charisma, so you can improve your performance with some items or chemical precursors (listed below) before trying to seduce someone.

    Help: Gluconaut

    Charisma: +3

    Luck: +3

    Power: -2

    Weight: 0,1

    Price: 40

    Act: Temporary

    Help: Grape mentats

    Charisma: +5

    Weight: 0,1

    Price: 60

    Act: Temporary

    Feature: The price of goods when buying is lower by 10%, when selling - higher by 10%.

    Reference: X-cell

    Charisma: +2

    Power: +2

    Perception: +2

    Endurance: +2

    Intelligence: +2

    Agility: +2

    Luck: +2

    Weight: 0,1

    Price: 60

    Act: Temporary

    But how do you have sex in Fallout 4?

    Successful flirting opens up a new dialogue. Over time, flirting can lead to strong romantic relationships, and ultimately, conversation in the dark, that is, sex.

    Romance with Companions also unlocks special companion perks. In addition, having slept with a companion, you activate the "Embrace of Love" rest perk and gain an additional 15% experience for a limited period of time.

    Now you and your companion have the maximum level of relationship, so you also get the achievement "Sex appeal".

    An affair with Magnolia

    Magnolia is a singer in Neighborhood. She is the only non-companion character to have sex with. With her, you can start an affair after the first conversation. She will agree to this after three more difficult beliefs. Charisma must be at a high level.

    You can find Magnolia singing at the Third Rail Bar. Ask her about her music, after which a tree of friendly conversation will open. Continue flirting with her until Magnolia unlocks the "Get on a Date" option that ends with sex.

    After the end of the call, the screen will darken and you will wake up rested in her room. After wonderful sex, I suppose.

    Rest perk "Love Embrace" is activated after sex with Magnolia, and will also give you a temporary boost to experience.

    After you leave her room, provided that you are there for the first time, you will meet with an old acquaintance - a representative of the Vault-Tec from the pre-war time. Unexpected meeting. He is now a 200-year-old ghoul. You can try to convince him to settle in Senchuari.

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    By far one of the most distinctive features Fallout 4 in comparison with its predecessors is the ability to equip their settlements. Such an apocalyptic version The sims... You can spend more time on this matter unnoticed than on, in fact, exploring the radioactive Wastelands themselves. It was on this aspect that I staked Bethesda Softworks in a new, second in a row addition called Wasteland Workshop... And I miscalculated ...

    Unlike the previous DLC , the new addition does not bring a new quest chain to the game and this, in my opinion, is its main drawback. The developers limited themselves to expanding the existing possibilities for the arrangement of settlements. Added new decorative elements: for example, neon signs, new stuffed animals and even a land area for growing vegetables and fruits indoors. It seems to be good, but the modders have already managed to create much more content, moreover, cooler and more diverse. And free ...

    The main feature Fallout 4: Wasteland Workshop is the construction of trap cages for local fauna and not only. We put such a cell, connect it to the generator, and after some time (from 2 to 7 game days) an animal or a person wanders into it. There are cages for capturing brahmins, mutant hounds, raiders and even death claws. The cages can be fenced off with walls, traps can be placed around, building in this way a kind of arena. We send one of the settlers there, open the cells and watch what is happening. Honestly, it's an amateur sight.

    By the way, wild animals can not only be used as meat in such battles, but also tame them by installing a special emitter of beta waves within the population. So the same death claw, for example, can become a faithful guard of your settlement.

    Generally, Wasteland Workshop does not pull on a full DLC. It looks more like a patch that, for no apparent reason, sells for $ 5. Add Bethesda even a small chain of quests, everything would not be so sad. And after all, the theme is: hunting for wild animals, battles in arenas. Was it really difficult to come up with a short story for all this? Add a new hunting style armor set, after all. Eh ... Now all hope is for Far harborcoming out in May.

    We live in Yandex.Dzen, try it. There is a Telegram channel. Subscribe, we will be pleased, and it is convenient for you 👍 Meow!

    She will agree that there are many different amplifiers in the game, among them there are also narcotic ones. For balance reasons, drugs in Fallout 4 are useless in most game situations. However, during our travels in the Commonwealth, we found several chemicals that everyone should use.

    The material contains basic spoilers for the ending of the game, so if you still have no idea how it will end, you should read the article with caution.

    Fallout 4 drug perks

    First, let's explain what perks are required to use drugs. As in real life, the use of any drug in Fallout 4 is addictive. Therefore, the main perk for players who want to use drugs frequently will be Reading Life, which blocks the acquisition of addictions:

    Pump it 2 times at once, for which you need a level 22 character with 4 points pumped into the "Endurance" branch.

    To create narcotic drugs yourself in Fallout 4, including rare and cool ones, you need the Chemist perk, which opens at level 7 of the Intellect branch. Be sure to upgrade it by 4 stars to increase the duration of action of all drugs taken by 200%:

    This is important because it will turn drugs from useless to relatively useful for gameplay. For example, the "Screw" slowing down time lasts only 10 seconds, and so it will work for 30 seconds. This way, there will be enough time to deal with most of the opponents.

    It will not be superfluous to remind you that in Fallout 4 there are a lot of different alcohol, drinking which along with the reception of chemistry, you can get very funny effects. But you will need to fully pump the "Party-goer" perk, which removes dependence on alcohol and increases luck by 3 points:

    Most often, drugs in Fallout 4 are needed to increase the damage from firearms or in hand-to-hand combat. Check out related perks, such as those that increase damage when aiming through V.A.T.S.

    Removing drug addiction in Fallout 4

    The first 10-12 hours, while the character has insufficiently pumped the line of S.P.E.C.I.A.L. abilities, and the level is below 40 and the perks listed above are not taken, periodically it will be necessary to remove the addiction to drugs.

    This can be done in two ways. The first and simpler one is to acquire or find "Addictol", which removes all kinds of addictions. However, it costs between 300 and 700 caps and offers no protection after use. Following "Addictol" reception "Screw" or "Psycho" can again cause addiction.

    A cheaper option is to visit the nearest doctor and ask him to remove all addictions, for example, Dr. Sun from Diamond City will take only 75 caps per treatment. However, the doctor still needs to get to.

    Crafting drugs in Fallout 4

    Every self-respecting workshop in the game world is equipped with a chemical laboratory. To use it, you need a level 1 Chemist perk. Up to 90% of all drugs in the game can be created in the laboratory, these are the most common options found on sale or dropped from enemies.

    Since everything in Fallout 4 is ranked in terms of probability, not all of the drugs in the chemical laboratory will be encountered during the passage. In the next paragraph, we will list those drugs that rarely drop from enemies, but are extremely useful when playing. Crafting will also require you to find and add components to the workshop, sometimes quite rare.

    To quickly get 60 basic drugs (Buffout, Psycho, Screw and Mentats) in each category, you can complete the Diamond City Blues quest. This is a lengthy quest, its completion will take about 30 minutes, and at the end you will find a serious firefight, which is worth participating in after level 15-20.

    Rage

    The effect is similar to "Psycho", lasts 10 seconds. Increases melee weapon damage by 50%, and also increases damage resistance by 25%. With each use, it greatly reduces Perception - by 5 points. The production requires a "berserker syringe" (made in a chemical laboratory) and "Buffout". With the development of addiction, Strength and Perception are reduced by 1.


    The fast and the furious

    Another advanced version of "Psycho", but also suitable for firearms. Increases damage dealt by 25%, and also increases the chance of a critical hit by 25%. Does not give negative effects. Production requires Acid, Psycho and Nuka Cola. With the development of addiction, Strength and Dexterity decrease by 1 point.

    It is extremely rare in the main game, only among high-level raiders. Periodically appears on sale at the following merchants:

    • In Neighborhood, on the ground floor of the Rexford Hotel, with Fred Allen.
    • There you can also drop out as a prize in the Yader-Arcada terminal for 2,750 tickets.

    Chic

    This drug, in the form of a double syringe with a bright orange liquid, increases Intelligence and Perception by 3 points for a few minutes, but decreases the level of Charisma by 2 points. With a low probability, it can lead to dependence, in which Intelligence and Perception will decrease by 1 point.

    The easiest way to find "Chic" is in the game. In Fallout 4, go to the South Boston Police Department toilet, which is located directly opposite the entrance. There he will lie in the toilet:

    Two more can be found in the Far Harbor, on Lake Echo, in the military bunker near the sawmill. To do this, you need to cross the swamp to the east, look in the middle of the first island, under a fallen tree. Accurate guidance can be obtained by finding Levy's note in the sawmill.

    Not found in the inventory of enemies. It is extremely rare and on sale from the following merchants:

    • At the Rexford Hotel in the Neighborhood with Fred Allen.
    • At Diamond City with Solomon.
    • In the Nuka-World add-on, Caitlyn Alden and Maddox at the Nuka Town Market.
    • There you can also drop out as a prize in the Yader-Arcada terminal for 2,500 tickets.

    Manipulator

    Add-on required Nuka-World. This drug will allow you not to spend ability points on perks associated with charisma, which is often needed to convince the characters encountered or just traders. For 4 minutes, "Manipulator" increases charisma by 3 points, and prices at merchants are reduced by 10%.

    In order for the prescription for this drug to appear in the chemical laboratory, you need to start the raider quest "Home Sweet Home" to capture the Commonwealth, which will be given by Porter Gage, one of the raiders of Yader-World.

    You also need to choose a gang of "Operators", the head of the gang of Magia Black will send the player to the chemist Lizzie, who will give out one copy of the "Manipulator" and a scheme for its production. Requires Crispy Blossom, Whiskey and Mentats.

    A series of "muddy" cocktails

    Add-on required Far Harbor. The player needs to find a series of five Islander's Almanac magazines scattered around the Far Harbor. To prepare "muddy" cocktails, you need to find magazine No. 5 called "Dishes from the mud". It is located in the National Park Visitor Center, and lies on the ground floor, at the gift shop counter, to the right of the main entrance.

    After reading it, you can cook 3 cocktails in the chemical laboratory, which increase the characteristics in proportion to the level of radioactivity (the higher it is, the greater the effect) for 12 minutes:



    If you don't like playing with a large strip of radioactivity, then the developers offer Maximum Health Mud Shake - it looks like a whiskey bottle, not like a syringe, and increases health by 75 points, reducing radiation resistance by 150 points. Three components are required - fog condensate, midge meat and Rad-X.

    All of the recipes listed are not addictive.

    Ultra-screw

    It is the latest upgrade of the conventional "Vint", the traditional preparation of the series. With the help of the "Ultra-screw" time passes extremely slowly, but only for 15 seconds. It also increases action points by 100 points, thanks to which, after taking it, you can drink Nuka-Cola and go to V.A.T.S. to instantly riddled enemies.

    Almost always, a single dose is addictive, after which dexterity will decrease by 1 point. To create it, you need a regular screw, blood leaf, plastic and fertilizer.

    Found in the main game among high-level raiders with a low probability. Periodically appears on sale at the following merchants:

    • A lich named Sliver lives in an open-air workshop near South Boston, in the area between Central Boston Polytechnic and Hester's Home Robots. It can be killed by other in-game NPCs and will disappear from the game forever.
    • In Sister May's Far Harbor expansion at the Core.
    • In the Nuka-World expansion, the Nuka-Arcade mechanic Fritsch. If you kill all the raiders during the Season of the Hunt quest, he will NOT be hostile to you. The main thing is not to shoot him.
    • Can be dropped out as a prize in the Yader-Arcada terminal for 3 350 tickets.

    Complex X-111

    Cooperation with the Brotherhood of Steel is required. "Complex X-111" is an analogue of "Antiradina" from the order. After receiving, instantly removes up to 700 points of radiation. It appears as part of the "Collecting Blood Samples" quest.

    The player needs to find the scriptor Neriya on the Pridwen airship and give her more than 20 samples of blood (optional at once), which sometimes drops from slain enemies. After talking with Neriya, you can find out that she is pleased with the results and asks to bring her even more blood samples, rewarding the player with six cans of X-111.

    In the future, she will continue to issue X-111, while the player supplies blood samples. Found only in the Brotherhood.

    Silk Uspokoin

    Nuka-World add-on required. Despite the fact that this drug is addictive, it does not give any negative effects, so it can be considered harmless. Suitable for players who prefer sabotage tactics and who like to attack stealthily.

    For 8 minutes, doubles the bonus for any attack carried out in stealth, and also increases Perception, Dexterity and Luck by 3 points.

    Maddox sells it in small quantities in the market of Yader Town, exclusively, Silk Uspokoin does not appear anywhere else. First, you need to complete Maddox's quest "Bring the meat of bloodworms", which can be found in some attractions and simply traveling around Yader-Mir.

    Mysterious Serum

    This is an extremely rare medicine in Fallout 4, it increases Strength and Endurance by 5 points by 10 game hours, damage resistance by 50 points, and reduces radiation at a speed of 10 rad / s.

    You can get it by completing quests starting in the "Cabot House" location. Completing the "Express Delivery" task at the Parsons Oil Mill, the player will meet with a group of raiders, kill them and search them carefully - the leader will have 1 unit of "Mysterious Serum" with him.

    As you progress through the quest "The Secret of the Cabot House", you can find about 10 units of serum - several of them will be in the hands of the raiders on the top floor of the Parsons mental hospital, and in its basement, in the inventory of the Lefty gang leader, you can find 4 more units, and 3 will lie on one of the medical tables.

    While the Wasteland Workshop expansion did not delight fans of the Fallout series after its release, over time, many players have been able to appreciate it. The main, so to speak, Wasteland Workshop's "problem" was that most gamers expected Bethesda to have a story-driven DLC with new locations, quests and characters, and received only some elements for the construction of settlements.

    However, in fact, Wasteland Workshop is able to greatly diversify the game, adding many interesting elements to it.

    The most interesting element in the Wasteland Workshop cages are structures that can be built in a settlement and wait for a hostile or friendly creature to get there.

    In total, the add-on has three types of cells - small (catches cats, dogs, mole rats or mutant hounds), medium (wild ghouls, gorillas, soldiers, raiders, super mutants, insects) and large (brahmins, death claws, rad deer, swamps , radscorpions, yao-gai).

    The cells installed in the settlement are the best way to farm various resources dropped from the creatures, as well as gain experience, fighting the raids of raiders, shooters, super mutants and some species of animals that come to the aid of the "prisoner". For example, you will no longer need to scour the entire Commonwealth for rad deer to collect fried meat from them, since you can install the required number of cells in the settlement.

    The cells in which the hostile creature is located is the most the best way attract attacks of factions or animals to the settlement, which allows you to gain a lot of experience, firing back from the attackers.

    How to build animal cages in the Wasteland Workshop

    Each cell requires a certain amount of resources for its creation (usually steel, copper, gears and the fourth element - its own for each type of creature), as well as energy from the generator. As soon as you connect the cage to the generator, it will start its work. You can find out that someone is caught in the cage by the slammed door and the sounds coming from there.

    To open the door, the cage must be disconnected from the power source, so only connect it to the generator through a switch. The cage does not have to be in a visible place: creatures will respawn there, even if it is completely enclosed by walls.

    A creature of any rank can appear in the cell, regardless of the player's level. Even at low levels, you can release an archer-general or a mythical death claw from the cell. So, you should take care of sufficient protection in advance so that the released aggressor does not kill you. To do this, you can spread out several mines before leaving the cage or place turrets around it.

    Each cell can catch creatures countless times, but after each trigger it will need to be repaired, which will also require materials, but in smaller quantities. For example, if you need 10 pieces of steel, 2 copper and 6 pieces of screw to create a cage with raiders, you need 1 unit to repair it. steel, 1 copper and 1 screw.

    Required components table

    Cell size

    Being

    Components to create

    Components for repair

    Little

    6 steel
    1 copper
    2 bog meat with a soft patient

    1 steel
    1 bog meat with soft patient

    3 steel
    1 bog meat with soft patient

    6 steel
    1 copper
    3 dog food

    1 steel
    1 dog food

    3 steel
    1 dog food

    Mole Rat

    6 steel
    1 copper
    4 radroach meat

    1 steel
    1 radroach meat

    3x steel
    2 radroach meat

    Mutant hound

    6 steel
    1 copper
    2 brahmin meat

    1 steel
    1 brahmin meat

    3 steel
    1 brahmin meat

    Wild ghoul

    10 steel
    2 copper
    4 dog meat

    1 steel
    1 copper
    1 dog meat

    5 steel
    2 dog meat

    Gorilla
    (available after passing
    Nuka World)

    16 steel
    4 copper
    4 gears
    5 wild mutafruit

    1 steel
    1 copper
    1 gear
    1 wild mutafruit

    8 steel
    1 copper
    1 gear
    2 wild mutafruit

    10 steel
    2 copper
    500 caps

    1 steel
    1 copper
    50 caps

    5 steel
    250 caps

    Insect
    (puffer, radroach,
    stinging, bloody gnat)

    10 steel
    2 copper
    4 Mole Rat Meat

    1 steel
    1 copper
    1 mole rat meat

    5 became
    2 mole rat meat

    10 steel
    2 copper
    6 screw

    1 steel
    1 copper
    1 screw

    5 steel
    3 screw

    Super mutant

    10 steel
    2 copper
    5 brahmin meat

    1 steel
    1 copper
    1 brahmin meat

    5 steel
    2 brahmin meat

    16 steel
    4 copper
    4 gears
    4 razor clouds

    1 steel
    1 copper
    1 gear
    1 razor cloud

    Steel 8
    1 copper
    1 gear
    2 razor clouds

    Death claw

    16 steel
    4 copper
    4 gear
    4 yao gai meat

    1 steel
    1 copper
    1 gear
    1 yao gai meat

    8 steel
    1 copper
    1 gear
    2 yao gai meat

    Swamp

    16 steel
    4 copper
    4 gear
    4 bog eggs

    1 steel
    1 copper
    1 gear
    1 bog egg

    8 steel
    1 copper
    1 gear
    2 bog eggs

    Radscorpion

    16 steel
    4 copper
    4 gear
    4 stingwing meat

    1 steel
    1 copper
    1 gear
    1 stingwing meat

    8 steel
    1 copper
    1 gear
    2 stingwing meat

    Glad deer

    16 steel
    4 copper
    4 gear
    4 carrots

    1 steel
    1 copper
    1 gear
    1 carrot

    8 steel
    1 copper
    1 gear
    2 carrots

    16 steel
    4 copper
    4 gears
    4 rad stag meat

    1 steel
    1 copper
    1 gear
    1 rad stag meat

    8 steel
    1 copper
    1 gear
    2 rad stag meat

    What cells to build

    If your goal is to attract attacks to the settlement, place raiders, shooters and mutants in the location. This will allow you to quickly gain experience, reflecting attacks, as well as collect unique weapons and armor from legendary enemies, which are necessarily present in almost every attack on a settlement.

    In addition, weapons and armor picked up from raiders or shooters can be good for equipping settlers or using them for sale, exchanging unnecessary things for junk for construction.

    The availability of components is also important for building and repairing a large number of cells. And if by the middle of the game there are plenty of covers for shooters' cages and a screw for raiders, then it will be a little more difficult with pieces of meat: to get them you need to track down an animal or insect, and then kill it.

    You can make it easier for yourself by standing chains of cells, for example, Razor Claw -\u003e Brahmin -\u003e Super Mutant or Carrot -\u003e Rad-Deer -\u003e Yao Gai -\u003e Deathclaw. So, by growing the right amount of carrots in the settlement, you can build cages for rad deer, whose meat can be used to catch Yao Gaev. In turn, Yao Gai's meat is needed for the cells of the Deathclaw.

    Beta wave emitter

    Only three types of creatures can be caught in a cage, which by default will be peacefully attuned to the Survivor and the settlers. These are cats, brahmins and gorillas.

    The rest of the animals can be pacified using a special device - a beta-wave emitter. If you install and activate it in the settlement, all animals released from their cages will not only behave peacefully, but also help you repel attacks. Each such creature gives a small bonus to the defense of the settlement, without affecting the number of possible settlers:

    • bloody gnat: 3,
    • brahmin: 0 (gives a bonus to resources),
    • cat: 0 (increases happiness),
    • death claw: 10,
    • wild ghoul: 4,
    • gorilla: 10 (increases happiness)
    • dog: 5 (increases happiness),
    • swamp: 6,
    • mole rat: 4,
    • mongrel: 4,
    • mutant hound: 5,
    • radroach: 1,
    • radscorpion: 7,
    • rad-deer: 2,
    • Yao Gai: 7.

    The amount of added protection does not depend on the type of creature: for example, both normal and mythical Deathclaw will give all the same 10 units of defense. Although, when attacking a settlement, the mythical Deathclaw, of course, will bring much more benefit.

    You need to be careful when using animals for defense: if the attackers destroy the beta wave emitter or the generator that powers it, all creatures will immediately become hostile. Tamed animals do not fight against their own species, but, on the contrary, attract attacks from enemies of the same species who want to free their "brother". Therefore, in order to protect settlements with the help of tamed creatures, it is necessary to build a good defense.

    In addition, creatures of different types can attack each other, even when the emitter is on, so think in advance which animals you want to use for protection.

    To build a beta wave emitter, you will need the Animal Friend and Wasteland Speaker perks.

    You cannot tame shooters, raiders and super mutants - they can only be kept in cells for the number of attacks on the settlement or destroyed.