Why? doesnt it make sense that you need charisma to lead your settlers effectively?
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.
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).
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.
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.
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.
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".
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.
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.
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.
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.
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.
Will probably be trickier, but might be more rewarding
Also remember that while guns will do less damage you will do lots more crits so that can make up for the lost damage
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!"
also there's that mysterious stranger that comes help you sometimes right
If it's like other games they will be able to do all the work if correctly prepared.
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.
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
“Run away” are the words of a coward, instead I say “Tactical Egress! Tactical Egress! … like a little girl"