Level 27 (2 Perk points floating)
S-3 Armorer 2,
P-(+)11 Awareness, Locksmith 3, Rifleman 2
E-2
C-6 Lady Killer 1, Local Leader 2
I-6 Gun Nut 1, Hacker 3, Science 2
A-(+)7 Action Boy 2, Gunslinger 3
L-3
(Astoundingly Awesome 7 and 8, Barbarian 5, Covert Operations 2, Gift of Gab, Guns and Bullets, Junktown Vendor 2, Massachusetts Surgery, Tesla Science, Tumblers Today, Wasteland Survival 7 and 9)
I wake well rested to the sound of Jun Long pounding on the wall. Settlers will repeatedly just walk up to this house and act like they’re nailing something, which I guess is the game trying to script NPC settlers to look busy, but isn’t entirely effective. I walk to the nearby armor bench and improve my Vault 111 jumpsuit for better protection and radiation resistance, and another piece of armor to have deep pockets instead of regular pockets (for a measly extra 5 pounds carry weight). I ultimately decide to keep my cunning leg armor for +1 Perception and Agility over the new armor that gives a 10% reduction in VATS costs.
I talk to some of the new vendors even though I’m not necessarily selling or buying right now, and one says they’re short on food and going a bit hungry, which is odd because it isn’t showing up as red. We have 14 people and are making 12 food, but I thought linking up the supply lines to other smaller settlements would help. Regardless it is easy enough to lay out some corn and razorgrain, if quite a bit more difficult to find someone to actually harvest the stuff. Resource assignment is possibly the most poorly executed of the many poorly executed settlement features. A simple menu at the workbench with a roster of settlers could accomplish this much more smoothly. Or, even better, have any idle settlers automatically pick up the most needed unassigned resource available. Barring that, at least have the layabouts congregate in one area so I don’t have to search for a couple of in-game hours to track someone down.
At least planting food gives experience points, and I leveled up while doing that. Since I’m able to take a perk and still leave two floating as I like to do, I take another rank in Gunslinger which gives me more damage and the possibility of disarming opponents.
It’s pouring rain by the time I get the new food sources growing, so I decide to see about the feasibility of building a roof over my marketplace. The frustrating mechanics and inability to fit roofs and walls together properly make for extremely ragtag architecture. The game already makes no pretense in terms of requiring structures that could feasibly hold up—you can extend a roof as far as you want with no support whatsoever. However, the game is very strict about clipping and alignment of different meshes. You cannot have one section of roof slightly higher, cannot set a roof starting on top of a supporting structure instead of leading out from it, and different roofs don’t necessarily mix. If they’re going to throw physics out the window, they may as well throw these other rules out as well.
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At around 4:00 a bit after the storms pass, I give up trying to make my settlement more presentable and decide to make preparations for the mission. First, though, I find Dogmeat so I can get back the extra equipment he’s carrying. He has picked a different dog house this time. Finding Preston Garvey is much more difficult, but in the late afternoon I finally find him in a random room of a house. He thanks me for everything I’ve done and proceeds to talk about how he idolized the Minutemen growing up. He talks about how he felt like he was making a difference, making the Commonwealth a better place. From there, he discusses the downfall, the backstabbing and diplomacy amongst different factions within the Minutemen that were kept in check for awhile but came out in the open after the general at the time was killed. He says, “You probably think I was naive, huh? Maybe I was. Still am. I still believe the Minutemen can be what they were supposed to be, the good guys.” Yeah, he’s a little annoying and naive, but still an admirable character. I give him a brand new gun at the end of the little heart to heart.
I decide to go talk to Mama Murphy again before I go. It’s been awhile since I spoke to the old lady about her visions. She wants mentats as her drug of choice this time for more visions and insight. She says my fate lies in a sea, but it’s not the water I’ll be afraid of drowning in, rather something radiant. I already know about this. But then she goes on, saying there are others calling out, chanting. They can show me the way, but I will need to be careful around them because they are difficult to read. This is an interesting development, even if Codsworth and Preston both dislike me giving drugs to the old woman. Preston’s moral judgement I get, but et tu Codsworth? My take on it is that Mama Murphy has absolutely nothing to do all day but sit around in her chair. Who am I to tell my elders where they can and cannot get their kicks?
As the sun sets, I decide to fast travel to the Castle and call it a night. Though I doubt it is timed, a kidnapping really isn’t the type of mission I want to get sidetracked on. I do think that making some missions timed, I’d even go so far as to say secretly timed, would be an interesting design choice that would give real moral weight to the player’s priorities. Imagine arriving to find a settlement wiped out and now controlled by raiders. Imagine if at the end of the kidnapping quest you find you’re too late and the victim died, or, even more interesting, has been moved to another location you have to track down. These sloppy and meaningless radiant quests could be made so much more powerful with relatively little change to their actual makeup.