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Wrong issue numbers?[]

Discrepancy in issue numbers[]

I have AA Issue #8 as showing the +5 action points as detailed in the article currently as #4 - picked it up in Vault 111. Possible that these two need to be switched.

Vault 111? There isn't an issue there. -Bhaal

No I meant the issue numbers were incorrect; I was affirming that I did indeed pick up the correct thing in the correct place, just the issue number needed amending Mctaff350 (talk) 02:30, November 22, 2015 (UTC)

+5% damage to scoped weapons book found at coast guard pier actually reduces scoped weapon damage. My gauss rifle went from 403 to 384 damage after reading it. I have save games both before and after, which I used to confirm it, but didn't do any further research. I also didn't want any spoilers so I had to stay away from the info page... (PC, December 9th, 2015)

Confirm that the issue numbers are wrong. Issue 1 is in the Skylanes plane, and it does modify damage against Mirelurks. The Boston Shelter is #4. CO 41st Corsairs RCT (The Black Hawks) (talk) 19:59, July 1, 2016 (UTC)

I fixed two of the issue numbers. What is on fallout4map for issue numbers is typically incorrect. In the code, every perk mag has an EDID or Editor ID, and each one has a number in it so the game can tell one issue from another. I personally use a mod that renames the perk mags to include this number in game. If we're going to give them issue numbers, it might as well be the numbers Bethesda gave them. 70.60.191.234 16:26, October 29, 2016 (UTC)

AwesomeTales1

All other issues numbers are the ID numbers, and Attack of the Fisherman's ID number is #1. The 6 on the cover art does not clearly point to any certain meaning. Other issues of the Awesome Tales don't have this part of the cover obscured and there is no issue number in this spot of the cover, despite other consistencies in their cover design. Therefore there is no clear meaning that can be taken from this 6. Using the ID number Bethesda gave the perk mag's is a clear, simple, and consistent way to refer to all perk mag's. Demonofsarila (talk) 17:07, October 29, 2016 (UTC)

Have dog, will travel[]

I think the title 'Have dog, will travel' probably comes from classic sci-fi author Robert A Heinlein's children's book 'Have spacesuit, will travel' (1958). A lot of his work was published in the Astounding Science Fiction magazine.


Missed this before *dealing with* The Institute - since you can't return there, I think it would be cool if this magazine was found elsewhere afterwards (as a result of what happened with The Institute).DngnRdr (talk) 04:12, March 28, 2016 (UTC)

Perk Explanations?[]

I just noticed upon coming to the wiki that we don't have an explanation on what some of the perks specifically do. I realise that we have the base flavour text, but for things like "Regenerate 1 point of Health per minute", does that mean one in-game minute, or one real-time minute? I feel like they're a little ambiguous here, and we should probably seek to explain them a little better so as to alleviate confusion. I'll be back when I've quantified which one it means. ~Axelskox User Axelskox talk 03:12, March 19, 2016 (UTC)

-Confirmed that it's real-time minute. I'm going to add that to the page for clarity. ~Axelskox User Axelskox talk 03:13, March 19, 2016 (UTC)

It should be rather obvious. Effects with a listed time span in any game usually mean real-time. JMA4269 (talk) 03:17, March 19, 2016 (UTC)
The problem is that it's not entirely obvious by its ambiguous explanation. It's more helpful to explain that where it's listed than to assume everyone would realise it, either way. EDIT: Also, due to the fact that the game sometimes ignores waiting in relation to perk activation, it's worth noting that this one is properly handled. ~Axelskox User Axelskox talk 03:20, March 19, 2016 (UTC)
In addition to waiting, I noticed it also applies relative to time passed when fast-traveling. However, I get some odd results.
The default timescale is 20, so each real-time minute is 20 in-game minutes. However, I seem to be healing 20HP in one in-game hour, which makes it ~6.67HP per real-time minute, and not 1HP as the perk text suggests. My max health is 370HP, in case it's somehow related to that.
Re-testing with a new character at level 1, I get 5HP per in-game hour, which is ~1.67HP per real-time minute, at max health of 90HP. Aya42 (talk) 18:08, March 19, 2016 (UTC)
If this is true, then why does the page say it's every in-game minute? That makes it sound like for every minute that passes on the clock on the map page of the pip-boy you should get 1hp back (which would be far far more powerful). --Demonofsarila (talk) 22:08, April 17, 2017 (UTC)

Astoundingly Awesome 1[]

Despite the page saying that health is regenerated by 1 point in real-time minutes, my character seems to be regenerating health at a faster rate than that. Approximately 2 HP in 10 seconds. Can someone on PC check to see if it was patched or how it actually functions? 02:36, September 23, 2016 (UTC)

Character's health went from 748 HP to 758 HP in the course of approximately 1 real-time minute measured with a watch. Great Mara (talk) 02:39, September 23, 2016 (UTC)

Editor ID numbers do not correspond with Astoundingly Awesome perks in the Status menu.[]

Spent way too much time backtracking in-game to look for missing issues before I recognized that the Editor ID is NOT associated with the Astoundingly Awesome perk number in the Pip-Boy Stat>Perk menu. As far as information goes, to find missing issues, it's useless for actual gameplay.

It seems like the column "Perk & Effect" is straight up missing the Perk, and only has the effects.

Recommend using the Perk ('Astoundingly Awesome ##' in the Perk menu) to index the table, which would make it useful to visitors looking for missing issues. Factcheck007 (talk)


Update: added the Perk# column, but someone might want to move the column to the far left because the EditorID isn't anywhere near as useful as the Perk# to the player looking for where the missing issues are. Factcheck007 (talk)
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