Fallout 4 Interactive Perk Chart updated with latest info!

Post » Wed Dec 02, 2015 3:01 am


Why? doesnt it make sense that you need charisma to lead your settlers effectively?
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Pants
 
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Post » Tue Dec 01, 2015 8:05 pm

Charisma, not useful to Negotiation, Intimidation, Seduction, Leadership, Etiquette, or Teaching? Seriously, leave your basemant and talk to a real person. Charisma has a huge impact on all the aforementioned items. This includes anything from controlling others to setting up trade caravans. From quickly assimilating into a new culture to teaching a person how to do something. Play Shadowrun for a reasonably real, understanding of Charisma. Also, have a real conversation.

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Joey Bel
 
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Post » Wed Dec 02, 2015 7:03 am

I'm pretty sure the actual compass quest marker is present regardless of the perk. VANS describes an effect similar to the Clairvoyance spell in Skyrim, and only appears in VATS - we see a quest marker on our compass in the Pre-War sequence, before the character has a chance to even take any perks.

That's what I'm thinking. It helps keep you rooted in combat (a la the Stonewall perk), and I bet it also improves your ability to knock down others with melee (see the Super Slam! perk).

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Peetay
 
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Post » Wed Dec 02, 2015 2:50 am

would it be possibe to beat the game with a character based solely on charisma and luck?
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evelina c
 
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Post » Tue Dec 01, 2015 10:55 pm

Your guns will do a bit less damage, but you shouldn't have much of a problem. Especially since you don't need to take the crafting perks to get modified weapons, you'll find them through looting as well.

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Scott
 
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Post » Tue Dec 01, 2015 7:19 pm

The devs have said that non-combat is a viable way to play the game so it is possible to beat the game with just Charisma and Luck.

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Chloe Lou
 
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Post » Wed Dec 02, 2015 3:16 am

You sure? I thought the quote was that they specifically did not design for non-combat, though I don't remember where that quote was.

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Kate Norris
 
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Post » Tue Dec 01, 2015 7:17 pm

Uh, you're both right. Bethesda didn't set one of their goals to be that you could actually go through the entire game nonviolently, like some stealth games, but in the same interview they said you could "avoid violence a lot".

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Kira! :)))
 
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Post » Wed Dec 02, 2015 7:20 am

in the wasteland, you can never avoid violence fully. You just hope to god your pistol doesn't jam when your chem deal goes south, and the fiends try to eat you for dinner.

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Jani Eayon
 
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Post » Tue Dec 01, 2015 9:46 pm

Being able to avoid combat a lot is very much not the same thing as saying that non-combat is viable. It could just mean you can run away from random encounters, but quests still require you to kill.

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kitten maciver
 
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Post » Tue Dec 01, 2015 11:05 pm

Well, I dunno, those same words could have been used for New Vegas - you could totally reach the end of the game without actually killing anyone, but the game doesn't really support things like non-lethal takedowns and whatnot. So you'd have to sneak around critters, get your followers to kill for you (if that counts in your book), and avoid side-quests like Three Card Bounty.

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Kitana Lucas
 
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Post » Wed Dec 02, 2015 6:18 am

Non-lethal takedowns are still combat; even if non-lethal takedowns are viable through the game that's not supporting non-combat gameplay.

Making non-combat viable would require being able to solve issues entirely without engaging in combat - say, by dialogue instead of shooting people or by having excellent stealth mechanics or by hacking turrets to shoot people for you.

EDIT: And New Vegas was designed with a non-combat playstyle in mind.

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Cash n Class
 
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Post » Wed Dec 02, 2015 2:13 am

Fallout 1, 2, and New Vegas could be done without any combat. Fallout 1 just requires you to convince the master to kill himself. Fallout 2 requires you to kill the president with Super Stimpacks to get his access card for the turrets and convince an Enclave team to kill the final boss. New Vegas just requires stealing the Platinum Chip and going with Yes Man. The only game that can't be completed without combat is Fallout 3 since you have a kill all mutants quest. So it all depends on the main quests of Fallout 4 to see if it is possible to complete a noncombat run of the game.

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James Shaw
 
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Post » Tue Dec 01, 2015 4:20 pm

Will probably be trickier, but might be more rewarding

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Isabella X
 
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Post » Wed Dec 02, 2015 7:49 am

Also remember that while guns will do less damage you will do lots more crits so that can make up for the lost damage

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Emily Graham
 
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Post » Tue Dec 01, 2015 8:39 pm

With high Ch, and Luck you could theoretically rely on companions to kill anything you couldn't charisma your way out of. You could also jam enough points in Int. to grab medic and act as a healer for your companions as well. .. If all else fails there's always the option to simply run away. "Run Away!" "Run Away!"

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Floor Punch
 
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Post » Wed Dec 02, 2015 2:49 am

also there's that mysterious stranger that comes help you sometimes right

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Laura Shipley
 
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Post » Tue Dec 01, 2015 6:48 pm

will the companions actually be powerful on their own or will they more be like acting as bait and taking aggro while you do all the work?
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Charlotte Lloyd-Jones
 
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Post » Wed Dec 02, 2015 4:04 am

If it's like other games they will be able to do all the work if correctly prepared.

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Holli Dillon
 
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Post » Wed Dec 02, 2015 5:31 am

Yeah. I never tried it myself but I read about players in FNV who buffed up their Charisma and related skills and Perks and used companions as their 'muscle', getting through the entire game without firing a single shot.

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CArlos BArrera
 
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Post » Wed Dec 02, 2015 8:36 am

Don't know how close this will be, but I've noted a possible 'variation' to the original perk in my description on http://vault111.com ;)

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Steve Smith
 
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Post » Tue Dec 01, 2015 5:16 pm

“Run away” are the words of a coward, instead I say “Tactical Egress! Tactical Egress! … like a little girl" :tongue:

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Alexandra Louise Taylor
 
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Post » Wed Dec 02, 2015 5:27 am

or run and hide behind your companion :smile:

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FABIAN RUIZ
 
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