The Vault - Fallout Wiki

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The Vault - Fallout Wiki
Archives: #1, #2, #3, #4
Welcome to The Vault!
Welcome to the Vault!

Hello, Ant2242, and welcome to The Vault, the Fallout wiki! Thank you for your contributions, and we hope you'll stay with us and make many more.

Some links you may find useful:

  • Recent changes lets you see what other people are editing currently and where you can help. You can also check our community portal for things to do.
  • If you haven't already, create a user page about yourself. If you do, we'll be able to know you better as a member of our community.
  • If you are new to wikis, the help pages can help you learn how to edit and how use the wiki tools. For test edits, feel free to create a personal sandbox.
  • The Vault's policies and guidelines describe how we do things around here and can help you make even better contributions.

If you have questions, you can ask in our forums, join the live chat in our IRC channel or post a message on my talk page. We hope you enjoy editing here and look forward to working with you!

-- Ausir (Talk) 19:49, 24 August 2010


Oh boy I hope I got it right this time; hello! Yes, that post I just made is for the lore competition. Hopefully I have not placed it somewhere weird. Crash coursing a new site's methods under a deadline was a bad move on my part.

And thank you for you that note about my reply, hopefully I'm going in the correct direction now -- Revolver Pookie (talk) 01:13 31 October 2015 (UTC)

Hahaha, holy crap, thank you for letting me know:

I managed that feat by searching what I thought was the proper url, then when the search came up with "does not exist," I created a new page with the prompt. -- Revolver Pookie (talk) 01:37 31 October 2015 (UTC)


Talk about cutting it close. ;) Make sure to E-Mail your entry in by tonight, or else it will not be counted among the other judges. If you need the information regarding the E-Mail process, just check out the competition's talk-page. GarouxBloodline 23:36, 31 October 2015 (UTC)

Yeah; there are a few things that apparently still need to be updated. Anyways, good luck! I will be releasing information on the 6 winners come tomorrow. :) GarouxBloodline 23:43, 31 October 2015 (UTC)

Re: The Vault:LAYQ

I'm not sure what parameters you're talking about. Could you be more specific? Thanks, Kastera (talk) 00:12, 1 November 2015 (UTC)

Ah, I see. I believe I already altered the FO4 quest creation template a month-ish ago, but I can edit the layout policy later tonight. --Kastera (talk) 04:10, 1 November 2015 (UTC)
Given that the template is titled "quest stage table", I suppose the heading should be changed to "Quest stages" if it's currently "Journal entries". Sounds like something for Tag's bot to do. --Kastera (talk) 23:25, 1 November 2015 (UTC)
I'm pretty sure a bot can handle a simple renaming run; they just can't be trusted to import raw game data and put it into a infobox, apparently. I don't know if you remember GhostAvatar's bot, but it handled things like that all the time. Anyway, I think "Quest stages" is just fine; it's simple, direct and we'd only have to change the "journal entries" heading instead of all of the current headings if we were to replace it with something new. --Kastera (talk) 00:12, 2 November 2015 (UTC)

FO4 Content

Be very careful with any leaked information that directly correlates with Fallout 4. Bethesda have imposed an information embargo, and the last thing we want is to be on their shit list. Make sure that everything can be traced back to a source, so that we are never confused as the original source. GarouxBloodline 23:23, 2 November 2015 (UTC)

dah leaks

Go to reddit or the fallout threads on /vg/. They should be posting them non-stop. I didn't save any links so I don't have access to the leaks anymore. I did save the link to this perk chart, though, but that's it. Shadowrunner(stuff) 08:21, 4 November 2015 (UTC)

Re: Fallout Tactics dialogue

Hey. I've just spotted you asked Tagz regarding some missing FOT dialogues. Could you please specify which ones are missing so I can double-check? Thanks. veryblackraven 11:43, 9 November 2015 (UTC)

Ok, I'll try to check this later when I'm back home. I may have found some of those on the Internet originally. The other issue is that some of those files may have been changed with patches, so I'll have to be careful to add the latest versions. veryblackraven 12:57, 9 November 2015 (UTC)
Ok, I've re-uploaded all the FOT dialogue files from scratch. Unfortunately, all the wikification is lost and putting it back in will take time. On other hand, I've added a number of previously missing files like the tutorial ones and the special encounters (Z01-Z27, we used to only have Z05). Help with the wikification would be greatly appreciated. Also, I've spotted one particular issue with MIS 08 Speech.txt where most of the text appeared missing, but it actually was a wikification bug, with all the text still present in the source code. Still, it's now reloaded and all the text is visible. Cheers. veryblackraven 21:03, 9 November 2015 (UTC)
I know, right? :) I was hoping to sleep tonight and then that damn Steam started patching my Fallout 4. :) As for MS08 there was a glitch with wikification in the previous version (or at least I believe it was due to wikification). Only the very beginning of the text file was visible in the transcript template. Even though the template itself had all the text in it, if you checked the page source. But that's not important now. What's important is that goddamn war never changes! :) Have a nice playtime. veryblackraven 23:20, 9 November 2015 (UTC)


Just stop, Ant. 1) You've been spelling "license" wrong for all of the magazines, and 2) you're removing my file summaries and making my work a lot harder. Now either, fix all of your mistakes, or I'm just going to rollback your edits. --Kastera (talk) 02:30, 10 November 2015 (UTC)

I don't think going into further detail is necessary; the images speak for themselves. A generic "(Skill book) cover" will do. It's not like people need information that in-depth on an image file, right? --Kastera (talk) 03:04, 10 November 2015 (UTC)

Re: New PIP-Boy Icons

For some reason I cannot find them in game resource files. Checked all the Fallout4 - Textures*.ba2 files as well as Fallout4 - Interface.ba2, Fallout4 - Misc.ba2, and Fallout4 - Startup.ba2 looking for anything related to map icons. Must have missed them somewhere. If you know where to find them, I can quickly extract DDS files from BA2 and then convert them to PNG all at once. veryblackraven 20:56, 10 November 2015 (UTC)

Quest stages

I am going to go ahead and ask for you to stop, as I do not want to suddenly see dozens of articles being updated in this manner. I appreciate the initial thought, but three things:

  1. I am writing these articles out of being stubs. So when you just throw in an empty section, you are effectively making the articles stubs again.
  2. If you are going to add in these sections, just do not leave them empty. If you are going to go through the first step of making an effort, then you need to make the complete effort to add actual content into these sections.
  3. Our article policies do not dictate that these sections need to exist within our quest articles. So while their additions are fine, so long as they have content, I am going to have to ask that you do not start spamming our articles with these empty sections, as they are not critical nor necessary. GarouxBloodline 05:12, 19 November 2015 (UTC)

All I am asking for, is that you put some thought into these sorts of edits. You have been very helpful during our Fallout 4 transition, but these sorts of edits are not helping us at all. The 'quest stages' section can be helpful, but as an extra, secondary section, similar to the 'behind the scenes' section, they need to have content in order to justify their existence.

So if you are up for helping us out, and writing out some 'quest stages' sections for the quest articles, then I would be forever grateful for the help. But if all you are willing to do is add in numerous empty sections, then please just do not, as all you are doing is making it a confusing mess when determining which articles need the most work, and as to what kind of work is needed. GarouxBloodline 05:28, 19 November 2015 (UTC)


I am busy cleaning up and then uploading .NIF files, so I was wondering if you could help me out by filling out this navbox that I just created. The help will be appreciated, and should not take too long. GarouxBloodline 01:20, 5 December 2015 (UTC)

Re: USA duplicate ref

I don't think it really doesn't matter if one ref is pre-War and another is post-War; they're providing the exact same information. One just has two words changed to past tense and has an extra seven word that relay the obvious. The two are not significantly different enough to warrant having them both; it's just causing unnecessary clutter. --Kastera (talk) 01:41, 10 December 2015 (UTC)

Generic terminals

There is no point, absolutely, to copy/paste generic terminal transcripts. It's clutter. If you really want to include them, include a link at the top of the transcripts, saying something like:

  • This location also includes a Protectron/locked door/locked safe/whatever terminal.

The transcripts are already complicated enough to follow without generic clutter. Tagaziel (talk) 19:57, 19 December 2015 (UTC)

They are generic clutter. Dude, I have the entire TERM file output and no location-specific terminals actually include that. And yes, they would be complete with a link. The point is to make unique terminals easy to find. Specificity! Tagaziel (talk) 14:08, 21 December 2015 (UTC)
No, they aren't. The "completeness" argument doesn't work if the contents of these terminal entries are completely and utterly the same. There's no point to including the same exact transcript in every single terminal page. Also, please don't list terminals in the "Terminal, Terminal, Terminal" format, as this simply looks bad. If there are uniquely named terminals, fine, but there should always be a link to the terminals page at the top. Tagaziel (talk) 18:55, 21 December 2015 (UTC)
If you really want to, link Protectron terminal at the top of each terminal entry page. Tagaziel (talk) 18:57, 21 December 2015 (UTC)

OK, here's the deal:

  1. Generic terminal articles are not fragmentary. It's simply a way to avoid repeating the same stuff ad nauseam across a hundred articles. Nothing is added by transcripting the same generic text.
  2. Linking to these articles reduces the amount of text on a terminals page and the number of headings, improving navigation.
  3. And no, it's not the same as having a generic terminal page with every terminal entry in the game. It's for simplicity's sake. Each location page has terminal entries unique to that location. If generic terminals exist, they are linked to.

Also, as a personal favor, can you stop messing with the terminals section by adding five or six links called Terminal to the terminals page? Only add a link if there is an uniquely named terminal there; At all times, there should be a link to the general page (xxx terminals) at the top. Tagaziel (talk) 15:11, 22 December 2015 (UTC)

We go with the new format, for the simple reason that the current terminal entries format is a legacy format that doesn't reflect the actual structure of the game. Let's finish Fallout 4 for now (we're getting there, ask Garoux for aid with missing articles), and then we can go back to Fo3 and FNV.
But yeah, generic terminals should be output to separate articles and linked to. That way, they are included in the breakdown, but don't obscure terminals unique to the location.
As for the infobox, use the following format:
|terminals = [[Big Fat Location terminals]]


|terminals = [[Big Fat Location terminals]]:<br/>[[Great Fatty' terminals]]<br/>[[Bacon Manufacturing terminal]]<br/>[[Oh So Delicious Poem Program terminal]]

--Tagaziel (talk) 07:05, 23 December 2015 (UTC)

You do realize how ridiculous your idea is, right? "Please be forced to look through a hundred+ articles in case you want to know what generic terminals say". Tagaziel (talk) 13:17, 23 December 2015 (UTC)
All generic terminals are transcripted into the article. All that's left is linking them. I wouldn't insist on this so hard if the game itself did not separate them. As you can see by the filenames, all generic terminals are prefixed by native. Location-specific terminals are prefixed by location-specific names, such as OldStateHouseTerminalMain for Hancock's terminal. Tagaziel (talk) 14:03, 23 December 2015 (UTC)
Also, don't remove Creation Kit IDs. Tagaziel (talk) 14:04, 23 December 2015 (UTC)

Well, this discussion has been going for quite some time with little headway, so I've decided to (foolishly) throw my hat into the ring. Ant, you've done an awesome job standardizing terminals for past games, but Tag is right: our users don't look at terminal pages to see all the contents of a location's terminals; they go there to see the unique terminal entries that can expand on the lore of the location, and having to scroll through generic Protectron/turret/locks terminals bogs down the process. There isn't anything wrong with simply posting a link on a specific terminal page that directs to a general terminal page that has all the generic terminal entries listed. That way, you still have all the pertinent information on the specific terminal article, and Tag gets less clutter; it's a win-win situation. --Kastera (talk) 17:00, 23 December 2015 (UTC)

And to add my two points, the only thing that differs when multiple devices are connected to a single terminal is the number, as seen here:

The specific values are <Token.ValueInt=TurretsConnected> and <Token.Name=TurretFaction>, all of which can be listed on the terminal page itself to reduce repetition. Everything sans these two tokens is the same for every turret, protectron, safe, and garage door terminal.
That's what I'm going after: Less repetition equals less reading equals better user experience. If someone wants to see the generic terminal for some reason, they click a link at the top. Hell, the specific TurretFaction can be listed in parentheses next to the link. Tagaziel (talk) 17:28, 23 December 2015 (UTC)
Links, not transclusions. Tagaziel (talk) 07:44, 24 December 2015 (UTC)
And no, it's not our format, it's your format. I respect a lot of your work, but this is something you've arbitrarily decided to do without asking anyone, least of all people uploading these transcriptions like me and Garoux. We currently have a hundred transcripted terminals and the list is almost complete. There is a certain format I've decided to adhere to ever since the first Vault 114 transcripts were uploaded and Garoux adhered to it as well. Tagaziel (talk) 08:00, 24 December 2015 (UTC)
And don't remove Creation Kit IDs. Just, don't. It's vandalism. Tagaziel (talk) 08:06, 24 December 2015 (UTC)

Re: combat <weapon> and mirelurks

I don't think the "combat <weapon>" platform retcons the shotgun from FO3 at all, actually; the modern US military does use at least two different models of shotgun (at least according to this article), so it's not unheard of for there to be two different weapon platforms. Just as the US Army uses the Mossberg 500 and Benelli M4, the military in Fallout could have used the combat shotgun that loads in front of the foregrip (FO3) and one that loads behind the foregrip (FO4).

On an unrelated note about mirelurks, what do you mean by "pre-War" mirelurks? What's the source that mirelurks existed before the Great War? --Kastera (talk) 18:04, 20 December 2015 (UTC)

OK, forum page

Proposal for a firm standard, first for Fallout 4, then later games. Tagaziel (talk) 08:43, 24 December 2015 (UTC)

Fallout Wiki Editing Contest

Hello! Could you email me at concerning your grand prize in the Fallout Wiki Editing Contest? Thanks! BriannaMCR (talk) 16:12, 5 January 2016 (UTC)

Prydwen terminals

I am not sure what the deal is, but I had to make a couple of corrections based off of what I am currently reading, as I am going through the Prydwen terminals personally. Some of the other corrections I made based off of the two that were actual corrections, and if so, and those were actual in-game mistakes, then so be it. But in outright reverting me, you also removed many other additions and corrections that had nothing to do with the transcripts themselves, which is an absolutely irresponsible use of your rollback tools.

If someone makes a mistake while still making actual legitimate contributions, then you do not just go in and lazily remove everything. You notify the editor, and they can make the appropriate changes without having to manually add everything back, which is much less logical than going in and making a few corrections, instead.

In the future, please use your rollback tools responsibly, because this is not the first time you have done this, and it is borderline vandalism. In the meantime, I will go back over what I corrected, and restore the in-game mistakes. GarouxBloodline 02:17, 10 January 2016 (UTC)

I restored the original content that I have not personally verified yet. If there is further discrepancy from the editing software, let me know and I can run some cross-references to figure out what is up. GarouxBloodline 02:23, 10 January 2016 (UTC)
The Prydwen should be italicized - thank you for reminding me about that, as I genuinely forgot about that rule regarding ship names. As for why I am frustrated, you did, indeed, revert my edit, which means that everything was removed. As for the headers, they are not a part of the transcripts - they are simply an option to choose from within a terminal, such as when accessing nearby turrets and/or protectrons. Because of that, they follow normal English conventions, which means de-capping in cases of non-proper words. In professional cases such as books, titles would be capitalized - but these are just casual writings, and as such, do not follow those same rules.
I will check the in-game spellings again tomorrow - I could be wrong, and if that is the case, then definitely restore the original content. My eyes need are going to need a break soon, so I will not be getting back onto the game tonight.
Technical data such as this is always such a pain. On one hand, I have always understood keeping true to the original content for accuracy purposes. But the improper grammar is almost too much to bear at times. :P GarouxBloodline 04:59, 10 January 2016 (UTC)


Thank you for helping get through the rest of the Prydwen mentioned only characters. I was not looking forward to squinting through terminals again today - going to use this as an excuse to take a break from that and work on some other content. :P GarouxBloodline 20:51, 10 January 2016 (UTC)

Article context

I am actually not sure.

On one hand, the nannies are not inherently imprinted onto another being when created and/or released, so 'Miss' would be more appropriate in typical cases. On the other hand, as seen with the model in Diamond City, they do recognize the concept of marriage, which means 'Ms.' could also be appropriate, since 'Ms.' implies that they might or might not be married.

Since we do have a documented case of a nanny getting married, I would have no qualms with 'Miss' acting as an overview, instead.

If I am misunderstanding your question, let me know. GarouxBloodline 21:09, 10 January 2016 (UTC)

Ah - I see no issue with that. GarouxBloodline 21:57, 10 January 2016 (UTC)

Notable loot

If you had Skype, I would go ahead and include you in our discussion group. But since you do not, I will go ahead and just send you a message on here.

Right now, the notable loot policy regarding FO4 content is in pending discussion, as the reality of the situation is that everything that can be broken down into components, including weapon and armour, is extremely notable. Right now, my idea is that:

  1. Items are only notable if they are found in a certain amount.
  2. The higher the quality of components involved, including items affected by the scavenger perk, the lower we can set the quota.
  3. The quota is exponentially lowered for items that include more and more rarer components. So, for instance, vegetable starch is always notable loot.

I am interested in hearing your ideas, so definitely send them my way so I can start getting a policy draft written up. GarouxBloodline 02:19, 11 January 2016 (UTC)

Article changes

Merge? I will need to check where the redundancies are, as I must have missed them. As for the sleepwear and similar, an expansion is best on each article; a merger is not necessary. As a wiki, we should really try and keep as many distinguishable items separate as possible. While the similarities are definitely there, and they are all basically the same thing, we should still make the effort to distinguish everything as best as we can, unless fragment articles are involved. GarouxBloodline 03:24, 11 January 2016 (UTC)

@ Mailbox


Just noticed your changes on my last edit(s).

@ your corrections:

  • I thought a link appears only with the first mentioning of the object on the article, though you linked Vault-Tec letters now more often.
  • I didn't know that book titles are quoted.
  • Funny… I did first insert a gallery via the editor, it put automatically "File:" as prefix… ;)

I took over the traps section from the former layout. Wouldn't be a great effort to make it an own object, though technically it's an Activator, no World Object.

Any opinion about the changes in total? Waiting for some feedback after Garoux pointed me to the object "Container" (see Talk:Mail dropbox, too), but am still waiting… -- CompleCCity (talk) 22:12, 15 January 2016 (UTC)

And another thing I learnt from you: linking to sections in articles would work even if they are a sub-sub-section (example: Letter… Accepted). Before I thought, I'd have to link to "#transcriptions#accepted" which doesn't work. Would have done it myself, else.
I haven't open the GECK now and won't it tonight, but I think all traps are activators. Is it important? Transclusion of the relevant traps section would be an option. I have to revisit the mailbox tomorrow anyway, adding the same bugs as @ mail dropbox, and there was another thing.
What about my layout? The tables without frames? The collapses? The detailed locations? Are the chances understandable, or does a combination of base chance and relative chance irritate the reader? Should I unhide the numbers at the locations?
Should I make a forum thread about all this? ;)
I think the next container has a bit to wait until I've finished the tool I've begun today, helping me with the locations. (That's the most work on these things – sorting the locations of 130 placed mailboxes in the capital wasteland…)
Another thing I noticed on your to do list: those many "no GECK" things. What's that about? Need assistance?
Oh, and the pre-war money – and abraxo cleaner and cigarette carton – gameplay articles I just created from the general articles history today, quick and dirty, because I don't wanted to have red links in my loot lists. I noticed the splitting before, when I was creating those lists. But at the moment I can't anything contribute to FO4 – I don't own that game and if i was, I'd doubt my PC would run it.
See you, -- CompleCCity (talk) 23:32, 15 January 2016 (UTC)
O-o… I was wrong, activators are world objects, too. Like I said, I hadn't open the GECK – and I don't have all categories written into my memory. (And that, while someone else is talking of my GECK knowledge, shame on me! ;)
As for the merge: I'd like to first finish my "tool" (an Excel sheet) that shall help me to locate objects more easily. GECK coordinates aren't the same as the map coordinates, and by now it's much of opening cells and zooming out to see the area in the render window – and guessing what the next settlement could be. Much work for more than a hundred objects.
I thought it would be a good idea to do the merging of the container and storage overviews after I've finished each container, but I can begin to do that parallel to reworking the single ones.
Here's my forum topic: Forum:Rework of FO3 and FONV containers -- CompleCCity (talk) 12:32, 16 January 2016 (UTC)

Quest stages

That is reasonable enough to me. Really, though, I do not have much of an opinion - I only really bother with the 'Quest stages' sections for the sake of consistency. GarouxBloodline 21:35, 16 January 2016 (UTC)

I will check it out in a moment. As for your problem... I have no idea. :P I might look into it when I get the chance. GarouxBloodline 23:03, 16 January 2016 (UTC)
I fixed it. GarouxBloodline 23:04, 16 January 2016 (UTC)
Weird - everything seems normal to me. This may be a shot in the dark, but maybe you just need to refresh your browser cache. I will keep checking through the code. GarouxBloodline 23:30, 16 January 2016 (UTC)
The wiki-text looks solid, and I am still not seeing any issues. My advice is that so long as the template works as intended, then everything is good. If there ends up being issues, it will be identified soon enough. GarouxBloodline 23:35, 16 January 2016 (UTC)


Never use Wikipedia for confirmation of anything. I am not saying that to be condescending - I am saying that as a life lesson that I have had to learn the hard way.

In this case, 'armory' would not be considered a proper noun, as it is not part of the name - it is a specified designation that is tacked onto the name. So, for instance, with one of your recent edits, Mahkra Fishpacking would be considered proper, because 'Fishpacking' is part of the businesses' name. In the case of Wheaton armory, however, the establishment is Wheaton, while the armory designation is there in a similar sense to the 'bottling plant' in Nuka Cola bottling plant, or the 'bathroom' in Grandma Murphy's bathroom. GarouxBloodline 03:43, 17 January 2016 (UTC)

It is a private, government facility, otherwise I would lean more towards the other end. GarouxBloodline 03:57, 17 January 2016 (UTC)

Links in infoboxes

Hi. Just noticed you changed my added nearest map marker to a link. That link also appears in the description, so linking two times? Or should one be removed? And then which one? -- CompleCCity (talk) 13:58, 26 January 2016 (UTC)


Should look into the templates' doc to see what possibilities I have… I wanted the Yao guai tunnels to appear without "(Fallout 3)", but didn't manage to get it this way. ;) -- CompleCCity (talk) 18:34, 26 January 2016 (UTC)

You changed my change of the Template:For in the Yao guai tunnels, adding a "|t2=…" so that the link doesn't appear as Yao guai cave (Fallout 3), but as Yao guai cave. I tried to do this myself, but didn't know about this parameter, and my attempts (incl. "|…" and "|link=…") didn't work.
So: If I had looked after the usage of this template, I would have known how to do it. Now I did learn from you by looking after the recent changes and seeing what you did to my changes. :) -- CompleCCity (talk) 18:50, 26 January 2016 (UTC)

The Clarabella

Hi. You did add (01/27/14) a note to Pennsylvania Avenue about a building named "The Clarabella". May I ask, where this information is from? -- CompleCCity (talk) 11:07, 27 January 2016 (UTC)

Terminal pages

Please refrain from changing the content as per your personal policies until a consensus is reached. Tagaziel (talk) 15:34, 28 January 2016 (UTC)

Agatha's house: Audio needed

Perhaps this is a silly question, but could you please explain to me, what exact audio file you meant when placing the "Audio needed" on that site? Maybe I can deliver it… -- CompleCCity (talk) 17:36, 28 January 2016 (UTC)



I'd like to get some feedback from you – spoken frankly! by you – according my recent activity here. Not only about terminals, all my contributions. (I've noticed your page move of my Administration (skill), which I couldn't resist to relate to when myself moving my Administration (location) in the same manner. Etc.) You know, I'm kind of a beginner here, but with some experience with other wikis, and my own imagination. But, I'm open to criticism… -- CompleCCity (talk) 02:34, 2 February 2016 (UTC)

Drainage chambers and sealed cisterns

Hi. Still suggesting a split? (See Talk:Drainage chambers and sealed cisterns, formerly Drainage chamber.) You placed the template. -- CompleCCity (talk) 16:50, 7 February 2016 (UTC)

(Infobox) Missing Data

Hey, Ant - was hoping to talk to you a bit about this topic.

This is a bit of a specialized issue with me, as I use the maintenance archives quite a bit to find articles in need of dire attention. What happens, though, a lot of times, is that I will find articles that are labelled as stubs, but are only missing trivial/inconsequential/impractical information, which is not something that would constitute an article to be stub-worthy, and ends up bogging down any attempt to clear up the wiki's actual stubs.

The Boomer guard article is a good example. I added all of the important information - static information such as the ids and S.P.E.C.I.A.L. Since the NPC in question is generic, and has a semi-randomized appearance, since there is more than one, then that means that it would be both impractical, and a shift from our editing norms, to add each variation of information, such as hair & eye colour, to the infobox. And just because that information is missing, does not mean that the article should suddenly be re-classified as a stub.

Is that something that we can agree on? Or is there something that I am missing, that you can see? In the end, I am just trying to keep actual stubs in need, on the forefront - not mixed in with articles that will always be missing information, and will always remain so if slapped with a stub tag. GarouxBloodline 22:54, 18 February 2016 (UTC)

Listen, Ant, I know you want what's best for the wiki. But the data you refer to does not warrant an Infobox Incomplete or Missing Data tag. Unless an article really doesn't have information necessary to provide a rudimentary level of knowledge to the user, then add the tag. Problem is, even after you process the data and fill every possible parameter, you keep leaving those tags up.

This tag spam stops now, particularly because it renders the maintenance categories useless if every article is there. Tagaziel (talk) 22:40, 18 February 2016 (UTC)

Mboxes are to be used where there are critical deficiencies. An image missing mbox is a good guideline for when it's warranted: Infobox incomplete means critical information is missing, such as race, gender, quests, affiliation, location, and similar - information that's essential to a given player's experience with the game. Statistics used by the game, while useful, are low priority.
It's basically wiki triage. Critical information is given a high priority and an appropriate mbox at the top. Low priority information (like statistics used by the game (or generic terminals :P)) don't warrant the same treatment (although we *could* implement a hidden category where characters missing GECK data could be stored).
Regarding Fo1/Fo2 characters: Encounter characters use generic protos. You can glean the IDs from worldmap.txt, though you need to dedudct 16777216 to get the target proto id. And for the love of god, please remove the tags once you're done adding information. Tagaziel (talk) 12:01, 19 February 2016 (UTC)
Again, message boxes are used to signify problems. Not in a general manner (saying, "missing data" is completely useless without noting specifically what data is missing).
The new templates are fine. The placeholder image is there specifically to avoid having it display a red link and allow users to upload images at their leisure. The paperdoll is there just for fun and visual appeal.
About wiki triage: All you refer to is low priority. Completing statistics et al is a tertiary concern, the primary is having a usable guide to the game - which includes vital quest walkthroughs, etc - secondary having a good overview of lore, tertiary is every data that isn't relevant to the first two points. This was always the case.
As for characters: You do realize that the entire review I do when I check the pages is taking a look if the numbers look alright and then just review the tags, right? That's because if you use the proto data, there's no way it can be wrong. And no, there's no need for a project or anything to decode and verify proto numbers. I gave you the exact way to determine those prototype ids. It works. End of story. Tagaziel (talk) 14:11, 22 February 2016 (UTC)

And you tend to add an mbox even if there's a minuscule, tertiary problem with the page. Mbox images are used for priority alerts.

The inventory template is designed to be a fun little expansion of the original template. A gallery module would defeat the purpose, especially since merely one paperdoll suffices. Especially for Fo1/Fo2.

Third, priorities are an excuse. Between adding detailed stats for every character and rewriting entire lore articles to boost our SEO and appeal, I always choose the latter.

Last, if you think you messed up, uh, check it? I mean, you're constantly worrying about imagined problems and perhaps the most grating is your imaginary conviction that you messed up and thus aren't qualified to remove the mboxes. You are. Stop worrying. Seriously. As for Morton brothers, a single Morton gang member article should suffice with the usual division. Tagaziel (talk) 21:51, 22 February 2016 (UTC)


Hi. Containers are on my to-do list. But with the current state of my recently crashed PC I can't yet answer your questions, have to install Fallout and G.E.C.K. again first. -- CompleCCity (talk) 17:00, 25 February 2016 (UTC)

Ringo's ambushed caravan

Reviewed it, looks okay. ;) What's the {{RT}} for? And added the link to Powder Gangers#Notes. -- CompleCCity (talk) 14:25, 28 February 2016 (UTC)

Found the source of RT, hidden text. You wanted that to be reviewed? -- CompleCCity (talk) 14:27, 28 February 2016 (UTC)

Re: Junk item IDs

I see you've been adding base IDs to items, so in your future edits, when you add the base ID to an item, could you also remove the incomplete infobox template? That template was only present because the base IDs were missing. Thanks, Kastera (talk) 04:26, 1 March 2016 (UTC)

I don't think there's a difference that needs to be noted between brand and manufacturer; most of the time, the company that owns the brand also contacts out the role of manufacturing the product, so there is little distinction that needs to be made between the two. --Kastera (talk) 05:45, 1 March 2016 (UTC)

Re: Combat/metal armor

Well, I certainly appreciate you making those tables; tables are the worst to make from scratch. The combat armor additionsa are also very thorough; they just need to be combed through to clean up the grammar (which I'll do shortly). --Kastera (talk)

Seeing as there isn't even a helmet section to begin with, I think a topic should be made on the combat armor talk page to discuss how to implement a helmet section first. It's still a part of combat armor and doesn't need it's own page, but it is distinctly lacking an overview for the helmets going back through the previous games. --Kastera (talk) 18:07, 3 March 2016 (UTC)

Re: Link rot and stuff

I would ask some of the other admins about a master page for external links, since I'm always a bit wary of creating a mainspace page that don't expand on a Fallout game. Honestly, a master page doesn't seem all that necessary seeing as you're already doing a fine job tracking down the defunct formspring links and replacing them with web.archive links. And if you're worried about going defunct (which is very unlikely to happen in even in the near future) couldn't you just take screenshots of the material and use those for the reference instead? --Kastera (talk) 01:38, 4 March 2016 (UTC)

P.S. I'm not one to ask about templates, so I unfortunately can't answer your question regarding hiding options. --Kastera (talk) 01:38, 4 March 2016 (UTC)

Junk cats

Ah - good catch. Yeah; they are a bit too similar to justify having a redundant cat hanging around. I will go ahead and make the merge. GarouxBloodline 18:14, 5 March 2016 (UTC)


In the case of fixed equipment, or fixed random equipment loadouts, - sure; I thought we were already doing that. If the armour involved is more random than fixed (let us say 4+ variations), then no, I do not think that the equipment modifiers should be recognized. GarouxBloodline 21:33, 5 March 2016 (UTC)


Is he really? I thought I had scoured that place, every inch, and yet I never saw that reference. Where is he mentioned? I want to know where my investigative skills failed. ;_; GarouxBloodline 21:16, 12 March 2016 (UTC)

Oh - I thought you were referring to an actual in-game source saying him by name. Guess my investigative skills are not in question, after all. ;D GarouxBloodline 21:59, 12 March 2016 (UTC)

Etc. etc. etc.

  1. Thanks for reminding me - I am getting a bunch of Automatron articles set up, but I should really add that designation to the infobox templates, first. I will get on that in a bit.
  2. The Mechanist was a pre-War comic-book character - this Mechanist could be just about anyone, who read the comics, and are looking to replicate the icon. It is also entirely plausible that the young child at Canterbury Commons, the one that idolized Scott, became the next Mechanist. That information has not been revealed to us - so it will be best to remain ambiguous.
  3. This might need further discussion. Shelter is just a casual mobile game, though, for either mobile devices or Bluestacks, and is not really meant to act as an information/lore depot. Users are only going to casually look at the articles, because they are only casually playing a game. Best not to throw a bunch of unnecessary information at them, when they are looking for more pertinent information that directly correlates with keeping their vaults alive and running.

Let me know yours thoughts on the Shelter point. The background sections were not a huge deal for me, at first, because the transclusions that I used were concise. The biology transclusions, however, take up a ton of space, which is why I would prefer scrapping them. In the end, though, the background section might not even be needed - just a short summary explaining what each creature is. GarouxBloodline 00:04, 16 March 2016 (UTC)


Went ahead and gave your work a look-see. Pretty solid work, and I also went ahead and made a few revisions of my own. Good work on helping flesh out another stub. GarouxBloodline 03:32, 16 March 2016 (UTC)

Yup, did some minor cleanup as well. I have one suggestion for when you make Project 'Blue Blood' too: also create a redirect page for Project: Blue Blood (without apostrophes). This will make it easier to find and search for in the sear bar. --Kastera (talk) 04:07, 16 March 2016 (UTC)
I will be back later tonight to get some Automatron articles onto the wiki. I will make sure to throw a review your way, too. :) GarouxBloodline 13:59, 17 March 2016 (UTC)


Turns out that someone already beat me to updating the infobox templates - the abb is: 'AM.'

Anyways, the Ghost article is going to need a lot of work, and by that, I mean a complete overhaul. The writing on that article since its conception, has been mediocre at best, so I am going to get to work on it come tomorrow.

Let me know if there is anything else you want for me to look over. GarouxBloodline 04:41, 18 March 2016 (UTC)

Finding parameters yourself

Do you have a GECK to look up the parameters for something yourself? Cause I can show you how to look them up if you don't know how. Shadowrunner(stuff) 22:55, 18 March 2016 (UTC)

Re: New overview layout

UserCompleCCity DefTerm.png

As I take it that's kind of a merge from FO3 specific general terminal information and the old Fallout 3 terminal entries. I like it. I think, Terminal has to be cleaned up – and possibly splitted like the way you started. (I was wondering that "Hacking" for now redirects to some small section on that big page, but doesn't have its own article.)
I guess you want to expand the information with most of the specific content from Terminal? What about the missing, wall-mounted console, alien holo, and trapped terminal? FNV related? The trapped ones at least not, should be mentioned – a somehow made transclusion between Traps (devices)#Rigged terminal and this page.
The generic terminals for unlocking and turret control could be added, too.
But, yes, definitely an improvement!
Btw., do you use the terminal layout for the editor? I've changed the appearance a bit. So if you use it, tell me your opinion.
And I've read you have difficulties with the G.E.C.K.? Can I somehow assist you? With the saves, too? I'm technically not that bad on Windows. Only an offer… -- CompleCCity (talk) 20:06, 19 March 2016 (UTC)

The terminal editor exists since July '12, created by Porter21, so seems a port from Wikia. Under gadgets in your preferences. Try it, but I tell, it's strange for the eyes, first. But then… gives a special feeling. :)
There are not so many default terminals in FO3 and FNV. Take a look at the GECK screen. But that's perhaps stuff for later, when Garoux created the guideline. Yes, those options look complex.
As for consoles – I'd leave it with "computers". Many of the consoles are only useless world objects, and those which can be interacted with, contain an ordinary terminal in the end. Different models should be listed, though, at least with a picture. But… a "wall-mounted console"? That's only a big frame, filled with terminals. I wouldn't call that "wall-mounted". So make "Desktop", "Wall-mounted" (with hyphen, according to my dictionary), "Consoles", "Alien".
Do you know how to hide the "base id" in the infobox on the source page? I hate such little things, a required base id for an object that doesn't have one in the current form. Perhaps the template has to be changed to a generic infobox with according parameters…
Do you use Mod Organizer?
-- CompleCCity (talk) 21:20, 19 March 2016 (UTC)
The terminal editor is only a background for the default one – try it, and disable it if it doesn't suit your taste. :)
You just catched me eating, I'll be back later to answer detailed… -- CompleCCity (talk) 22:36, 19 March 2016 (UTC)
I will not tonight (for me it's 00:08) take a deeper look into turret control terminals in FO3 and FNV, and the respective pages for FO4.
(And I doubt I will do that before I'm through with the configuration files…)
You believed right. The world objects in general could, no, do need an overhaul, too, but for your purpose I think it's legitimate to incorporate consoles as a section into the computer's article. Perhaps a side note about non-interactive ones…
The issue with that specific base ID is that there are two different objects pictured, and the whole article is about many different objects, so there is no real base ID. I'll check that (in my) tomorrow.
Mod Organizer uses a virtual mod installation, different from the NMM one. Also it has a save game management, depending on the used profile. Will say: If all your mods, official GOTY or UE ones too, are managed by MO, then there are no mods or add-ons in the default game directory, GECK could access. Also, if you launched the game without the appropriate MO profile, it wouldn't have access to the dependent save games. Two pictures:

Menu: "Configure the executables…" (4th button) UserCompleCCity MOGECK.png and "Configure Profiles" (3rd button) UserCompleCCity MOProfiles.png

To have full use of all installed mods/add-ons in the GECK you have to add the executable into MO as shown in the first pic (for FO3 accordingly) and then start GECK out of MO.
To access your save games with those mods you should check if in the MO profile perhaps the "Local Savegames" box is checked. Uncheck it to make all save games independent to the profile, or something like this. To give here detailed information, I'm too new to MO, too. But unchecking it, and afterwards move all your save games into the Save\ directory in your user profile would allow you anyway to access them.
Hope, I could help a bit. If not, ask me.
See/read you tomorrow, -- CompleCCity (talk) 23:36, 19 March 2016 (UTC)


What is the harm? I also consider it foresight, as Bethesda have made it apparent that they have taken a liking to pre-War comicbook character making cameo appearances throughout their games. GarouxBloodline 01:46, 25 March 2016 (UTC)

Re: Enhanced editing toolbar

Now I understand what you were talking about…
But "Advanced" works for you? Strange… They work for me. Try dis- and reenabling "Enable enhanced editing toolbar" in your Preferences @Editing. Don't forget to save, and open the editor between these two changes. -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 00:18, 28 March 2016 (UTC)

That's really strange, especially because one feature works, and only the other two don't.
For me it works on 3 different browsers, IE, Firefox and Chrome.
If I open "Advanced" and then click on "Special characters", "Advanced" is automatically closed. Tried closing it before yourself? Tried instead to change from "Advanced" to one of the others?
Perhaps another preference setting is related to this… I tell you mine, that in my imagination could be:
  • Appearance
    • Enable collapsing of items in the sidebar in Vector skin – active
  • Editing
    • Show edit toolbar and link suggest (requires JavaScript) – active
    • Enable the visual editor. It will be available in the following namespaces: User, (Main) – active
    • Temporarily disable the visual editor while it is in beta - inactive
    • Enable enhanced editing toolbar – active
    • Enable wizards for inserting links, tables as well as the search and replace function – active
  • Gadgets
    • All active except wikEd
But it's not, that you are in a really small window, like on a mobile device?
The difference between those two features and "Advanced" is, that the latter only creates one bar with buttons, while the other two add two frames, with sub menus and scroll bars, and with tables inside.
I have no idea… -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 02:30, 28 March 2016 (UTC)

Reverts on Deathclaw

I looked into this… and say, the contributor was right. w:Melatonin is a hormon, while w:melanin is the pigment. And usually sentience is used to describe non-human beings that are able to think, not w:sapience, though its meaning is similar. I would allow those changes, unless you have sources that use the terms, currently existent in the article. -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 02:47, 28 March 2016 (UTC)

Item name caps

The reason I did was 1) It's a table, and professionally tables always use caps unless it's an actual sentence like in a Notes column or something, and 2) I really think the names of in-game items should always be written with caps, but I recognize that this wiki chooses not to. --Trifler500 (talk) 23:25, 28 March 2016 (UTC)

Re: Creature overviews and AM characters

I believe the standard format for creature overview is what you would find on the creature article guidelines, except ignoring the gameplay attributes subsection and related quests section. As for AM characters, I'll check them out after I finish up the rest of the 'G' junk items. :) --Kastera (talk) 22:41, 1 April 2016 (UTC)

Nah, I don't think adding the mentioned characters is necessary. The only mentioned character I'm finding in navboxes is Randall Clark from FNVHH, and there definitely aren't any high profile characters like that in Automatron. --Kastera (talk) 03:43, 3 April 2016 (UTC)

Combat armor

Yeah, that's what I assumed the iterative process of combat armor versions was implied to be. Shadowrunner(stuff) 22:40, 3 April 2016 (UTC)


There are some corrections/cleaning up that needs to be done. Since you are showing an interest, I want to set up a discussion between the two of us come tomorrow. I want to go over each section, one-by-one, so that we can figure everything out in an orderly way. I do appreciate you showing an interest - but we need to tackle this sort of thing professionally, as it is apparent that emotions are running high over this article for some reason or another.

I will be free most of tomorrow - once I am on and I see you editing, I will shoot you a message, and we can get to talking. GarouxBloodline 02:23, 4 April 2016 (UTC)

Btw - it has been a while since I have seriously touched that article. Let me know if you can think of any further examples, since we will be discussing it all anyways. GarouxBloodline 02:27, 4 April 2016 (UTC)
I am really sorry - yesterday got away from me. I promise that I will be around later today. GarouxBloodline 05:18, 5 April 2016 (UTC)

Cleaning up

Alright - time to get this ball rolling! First up is the section regarding aliens, in which it is noted that for the first time, an alive alien on Earth, has been seen without their helmet on. The criticism is that it is speculation to assume that aliens originally could not breathe Earth's atmosphere, until FO4 changed that.

The compromise that I can see for this criticism, is to change the wording around to only note that this is the first time that an alien has been see without their helmet on in the planet's atmosphere. But I would like to discuss with you a bit, as to what the purpose of their suits is. Their design indicates that we are looking at environmental suits, to keep out foreign entities. And up until FO4, the only time that they are seen with a breach in their suits, is when they are found dead, or found upon Mothership Zeta, where their own atmosphere has been cultivated.

Saying that they originally had an inability to breath without their suits on is a bit much, and that clearly needs to be changed. But saying that they were not able to survive or handle the planet's atmosphere, as indicated by their regular use of environmental suits, even though they have been visiting the planet since before the Great War, which means they would have known by now if they needed suits or not. GarouxBloodline 14:37, 5 April 2016 (UTC)

Combat armor

I spend a month revising and rewriting the article with all the appropriate references and you go and vandalize it according to your personal fancy and notion of evolution, without providing any sort of references as to the route of evolution? No. This is not going to fly. I've reverted your changes because frankly, "cuirass" and "breastplate" are not appropriate qualifiers and there's no reference in existence that would imply they were developed in that order. Tagaziel (talk) 08:26, 7 April 2016 (UTC)

When you remove content from articles and substitute medieval terms for actual, unambiguous terms referenced by the game. Not when you contribute to the wiki. Tagaziel (talk) 09:38, 7 April 2016 (UTC)

Institute navbox template

Just curious, what is the Trinity link that you added to the "Other" section to the Institute navbox template? The only pages matching Trinity that I know of are Trinity tower/plaza, and the Institute doesn't have any involvement with it. Brantmeierz (talk) 02:04, 8 April 2016 (UTC)

That rings a bell; I'd guess that it was part of Underground Undercover, as they mention the specifics of different Institute terminal security there. Thanks for the reply. Brantmeierz (talk) 04:17, 8 April 2016 (UTC)

File:Abandoned house (Fallout 4)

I would have deleted this without suggestion (it's even unused, now), but have left it because it's linked to in my split images' description and in consideration of the uploader. Have left a comment on his talk page, perhaps he answers somewhen… -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 11:05, 10 April 2016 (UTC)

Combat Shotgun

Ant, why are you undoing my heading changes? All I'm doing is making the headings the same as they are on every other weapon. Why do you want the Combat Shotgun to be different than all of the others? --Trifler500 (talk) 05:20, 11 April 2016 (UTC)

Re: FO4 mod tables

Oh, this comes unexpected… You know, I don't play, I don't own FO4. So I haven't looked into that matter, and I doubt I'm the right person to ask.
Generally I would say:

  • Make the standard close to the older ones.
  • Add and change, what has to be added and changed because of differences to older games.
  • Give them perhaps a fresh look – which later perhaps could be forwarded to the older games, perhaps not.
  • Why wait?

The reason that I'm taking only very little care to FO4 related pages/changes is because I just don't have the game. The latest edits by me were more general things, something one could do even without proper knowledge of the matter.

Okay, have taken a look into Combat shotgun (Fallout 4).
At first glance it looks good. Though I don't understand the ordering of the various mods: it's not alphabetical, but it's neither from the hand to the muzzle.
I don't like, that the uncollapse button is very far to the right, at the end of the table. Would be better to the left, but I can't tell you how to do this in a simple way, would need some research and fiddling… And what I just noticed: when uncollapsing, this places an empty column to the right.
If there are only two different skills ever needed, I would make two columns, headed "Gun Nut" and "Science" for example, then fill in the direct value. (Though this makes it not simple if a template is desired.)
I would give the columns flexible width. Especially as they are collapsed at first; so no need to make them all look the same.
You should use right alignment for all figure related columns, and use in every column a consistent number of decimal places (not 3 and 1.4, better 3.0 and 1.4).
Perhaps the requirements don't have to be a list, put them all consecutive, e.g.: "1 Adhesive, 4 Aluminum, 2 Gear, 3 Oil, 2 Screw." This, together with flexible width, would make the rows more flat, which would look better than the current version with such small figures in such large cells. ;)

But, as I said, FO4 yet isn't really my thing. So take my two or more cents as a personal opinion. -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 15:46, 11 April 2016 (UTC)

I saw this and just wanted to chime in that the order of the mods is based on the order they're listed in the game. We can probably all agree with you that Bethesda did not put them in the best possible order. I think they were trying to at least put them in order of perk requirements, but even in that there are some out of place. In any case, that's the reason they're in the order they are. As for the collapsing being on the left, I would much prefer the resource requirements simply be listed in a column, just like the armor. It actually started out that way, but someone came in a while ago and changed it. --Trifler500 (talk) 22:12, 11 April 2016 (UTC)

Edit warring

I am sorry Ant. You have been receiving special treatment for years now, and I have been caught up in that special treatment towards you, because of how hard I fought for you when your admin request went up, and was largely ignored. And, in a ways, you have deserved a bit of special treatment, because of all of the hard work that you have done for this wiki.

But since I moved over to Curse, all I have seen you do is edit-war with other users. You get it in your head that you do not agree with another user, and you basically become so tunnel-visioned, that you will refuse to stop, until you are forced to stop. It has gotten to the point, where we have had to have huge rule discussions because of you, that have only served to absolutely frustrate your fellow workers, because not only will you edit-war to the point of exhaustion until you get your way, in which many of us have just given in, because we are tired of edit-warring with you, but you are also almost never a team-player, as when we look for ways to compromise, you almost always refuse to budge from your position.

The fact of the matter is, I should have banned you after you abused your power, by breaking the new terminal policies, and changing the wording around to suit your tastes, and only your tastes. After I saw you revert yourself, I decided to let it go, which was a complete neglect of my position here as a sysop, because all I am doing, is enabling your behaviour.

Now, even though I have gone through pains to compromise with you, re-wording an article, and waiting for more input from you for further possible re-wording ideas, you violate the warning I gave you, in which you outright started removing entire sections again, and then reverted my revert, effectively starting yet another edit-war. So I am sorry. I am done enabling this behaviour. You are a boon to this wiki, and I am not sure where we would be without you. But that does not give you an excuse to act in this manner, and it certainly should not entitle you to our turning the other cheek. When the ban is up, and you still want to make some changes to the article, keep talking with me. In the meantime, I will continue re-wording it, to remove any possible speculation. GarouxBloodline 17:33, 11 April 2016 (UTC)

I wasn't aware that I was giving any special treatment. All I want to do here is continue editing, referencing and helping to finish the vast amounts of pages yet to be completed.
I'm sorry, I didn't think that I had that problem. The very last thing I want to do here is infuriate my fellow editors. If you are referring to this new "terminals" debacle my point still stands. The local terminal pages should be the specifics about each individual terminal by location. With all content and parameters As Is.
Editing that policy was done in frustration and I backed off because I went too far. If the wiki wants to go in a wrong direction on a project, fine. All the more so because I believe it will go the way the rest of the active projects. Technically active yet on permanent queue for the last - and next - few years.
Thank you for the compliant. I love working with you as well. However I still have to say that most of that "retcon" page is not technically retcons. Such as that removed Great War section. I have stated the logic on the talk page before and will do so again;
There is nothing indicating that their natural atmosphere is too dissimilar to the Earth's atmosphere. The outfit we see the aliens wearing could just as easily be a spacesuit. Therefore this concept that they couldn't survive on Earth without their helmet is speculation. As for the recon craft Theta pilot he may have broken his* (possible) spacesuit helmet in the crash. The resulting head trauma killing him, rather than microorganisms such as in the War of the Words or differing atmosphere.
The alien's gender is also unknown.
X-01 and APA
1) The X-01 is not referenced as 'Pre'-War. 2) The Enclave created the APA biased on the X-01, it is not the same model. 3) Gameplay mechanics such as merchant inventory should be taken with a grain of salt the size of a baseball. I'm not debating that the Atom Cats shouldn't have some X-01 pieces. Only that it is not as common as consistently restocked as T-45, 51, & 60.
Institute FEV variant
The way that FEV works is that when it infects a host it alters the host's DNA to what was programmed into the virus. There can never be a cure until a different virus infects said host with their original DNA. Altering it back to its original state. Virgil's "cure" most likely was specific to him. He specifically makes note of the increased muscle mass and hair as a side effect. Indicating that even with his specific "cure" the FEV's effects are present. Therefore the FEV Is incurable.
Power fist, super sledge, and Gauss rifle
Nothing there is a true retcon. Nothing stated before that the origin of the first two items were not civilian. As for the Gauss rifle, how is the non-origin of this one weapon a retcon? It is practically a series tradition to change the weapons in game every engine switch.
Nothing stated that the VB02 was the only model of the Vertibird ever produced en mass. In fact the specifics of the placard in the Museum of Technology are "This is the most advanced aircraft of its kind ever developed, and the military hopes to press them into service by 2085." Let me take the moment to emphasize the specific part of the sentence, "This is the most advanced aircraft of its kind ever developed". Therefore we only assumed that the vertibird as a whole was in the prototype phase, rather than a specific model in development at the outbreak of the Great War. I am not debating that there was not continued development and eventual manufacture by the Enclave post-War. Just that we were assuming things pre-War.
Whatever the limitations are in the Gamebyo engine, its take on the synths in Fallout 3 are only explained rather than changed. As the 3rd gens are essentially printed cyborgs. Manufactured humans with programmed brains and a few mechanical/computational components. I have no idea where this 'Terminator style internal mechanical parts' theory came from.
Nothing about the previous games lore regarding ghouls was deemed retconed. Bethesda clearly didn't write "Kid In a Fridge" well - let alone the characters. This is also the case for the ending of "Long Time Coming." How Eddie Winter survived two hundred and ten years without a stock of food, the ability to purify water, and the complete lack of both sanitation and things to do for that protracted period of time is just beyond hand waving. All this of course is ignoring the big hole in the wall for the treasure seekers/scavengers/and so-on to peer in and try to break in. To emphasize my point just listen to the dialogue between Nick and Eddie. Eddie literally calls himself a ghoul.
Jet was created by Myron in Fallout 2. Myron alone with several other characters states it specifically in game. Then the Fallout Bible states it. Neither Fallout 3 nor New Vegas contradict it, despite the Game mechanics (ie loot programming) having it in pre-War locations. However with the introduction of Fallout 4 we suddenly have a pre-War Jet. Could this Jet be the same Jet, with Myron finding a new way to create it? Could this Jet be a separate by similar chem? Could writers at Bethesda not bother to know their own lore before writing their games? There is no reference as to discern which is which and we should therefore make note of the possibilities.
--Ant2242 (talk) 01:10, 13 April 2016 (UTC)

Re: FO4 weapon modification tables

As far as I know, the tables are standardized, and they simply need to be applied to a lot of the weapon pages (i.e. many weapons pages are missing them completely). What made you think they weren't standardized? --Kastera (talk) 17:51, 13 April 2016 (UTC)

Yes. I'm the one who standardized the weapon modification tables quite a while back. Unfortunately I didn't get to many of the weapons since I wasn't very far in the game. Other people have applied the tables from the weapons I did to other weapons. One thing I would like to do is convert the melee weapons over because I'm not a fan of how the resources are listed on those. I did that with the Assaultron blade and Mr Handy buzz saw just recently. --Trifler500 (talk) 22:10, 13 April 2016 (UTC)
The lack of them on the pages and how they are their own section but not described so on the layout guideline page. My bad guys. Quick question though, should we have a column for modification images and icons, or should they be their own page?--Ant2242 (talk) 23:51, 13 April 2016 (UTC)
  • I'm not sure what you mean. Are you talking about a separate screenshot of a weapon with every one of the individual mods? If so, I don't think that would be helpful (and people do want to explore some), it would use up a lot of people's bandwidth, and heading space is at a premium. If you really want to though, I have no objection to creating a separate page. If you meant something else, let me know. What do you mean by modification icons?
  • Regarding images for non-modded standard, sturdy, and heavy armor sets on the Base Stats tables, using a companion as a model: I think that would be fine since it's only three images, if you feel like obtaining images. However, I'd rather not have the column added until the images are available for any given armor set. Was it you who created the Base Stats table? I just tidied it up. I've had a terrible time trying to get decent screenshots of items in this game. It would be nice if there was some sort of 3rd-party Fallout 4 item viewer out there. If you have some useful tips for getting good screenshots, I might be able to help. There are only six sets of armor worth doing it for after all. One last thing on this: Instead of adding an Image column, I would recommend using rowspan to insert the images into the Type column, like this (people can click on it to make it bigger):
Type Piece Protection Weight Value Base ID
Standard Chest 4 2 7 18 00000000

Image Arm 1 1 3 6 00000000 (right)
00000000 (left)
Leg 2 2 3 8 00000000 (right)
00000000 (left)
Sturdy Chest 14 11 12 33 00000000

Image Arm 6 6 7 81 00000000 (right)
00000000 (left)
Leg 7 7 7 13 00000000 (right)
00000000 (left)
Heavy Chest 00000000

Image Arm 00000000 (right)
00000000 (left)
Leg 00000000 (right)
00000000 (left)

^ All the above are from non-modified pieces.

  • In general, the weapons modifications tables do not have an Effects column, since it already lists damage, and "auto" is self-explanatory. However, for weapons like the Tesla rifle, it's fine to add one since it has special firing modes. Likewise with many of the melee weapons. When I add an Effects column for a ranged weapon, I've been removing the Value column to provide more space, since it's the least important. Fortunately there are few that need the Effects column. --Trifler500 (talk) 01:57, 14 April 2016 (UTC)
  • I noticed there are lots of superfluous width tags so I've been considering going through them all and removing them. It would be pain. So, if there are possible changes you want to discuss, now's a good time. --Trifler500 (talk) 01:57, 14 April 2016 (UTC)
Perhaps a separate page of each modification itself is necessary. As for images, I mean the modification itself and its 'icon' world object image.
I can understand this, however I believe the images themselves should be standardized. In a manner similarly to what the rest of the wiki's images are. That is to say same sized images, with same angles. Front, rear and maybe sides or if there is something of note on the item in question. I only created the base stats table for the combat, leather, metal, and synth armor sets. I heard that the FO4 GECK would be out soon which is when I believe most of the images would be addressed. I wish that I was good at getting images, or working with the GECK, for I would have already started.
--Ant2242 (talk) 03:09, 14 April 2016 (UTC)
  • A separate page for each modification on its own? I honestly don't see how that would be helpful to users, but if it's important to you, and it doesn't affect the weapon's main page, go for it. Just please don't try and make it policy.
  • The single images of the front, side, and rear is the standard for the navigation box. It's not a standard for all images of armor in general. If I was doing it, I would put three images for each armor set showing the front of standard, sturdy, and heavy. I would do it for raider, leather, metal, robot, combat, and synth armor and no others (unless they add more sets in the future). --Trifler500 (talk) 04:43, 14 April 2016 (UTC)
A separate page for each mod is practically what we do already for the other games. I don't see why FO4 should be different. I won't.
Why not? Why not have uniform front and back images of the armors and outfits? Including a female and male version if they are separate?
--Ant2242 (talk) 07:40, 14 April 2016 (UTC)
1) Why make things so complicated? 2) Those front/back/side images look pretty crappy and don't give a good look of what the armor looks like in the game. 3) A screenshot showing the front of the armor serves the purpose of comparing the standard/sturdy/heavy versions perfectly. 4) Having a front/side/rear image for each standard/sturdy/heavy would make the navbox image redundant. 5) It's better if those images can be added by most editors and not just editors who know how to get those front/back/rear images. Also, we want one image each, not an assortment. If you want a gallery, then that should be separate from the armor page. I've really never seen a wiki with as many images as you're suggesting, and I've seen just about every gaming wiki out there. Wikis generally try to avoid unnecessary images. --Trifler500 (talk) 10:49, 14 April 2016 (UTC)
I'd say, start slowly, ehancements are always possible later. When the first images are up, we'll see if there's need or wish for more. -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 11:38, 14 April 2016 (UTC)

Link changes

Thanks! :) -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 15:39, 18 April 2016 (UTC)

Armor creation and double characters

Yeah, the armor creation template looks good; I just made a little change to the lead section. As for the article creation bar that comes with following redlinks, I looked around for around twenty minutes and I'm still not sure where to find that template so it can be edited. I've asked some other people about it, so hopefully they can help soon. --Kastera (talk) 02:09, 25 April 2016 (UTC)

Nope, everything looks good. The only thing I immediately thought was off was the HP, repair and class parameters, but the first two are for power armor, and the third is for tiered armor, like normal, sturdy, and heavy leather armor. --Kastera (talk) 03:07, 25 April 2016 (UTC)
Ballistic resistance is just normal damage resistance, while energy/radiation resistance are special types of damage resistance, so there's no need to do anything with ballistic damage specifically. I also re-added the HP and repair parameters because they help guide the reader down to the tables with the information (like how you see on T-51 power armor (Fallout 4) currently). But yes, good point on the weight class; it is rather redundant. --Kastera (talk) 03:38, 25 April 2016 (UTC)
Yes, those parameters would only be needed on power armor and tiered armor pages. But I... don't know how else one would expand on "Here's a link to the more detailed table below; take a look." And As far as I know, the repair requirements are the same regardless of what type of power armor upgrades are on it. I also thought that the classes of armor were still separated, so the class parameter would still have some use. Go ahead and re-add it. --Kastera (talk) 04:05, 25 April 2016 (UTC)

I've made some changes to MediaWiki:Newarticletext, so the bar has now "Actor" and "Character" as intended. -- UserCompleCCity Signature1.png -- You like to talk to me? -- cCContributions -- 09:55, 25 April 2016 (UTC)

Consumable infobox

Are you planning on adding an EditorId field to the consumables infobox template? As you probably know by this point (editing every FO4 consumable) the EditorId value doesn't show up in the infobox. Brantmeierz (talk) 01:20, 27 April 2016 (UTC)

Ammo and syringes

There's no need for another infobox template since there weren't any additional parameters for FO4 amm; we still only care about weight, value and base ID. As for syringes, they're all distinct items so they get separate pages, and an overview of "Syringe" is a good idea. --Kastera (talk) 01:14, 28 April 2016 (UTC)

Creation kit question

I've just started using the Creation kit, and I was wondering if there was an easy way to get base ids and ref ids from things like NPCs and items using the Creation kit (I assume you have some experience with it given your edits). I've previously been using FO4Edit to gather technical data like base ids and editor/geck ids, but learning how to find those (and ref ids that I couldn't get with FO4Edit) would be very convenient. Brantmeierz (talk) 03:44, 6 May 2016 (UTC)

Re: FO4 mods

I think the .44 Bull barrel page looks excellent, aside from the missing data. Go ahead and make the template, and I can take a look over it when you're done, if you'd like. --Kastera (talk) 01:53, 11 May 2016 (UTC)

Yup, looks good to me! But I was thinking that since we (as a wiki) distinguish between laser pistol/rife and pipe pistol/rifle, et cetera with separate pages, we should just include both in the "modifies" parameter, separated by a <br/>. So in the navbox, we would just edit in something like [[Laser pistol (Fallout 4)|Laser pistol]]/[[Laser rifle (Fallout 4)|rifle]].--Kastera (talk)
Well, technically, they become different game objects when the coding renames the base weapon upon reconfiguration of the mods, just like you said. This means that we should keep the distinguishing suffix, so users can more easily find the weapon they're looking for; they're more likely to look for "pipe pistol/rifle" than they are "pipe gun". --Kastera (talk) 16:35, 11 May 2016 (UTC)

Re: Item infobox

In a perfect world, yes, the junk items would link to the junk overview page. However, the way the template works, if an item has the "type=crafting" parameter, it will link to the game's crafting overview page. What would need to happen is another parameter "type=junk" would need to be made that links to a game's junk overview, and then all of the "crafting"s in the type parameter would need to be changed to "junk"; given that there are over 500 pages that need to be changed, I'd direct this to Tag so his bot can do the switch once the template is adjusted. --Kastera (talk) 04:15, 17 May 2016 (UTC)

Re: Trappers

Since they have a unique reason for becoming raiders, I think that they need their own faction page. These aren't just ordinary raiders. --Kastera (talk) 00:14, 22 May 2016 (UTC)


I would really rather not. Our creature navbox is a mess, and I would prefer to see my FH example as a precedent. GarouxBloodline 05:34, 23 May 2016 (UTC)

That is a great suggestion - the way I am hoping to convert the navboxes over, we would be using the general and specific navboxes anyways. So having the general navbox filled with overview articles, makes the most sense. GarouxBloodline 12:36, 23 May 2016 (UTC)
I will get to it today. As for your latest suggestion, I am not so sure about that. It just seems like a weird parameter to go by, when we are taking reader perspective into consideration. GarouxBloodline 05:44, 28 May 2016 (UTC)

Holotapes and dialogue

I've noticed on Bray Husky's holotape and family announcement (and other holotapes for that matter) that you think we need dialogue files to confirm the transcript, but that makes no sense. In order to confirm what is displayed in the subtitles of the game, we need the words that are written in the game files? That is extremely redundant to me. I could understand this for delivery notes (which technically aren't even needed when transcribing), but getting dialogue to confirm what's already written is completely unnecessary. --Kastera (talk) 21:44, 24 May 2016 (UTC)

Cranberry Island

I think the inability to kill something is a general bug that isn't unique to that specific location. As for the ghouls, if they're not spawning after you get all three generators functioning and access the bunker, that is a bug that should be noted. --Kastera (talk) 00:24, 25 May 2016 (UTC)

Yeah, if you activate the three generators across the island, you can open the door in the shipping container and three ghouls and a glowing one spawn in front of you. Also, on an unrelated note, it might be time to archive your talk page. :P --Kastera (talk) 00:50, 25 May 2016 (UTC)

Collected answers

  1. The quests are in a separate navbox because bunching them together into the main game's navbox is shit design. Quests for DLCs should generally be spun off into their own navboxes, to improve navigability.
  2. Crafting chart could be upgraded, yeah. Or even remade completely. Will work on it in the future (things like Far Harbor map are a bit more pressing).
  3. Mod navboxes... I'm against making an article for every single mod available, unless you can demonstrate that this is a good idea.
  4. Junk items shouldn't have their overview page. It adds nothing that a category doesn't, unless you figure out a way to list them according to contained ingredients.
  5. Danse's page looks good. Deacon's less so. His disguises should have a single inventory box, with the different outfits delineated under headings in the appropriate slot.
  6. And yes, the Creation Kit is out, time to get cracking.
  7. Also, don't add cleanup tags to everything. We know what we are doing. Slapping them on everything makes the entire tag system unusable. I haven't been using them for a good while because the mass adding rendered them unusable. Tagaziel (talk) 13:17, 28 May 2016 (UTC)
Also, no, the double dashes are not coming. Tagaziel (talk) 15:34, 31 May 2016 (UTC)


Good question. And I say that, because while Nukapedia has gone all affirmative action on the matter, The Vault has not.

So my opinion is also personal preference. If you feel that there is a better approach, feel free to make changes as you see fit, as I have no strong feelings regarding the matter.

Anyways, here is how I see it:

  • Direct comparisons are bad. Especially if the weapons were created post-divergence.
  • Pre-divergence weapons can be directly compared, as our universes allegedly collide in that respect.
  • Because of this, a middle-ground can technically be achieved. But ultimately, in-universe facts are preferable over real-world facts. Especially if the real-world "Facts" cannot be verified. GarouxBloodline 04:21, 7 June 2016 (UTC)
In that sort of case, I prefer to be as detailed as possible. The Vault strives to be an encyclopedia of sorts, so I try and avoid ambiguity where it is not warranted.
Also, thanks for catching me on that one. For some reason, I knew that I was working on a Fallout 2 article, yet I was treating it like a Tactics article early on in my editing. GarouxBloodline 16:50, 7 June 2016 (UTC)

Sandbox content

Hey, Ant -

Can you do me a huge favour? I have been working at getting all of our images categorized, and an obstacle I have run into, are the images that you have uploaded solely into your sandboxes.

It would make my categorizing a lot easier of a task if you can go in and categorize your images, while I continue to get these add-on images categorized. GarouxBloodline 03:53, 8 June 2016 (UTC)

No need to be sorry - I was not really taking categorization seriously until recently, so a bunch of the stuff that I am cleaning up, is mine, too.
Anyways, yes, that would be perfect. Thanks a lot for helping out there. GarouxBloodline 07:36, 8 June 2016 (UTC)
What sort of help? GarouxBloodline 14:29, 8 June 2016 (UTC)
So finding a home for the images that you have in your sandbox, then. That is simple enough - I can definitely help out with that. Just make sure that every image has a descript name, so that I can jump straight into it either tomorrow, or this weekend. GarouxBloodline 14:53, 8 June 2016 (UTC)


Do not. Remove. Quoted. Sources. Please. They are quoted for a reason, so that people working on articles can later quote them without having to dig through and reformat them again. Tagaziel (talk) 14:42, 10 June 2016 (UTC)

Re: Lotsa stuff

  1. I took a look at the Blood Brotherhood page and fixed it up; there was just an incomplete sentence.
  2. I wasn't aware of any unmarked quest associated with those perks.
  3. The way I understand it, if an achievement/trophy is obtained by completing a quest, the achievement, gamer score, and trophy type parameters are filled out in the quest infobox; if the achievement isn't associated with the completion of a quest, it gets its own page and its own infobox. --Kastera (talk) 00:38, 11 June 2016 (UTC)
If that's the case, I can go through the FO4 achievements tonight and move the quest related ones to the quest page. Meanwhile you can create the pages for the Contract Killer/Lawbringer quests, and we can go over them after that. Sound good to you? --Kastera (talk) 01:02, 11 June 2016 (UTC)

V12 and Necropolis

I think that the background for Vault 12 should only cover info up until Set takes over 2083 and forms Necropolis, because at that point, the history really isn't about Vault 12 anymore. Still, the background of Vault 12 should be included in the Necropolis background. Maybe just transclude the Vault 12 background into the first part of the Necropolis background, and then fill in the rest of the background? --Kastera (talk) 19:09, 13 June 2016 (UTC)

Gotcha covered. You can check out the translusion I made; the V12 background has been transluded to the Necropolis page. And I did some minor clean up the Ghost page. Your writing has definitely improved. --Kastera (talk) 02:40, 18 June 2016 (UTC)


Tag asked me to separate the creature pages in order to increase search engine optimization. I figure once Fallout 4 is old news, we'll have a project to merge them all into single pages again. --Kastera (talk) 18:15, 18 June 2016 (UTC)

You would have to ask Tag about it; I just work for the guy. --Kastera (talk) 19:29, 18 June 2016 (UTC)


Alright - I was sent off to work on a few other wikis, and as such, my attention at The Vault has been 0. I am going to be doing some more work here next week, so on Tuesday, I am going to start off by going through your sandbox images.

Just giving you an update. GarouxBloodline 19:46, 18 June 2016 (UTC)

FO4 random encounter

Sorry about the delay; I had to help a friend move and stuff. Anyway, it seems like you've already figured out. You just have to determine how each the headings currently on the page fit into the seven categories, right? --Kastera (talk) 04:09, 23 June 2016 (UTC)

So it seems to me that special encounters and random encounters are kind of just the same thing. This means that we need to separate the special encounters already listed on the page into one of the seven categories. --Kastera (talk) 18:29, 24 June 2016 (UTC)

Show Off

I noted that you added a note on the Show Off achievement article talking about all the weapons displayed there, but it only shows a laser rifle. What's going on? --Kastera (talk) 18:29, 24 June 2016 (UTC)

Firework shells

They aren't classified as ammunition in the Pip-Boy; they're classified as miscellaneous items. --Kastera (talk) 00:09, 1 July 2016 (UTC)

Weapon crafting sections

Dude, thanks for helping with the weapon crafting and all that, but here's a friendly reminder to change the product parameter; you've been keeping combat rifle as the parameter when you're definitely not making a combat rifle :). --Kastera (talk) 03:19, 1 July 2016 (UTC)

Armor modifications

  1. I don't think they need to be merged, since power armor is just another layer of protection over regular armor, so I would count it different. However, I will create a navbox for the power armor mods and starting adding them to the pages.
  2. I like the change on the rad scrubbers crafting list; I'll start making the alterations to the other power armor mods, along with adding the new navbox.
  3. I'm... not exactly sure what the other editor/base ID's are. Maybe they're separate items that are categorized as either miscellaneous items or mods. The ID's with "mod" in them are probably the more accurate ones. --Kastera (talk) 00:41, 3 July 2016 (UTC)
I don't think that the editor column ID is really necessary, since a vast majority of visitors won't care about it; they can't use it to spawn an item, and it doesn't impact gameplay at all. Other than that, once the charts are merged, it'll look good. --Kastera (talk) 03:59, 9 July 2016 (UTC)
Couldn't we just put the various Mk's in the top apparel infobox in a col-box? Like, in the "editor ID" parameter, we set up six col-boxes for each Mk, and within each col-box, we have a bulleted list for the editor ID's of the head, chest, arms and legs. I'm mainly worried about the boxes in the main meat of article being too crowded. --Kastera (talk) 16:17, 9 July 2016 (UTC)

Sure, maybe readers are lazy, but we have to account for them too. If we want people to use The Vault, we need them to have a good user experience, and having to open tab after tab to compare crafting components and perks needed can discourage readers. I mean, with the argument of "being too lazy to read the in-game description," why do we have a wiki at all? People can't just play the game and see all the info for themselves? Of course not, because the wiki is a supplement to the game, and readily providing important information in a single article makes for the best supplement. --Kastera (talk) 16:07, 11 July 2016 (UTC)

Writing advice and other stuff

  1. Yup, there's no reason to have the crafting requirements when the power armor mod is already linked.
  2. Yup, I reviewed the V12 overseer and ArcJet page; they we mostly well written, but I've noticed that we're still having trouble with incomplete sentences. If the sentence doesn't have a subject and a verb, it's probably not a complete sentence. But regardless, thanks for writing out both of those articles! But yeah, I don't think you need to include more than Thomas Reinhardt doing more than paranoidly increasing security measures and how he made his employees seven days a week. --Kastera (talk) 03:09, 8 July 2016 (UTC)

Color template

You... Do realize that the light skin I'm going to make for the Vault soonish will be broken by using the color template, right? The reference is perfectly acceptable, given that it points to who says what. Tagaziel (talk) 08:54, 10 July 2016 (UTC)

It's a hell of a lot permanent, because I see you adding the template, but never removing it. Instead of marking things down, fix them. Tagaziel (talk) 16:21, 12 July 2016 (UTC)


One, thanks for putting things in writing, it helps! I can certainly see why Scabbard might seem like a distinct person, but yeah, that's a callsign.

Two, I've slightly altered the referencing guideline. Noting the location of a terminal (eg. Fort Independence terminals. Research terminal, The Fellulator:) adds quite a bit of usability and reduces clicks necessary to see it. Also, don't remove quoted items from terminals. If anything, snip unneeded elements, leaving only the necessary parts within, as on the call signs page. Tagaziel (talk) 11:21, 13 July 2016 (UTC)

Scabbard is a dummy NPC that represents the Prydwen in conversation. Second, it's not redundant. Please don't be as stubborn as you usually are, it's a polite request and it cuts down on the time needed to cross-reference items. Tagaziel (talk) 13:06, 15 July 2016 (UTC)
As I said, dummy NPC for dialogue, so that it displays Prydwen's callsign. Also: Tagaziel (talk) 17:11, 15 July 2016 (UTC)
Scene SceneDialogue Custom Deacon: Scabbard, this is Claymore. Requesting clearance. Claymore, you're cleared for launch bay 3. Deck officer is requesting an update on the police station. Deacon: Uh... Hostiles eliminated. Easy cadence at the beginning, then relaying the order with interest RR303_0825_ApproachPrydwen
Scene SceneDialogue Custom Deacon: Uh... Hostiles eliminated. Scimitar's status? Confirm. Deacon: Scimitar took some fire. Should be up and running in a few hours. A little irritated that Deacon didn't answer the question RR303_0825_ApproachPrydwen
Scene SceneDialogue Custom Deacon: Scimitar took some fire. Should be up and running in a few hours. We have a visual on you, Claymore. Your docking port's not open. Deacon: Got some technical difficulties. With the port thingy. Working on it. First part is pro forma, the second sentence is a little urgent - unusual RR303_0825_ApproachPrydwen
Scene SceneDialogue Custom TinkerTom: Which button is it? Uh. There. Claymore. You're clear for approach. The first word should sound ambiguous (Did they buy our bluff?) but the last bit sounds good RR303_0825_ApproachPrydwen
Want the dialogue converter? Tagaziel (talk) 17:25, 17 July 2016 (UTC)
I will retain the location of the terminals, because it's needed. Helps differentiate between references. So don't remove them, because they prevent a wall of comments that state Terminal Terminal Terminal Terminal. Tagaziel (talk) 14:15, 20 July 2016 (UTC)

You do realize that what you're doing on the Hidden Valley bunker page is violating the policy, right? A policy specifically voted in to prevent this kind of edit warring? Stop doing that, please. Tagaziel (talk) 10:43, 22 July 2016 (UTC) As for the page move, it's to make it more precise. Google likes that. Tagaziel (talk) 10:44, 22 July 2016 (UTC)

Yes, yes we do. We always did that to improve SEO. And which parentheses am I breaking? Tagaziel (talk) 09:44, 24 July 2016 (UTC)

Rad scrubbers X+

What's this about rad scrubbers X+ in the mods section of the T-60 article? I just looked at the mods for my T-60 armor in-game and there's only an option for regular ol' rad scrubbers. --Kastera (talk) 23:39, 13 July 2016 (UTC)

Re: Dialogue files

I was going by Tagaziel's instructions for the spreadsheet sorter, so I was initially removing them before sorting (for probably the first 2 or 3 that I did). I realized that them missing would be problem so ever since then I've been replacing all instances of " with ~, sorting, pasting into page, and then converting all ~ back to ". All of the recent ones that I've done should have quotation marks back in place, and I can go back and redo the first few to fix the ones that I missed (I still have all the .txt exports so it should be quick). Brantmeierz (talk) 01:01, 4 August 2016 (UTC)

What bots are you referring to? (I'm exporting Hancock's file now, I'll see what I can do once it's ready) Brantmeierz (talk) 01:36, 4 August 2016 (UTC)
Hancock's dialogue looks good now (after Google Sheets almost crashing a few times and having to extend the logic rows because he has 2000 lines) Brantmeierz (talk) 01:52, 4 August 2016 (UTC)
I'm not sure, I haven't tried doing this in Excel. It seems like there was a big section that enclosed the cell contents in quotation marks (which happens on Google Sheets too, I just use a search and replace to automatically eliminate all the unwanted pairs). I'm not going to heed your advice for a little bit and see if I can write a program that will automatically convert the GECK text files into wiki markup without any manual editing required (it should be faster and avoid the whole quotation mark conundrum). If it ends up working I can share it with you to hopefully save some time. Brantmeierz (talk) 02:17, 4 August 2016 (UTC)
I finished the auto-formatting program, send me an email if you want it and I can attach it in a response. Brantmeierz (talk) 03:45, 4 August 2016 (UTC)
If you visit my user page look down under the "Tools" header of the sidebar and there is an "Email this user" option. Brantmeierz (talk) 03:07, 5 August 2016 (UTC)


Ant, we're working on the TOCs. Please stop putting them all back. --Trifler500 (talk) 03:28, 4 August 2016 (UTC)

Post-war Gauss rifle

I think you're on a power trip. The visual appearance is valid evidence and you're telling two editors to go to hell. But I'm not going to fight you on this one. --Trifler500 (talk) 09:52, 5 August 2016 (UTC)

My point is that statements that don't have references are entirely permissible, and that the onus is on you to find something that contradicts a statement when multiple other editors consider it acceptable. If you said you wanted it written in a way that indicates that it isn't 100% certain, I would agree with you, and that's why I was perfectly willing to change it to say "appears to be" instead of "it is". Simply saying "prove it or it's gone" is unacceptable wiki behavior IMO. The fact that you say it to multiple editors makes it 10x worse. --Trifler500 (talk) 00:38, 6 August 2016 (UTC)

Registration form

Well, the You're SPECIAL book has its own page, so the registration form should have its own page as well. We just need to make sure that the pagename is in fact simply "Registration form" and not something like "Vault-Tec registration form." After it's made, we can add a link to it in the War Never Changes quest page. --Kastera (talk) 20:08, 8 August 2016 (UTC)


Hey - thanks for helping out with these redirects. Been meaning to make the moves for a long time now, and am only now finally getting around to them. There are a few exceptions, such as with the NCR, but for the most part, it will be good to have everything spelled out for our article titles. GarouxBloodline 15:28, 30 August 2016 (UTC)

I will give it a look. :) Been enjoying Nuka-World, btw? I have to say... I am actually pretty impressed. The Overboss was a particularly impressive fight. Was telling Tag that maybe we still have hope for Bethesda being creative. :P GarouxBloodline 19:41, 30 August 2016 (UTC)

Re: Fallout Shelter

Sorry, I've never had FOS so I couldn't begin to tell you if that's a normal occurrence. I would personally cast your net a little wider and Google the issue. --Kastera (talk) 02:35, 3 September 2016 (UTC)


I'm not sure. I'm not familiar with all the icons to say definitively. Shadowrunner(stuff) 03:58, 7 September 2016 (UTC)

Italicizing loading screen hints

Why wouldn't we italicize the source game of the hints? We go through all the trouble to make sure the game titles themselves are always italicized; why is this any different? --Kastera (talk) 19:21, 8 September 2016 (UTC)

Well, according to the Wikipedia Manual of Style, "Use italics for the titles of works of literature and art, such as books, pamphlets, films (including short films), television series, named exhibitions, computer and video games (but not other software), music albums, and paintings." And I believe the timeline page was moved to improve search engine optimization and clarify what the timeline is specifically about. --Kastera (talk) 19:34, 8 September 2016 (UTC)
If we're going by the Wikipedia manual of Style, then yes, the games in the references should be italicized.
As for improving search engine optimization, we aren't talking about the Fallout wiki's search function on If you hadn't noticed, Nukapedia dominates online searches on every large search engine (Google, Bing and Yahoo); if someone searches is specifically searching for "Fallout timeline", there is a better chance that The Vault's article will be higher on the search engine results, since Nukapedia's timeline article will likely always be the top result. (Searching "fallout timeline" on google currently has The Vault sitting at result #3.) --Kastera (talk) 19:52, 8 September 2016 (UTC)
I don't believe we need to add a specific section to the referencing guidelines. There's nothing currently there that says anything about what does/doesn't need italicizing, and this only came from a misunderstanding of Wikipedia's manual of style; now that we've cleared it up, there won't be any more issues. --Kastera (talk) 20:19, 8 September 2016 (UTC)

Joel Burgess blog

Hmm... if that blog has a CC-BY-SA license, we're free to rehost it here; I mean, the only reason we were able to rehost Spare Us the Cutter was because the author gave us permission to. So if you can get in contact with Mr. Burgess, he can tell if we are allowed to rehost it. Otherwise, we'll just have to archive it. --Kastera (talk) 15:16, 9 September 2016 (UTC)


  1. No idea on saves. Quite possibly it's related to a wipe or the system bugging out on your mobile device. HAve you enabled cloud saves?
  2. Definitely cut. No such area exists in the game and I've tried everything to warp there. Tagaziel (talk) 23:13, 13 September 2016 (UTC)

Other responses

Sorry about the late responses; it's been a busy couple of days.

  • I think uploading the imgur images to The Vault would be a good way to preserve them; those links do expire sometimes.
  • I'll check the Eddie Winter holotapes and look at all the characters listed. I should probably write a background for Eddie to...
  • A category for Mass gov characters wouldn't be a bad idea either. I mean, we have a category for Evan's home characters which includes... Evan, and only Evan. --Kastera (talk) 00:06, 27 September 2016 (UTC)
I think "Category:Massachusetts civil government" would be adequate enough. And based on Category:United States Armed Forces characters, I think Category:Characters by faction would be an appropriate way to categorize the new Mass government category. --Kastera (talk) 00:28, 27 September 2016 (UTC)
I don't see anything you missed; I'm just a little curious why you uploaded the screenshots for instead of here to the Vault. Is it just for consistency for the other archived content? --Kastera (talk) 00:38, 27 September 2016 (UTC)
Adding the images here would be an extra level of protection, but should be good enough. I'll leave the decision up to you. --Kastera (talk) 00:56, 27 September 2016 (UTC)

The author uploaded the images to imgur because they wanted them to be seen; over 15,000 people have viewed the images, so there won't be any problem rehosting them. Still, if it's rehosting images with people in them that you're unsure of, the letter from Bethesda is really the only necessary photo needed to back up the references we have. --Kastera (talk) 01:14, 27 September 2016 (UTC)

FOS Saves

I saw you had left messages on Kastera and Tagaziel's pages about losing Fallout Shelter saves a while back and (assuming you haven't found a fix yet) I may have relevant information. A friend of mine had his main save disappear from his list of vaults, but there was still a recoverable (albeit corrupt) file that he was able to back up and email to Bethesda which they ended up fixing and returning. Being on Android it was probably a lot easier to access, but it would probably be accessible in some way for iOS as well. (I think he used this on Android if that's what OS you have) Brantmeierz (talk) 00:44, 28 September 2016 (UTC)

Re: Friends of the lake mission log

Nope, never heard of it before now, much less found it anywhere. --Kastera (talk) 03:20, 5 October 2016 (UTC)

Neither. Will have to verify with GECK. Tagaziel (talk) 09:52, 6 October 2016 (UTC)


Well, icons was used for a variety of things, but with Fo4 forgoing their use, that parameter is just left empty by my reckoning. Tagaziel (talk) 09:52, 6 October 2016 (UTC)


Why are you adding so many articles to Category:Verification needed (Fallout 4) when so many of the things that need verification aren't from Fallout 4? It's just making things more confusing. --Kastera (talk) 16:18, 10 October 2016 (UTC)

I don't think a new category is really necessary; we're just trying to verify the script notes in most cases (I assume), so another category for that very specific purpose wouldn't get a lot of use. --Kastera (talk) 04:11, 12 October 2016 (UTC)
That and there's absolutely no reason to use that template or mark the fragments down. It's not a productive use of your time, especially since Script Notes rarely carry anything of value that isn't already covered by the actual things that the characters say.
You know what would be productive? Ensuring that these images go where they should. Tagaziel (talk) 13:11, 12 October 2016 (UTC)
I'm running a bot to remove the broken Verify tags you added. They don't work, they are not productive, and your insistence that only you should determine what is really in the game is starting to become grating. If something's quoted directly from the game, it's accurate. Feel free to add it, but do not add tags and colors that only make sense to you personally to a mainspace article. Seriously, Ant, you're doing stuff that would see anyone else blocked to cool them off. Tagaziel (talk) 13:18, 12 October 2016 (UTC)
Oh goodie, you've also deleted the terminal headers on the Nuka-World terminals pages, which was intended to simplify and streamline the whole damn thing. You took a giant dump on six hours of work transcribing everything by hand from the Creation Kit, because you think a messy, unclear layout is better. No, it is not. Want to cool off? Because that's how you get a cool off period. Tagaziel (talk) 13:59, 14 October 2016 (UTC)


) It's already done.

Yes, because me and Kas went through and ensured it's all removed.

) Without those script notes, The. files. are. Simply. Incomplete.

And? It doesn't matter. What matters is that the reference sources the fact inside the text.

) I believe your bot removed both the Verify tags and the Games template.

It didn't.

) They Do work, as they bring attention to incomplete/not in confirmed format.

They don't. In the years since you started spamming the pages with it I haven't seen a single instance of anyone ever doing anything with them. You're the one insisting that every random bit of information must be included, no matter how irrelevant it is. We've been over this several times and my patience is at an end.

) The format was already created by the community. You, Me, Kastera, all of us. All I get to do is make sure it's correct to the Format.

No, you're spamming tags without an explanation. The format exists as a standardization measure, yes, but you keep missing the point of a reference: A reference sources the statement it's appended to. If a reference provides enough information to source that statement, then it's a proper reference.

5.1 - Just because it's quoted from the game doesn't mean that the file isn't in error – such as missing quotation marks, proper dashes, or Whole Prompts and/or Dialogue segments.

Doesn't matter. If it's quoted from the game, it is a reliable source. If various typographical errors aren't replicated it doesn't matter if it doesn't change the meaning of the reference. Likewise, prompts are irrelevant if they aren't an integral part of the reference - say, the answer doesn't make sense without them.

5.2 - If I Could add them I would, but A) I don't have access to that computer at the moment, and B) I'm now working roughly 14hrs a day. So I won't be editing like I used to for some time.

Which is why I'm suggesting that your editing focus on making quality edits, like ensuring the uploaded images are in the appropriate articles, rather than spamming verify tags that we then have to remove. Tagaziel (talk) 14:06, 14 October 2016 (UTC)

>This is a good example of what I do. Nothing was deleted, just moved the sub header to where it is displayed. You're the one that completely reverted the page. Also, that template is new, almost like a format that you decided alone.
That diff above perfectly shows why the template works. Everything is organized and clearly designated, based on Creation Kit data. The layout you propose is just a bunch of transcripts strung together with no explanation. Curiously, everyone I show it to (and ran it by quite a few people, including Curse) say it's much, much better than what was there before.
>It's all still there. I never put those Verify templates on them until someone else did it. I wished to make it standard across the board. To try and help complete what I thought was to be the new standard.
The standard is to make the mainspace look good. Arbitrary colors and broken templates do not look good. Especially not when Verify is appended to every single bug in existence, despite the fact that they were verified before and now only need editing to remove common or non-exclusive bugs (like those stemming from usual Gamebryo/Gamebryo2.0 features, like the physics engine).
>And? wow. Without those scrip notes whats there is incomplete.
And? Unless script notes contain something of vital importance, it's a matter of least concern. A reference that does its job is complete, anything beyond that is just window dressing.
>They do, in the years since I started I've been using them to clean the up. Adding the dialogue in full context is how are references work. Not "every random bit of information." And my patience is to at an end. Especially in regards to these straight up terminal undos.
The full context is whatever's necessary to understand the reference. It's not a dump of the entire dialogue tree, especially not when all you're referencing is a single sentence. Like the whole Sturges/Preston/SS convo, where for reasons I cannot fathom, you chose to add the entire exchange, where the only pertinent fragment is what Sturges says about the power armor frame.
And yes, I undid you vandalizing the terminal pages. I won't call it anything but, not when you've changed an easily understandable format to something that I can't understand (and I've been working with these files for years).
>Yes. yes it does matter if its quotes correctly. Typographical errors aren't a concern when we have the files correct.
If it's quoted directly from the game, it's correct. End of discussion.
>Have you even been review what I've been doing? Because that's what I've been trying to do, writing articles.

Note how I only blow my top when you do something like vandalize an entire category of terminals or spam templates. Me, Kastera, and several others tried to be polite. After what feels like years of arguing with you and getting nowhere, I am tired of having the same conversation over and over again, where you expect to weather me down and comply with what you want. Tagaziel (talk) 22:17, 14 October 2016 (UTC)

Idle dialogue

Which situation do you mean by idle? The dialogue entries with subtype "Idle" do play at specific locations (or generic types like water, high locations, abandoned buildings, etc.). Brantmeierz (talk) 14:14, 16 October 2016 (UTC)

Cobalt and Nuka-Cola

From what I can see on the Cobalt changes, it should be good to go; I'm going to finish consolidating the Nuka-World raider armor piece articles first, and then I can add your bits and pieces to the Project Cobalt page. If I'm being honest, I couldn't really sift through the Nuka-Cola Corp. article and see all the individual changes you made at a glance, so I'll take a better look and work those bits and pieces into the article tomorrow probably? Nice work though. :) --Kastera (talk) 02:54, 17 October 2016 (UTC)

Yeah, my plan was to copy/paste your Nuka-Cola work into the article and push the "see changes" button to figure it out, but now I can be on the lookout for what you said. I'm... not sure if Meacham is delusional, per se... at least not as first. For lack of a better term at the moment, it seems kinda like a work-related midlife crisis, like he's just looking for presitige? "Finally! I can stop making stupid soda and start playing with the big boys now!" But the stress of pleasing Bradberton, threats of Beverageers abandoning him and finally the Great War (a pretty damn big stressor if you ask me) definitely culminated in some kind of mental break and/or delusions. --Kastera (talk) 03:14, 17 October 2016 (UTC)


I agree that it should be changed to Category:Vault-Tec Industries; it's only 25 pages that need their category changed. All in a days work for you, right? ;) But I'm unsure if we need subcategories for dwellers and employees; there are already "Category: Vault X characters" categories, which seems to encompass all the vault characters. --Kastera (talk) 03:58, 19 October 2016 (UTC)

I was thinking that the following hierarchy would work:
"Vault-Tec Corporation characters"
"Vault-Tec Corporation employees"
"Vault dwellers"
The dwellers are characters, but they're not employees of the corporation, thus the branching of characters --> employees --> overseers. As for the "corporation" naming, I can't be too sure. The Industries name could be its construction branch, but it could also be a retcon, like all the other retcons in the game. As far as I'm concerned, "Corporation" and "Industries" aren't different enough to distinguish one from the other. If you have some evidence against this, it would change my opinion. --Kastera (talk) 04:43, 19 October 2016 (UTC)

RE: New Curse videos

Whoops, I had a little brainfart there and forgot that videos get their own section in an article. I corrected the location of all of the recent video additions. It also made me notice that the Fallout 4 cultural references page could use a lot of help; since you're the main contributor there, could you please flesh out the references? --Kastera (talk) 23:06, 24 October 2016 (UTC)

Curse media gets priority treatment since they're videos made specifically for our wiki, not random video guides added by random users. Plus, Curse hosts The Vault and bends over backwards to accommodate everyone. Priority treatment. Tagaziel (talk) 23:11, 24 October 2016 (UTC)

Re: Character description

Well, putting in "X's character description:" isn't absolutely necessary, but it couldn't hurt to do it. --Kastera (talk) 13:42, 27 October 2016 (UTC)

Planes Air

I don't recall a company called that; I just checked out the Boston Airport terminal pages thinking it would be the most likely to talk about it, and I didn't find anything. Searching the rest of the wiki for it also yielded no mention except on the company page. :/ So I would remove it for the company page until someone can source it. --Kastera (talk) 00:16, 7 November 2016 (UTC)

Turns out you were the one to add the company and you left the edit summary, "shot with the destroyed dirigible" so maybe that'll remind you where you found the company name? --Kastera (talk) 00:19, 7 November 2016 (UTC)
Nope, I've only got FO4 for the PS4, so no game file access for me. --Kastera (talk) 04:26, 7 November 2016 (UTC)


  1. Don't fill in the |name parameter and don't remove the PAGENAME magic word. Seriously. It's there to reduce maintenance when moving pages. Same reason why I really hate your removal of redirects. They're there for a reason: So that if we move pages, we only have to fix the one redirect, not a bazillion of direct links.
  2. There's a reason why references include the sources quoted in full. They're there to make verification of facts and fine-tuning articles easier. Please, do not remove them. It's already annoying enough to have to keep fifteen or so tabs open to rely on sources just to make the initial rewrite or version. To keep doing that just discourages editing. Tagaziel (talk) 18:47, 9 November 2016 (UTC)
1. Always ask yourself about the functionality of the template. {{PAGENAME}} and similar templates exist to remove the amount of maintenance (basically, if a page is moved to a new address, it's kept).
2. Her name is mentioned in the terminals as Ruth Leavitt. In the same terminals, Meacham is also really distraught by what he did in the terminals, but not so on tape. Probably part of his deteriorating mental state. Leavitt is called both names, but written correspondence only seems to use Ruth. As a result, I figure that Ruth is formal and Kate is informal. She might be Ruth Catherine Leavitt and people call her by her second name, much like a good deal of my old friends call me Stanley (Stanisław), my second name. However, I refrained from including that statement, as I have no source or reference to confirm that's the source of Kate.
3. They aren't working? Odd, they're fine on my end.
4. Done. Tagaziel (talk) 14:10, 10 November 2016 (UTC)

FOS quests

Possibly an infobox field for location? Apart from that it looks like what you've mentioned covers it fine. Do you have Fallout Shelter on PC or are you just transcribing the quest information down as you come across it? Brantmeierz (talk) 03:40, 13 November 2016 (UTC)

Gibbons fam

Since Beth has seemed to leave it open-ended, I don't think any definitive answer should be given. However a section espousing the possible theories would be fine. Shadowrunner(stuff) 06:51, 24 November 2016 (UTC)


I still haven't actually finished Far Harbor, and Cranberry Island was one of the things I haven't gotten to yet... so your guess would be better than mine. Having contact with any Bethesda designer about lore would be a godsend, but I wouldn't know how to go about getting it. Twitter maybe? Brantmeierz (talk) 17:16, 25 November 2016 (UTC)

Sure thing, I'll see if I can find the dialogue files. Brantmeierz (talk) 02:14, 27 November 2016 (UTC)
I think I've got them here: World of Refreshment announcer's dialogue and Vault-Tec: Among the Stars announcer's dialogue. Let me know if those aren't the right dialogue. Brantmeierz (talk) 02:42, 27 November 2016 (UTC)

Ron Cobb West Everett Estates

Cobb was definitely suffering from ghoulification at that point; no amount of radiation poisoning makes your skin drip off your face. Radiation burns also just char your skin, not melt it, so that's not it either. --Kastera (talk) 00:36, 3 December 2016 (UTC)

Aside from the existence of the Boston mayoral shelter key, I'm not sure what else you would add to the page; even then, I don't know how to explain the presence of that key beyond the fact that "it exists". As far as I know, there aren't any notes or terminals entries expanding on a connection between the shelter and the neighborhood. --Kastera (talk) 23:26, 3 December 2016 (UTC)
I take it you're talking about the attendant mentioned in the mayor's goodbye? It's possible the bathroom key was his, but I'm not entirely sure it's relevant to the page and it could be overly detailing things. I think the attendant should be delegated to the Notes section, if anything. --Kastera (talk) 00:19, 4 December 2016 (UTC)

Separated family radio signal

Sorry for not getting right back to you about the dialogue files, I've been busy IRL. Radio dialogue is weird and shares a "voice" for multiple different stations/locations which all get clumped together when exporting through the Creation Kit. I put some chunks of radio dialogue on my page (Here) that look like the dialogue from the radio station you want. If you were to pull out individual radio audio they are grouped together by "SCENE" properties, so cutting individual lines out should leave you with the all the dialogue unique to a station (assuming they are in the right order and not split across multiple different voices). Brantmeierz (talk) 01:10, 7 December 2016 (UTC)

Re: Find the Silver Shroud

Hmm, I'm sure that what I added to the page was what I read and heard on the holotape in game, but maybe it's not the only recording. I happened to kill Smiling Kate before I killed Northy, so maybe that has something to do with it? It's unlikely this one holotape got patched, so I'm thinking the holotape contents are conditional. --Kastera (talk) 17:11, 10 December 2016 (UTC)

Fallout themes page

I'm thinking about making a "Themes in the Fallout series" page and I want to get some input before I start. Anything you can think of for the page before I start writing it? Shadowrunner(stuff) 17:59, 27 December 2016 (UTC)

Names in infoboxes

Is there a particular reason, you added that back? The infobox works well without the name being listed. And if you take a look into the template, "name" isn't listed there in the copy-paste section. But if you insist on inserting redundant information, then better use {{Pagename nd}}, so that the name shown in the box will change, if the page itself changes. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 18:06, 3 January 2017 (UTC)

Good point. A way to circumvent the capitalization guidelines. ;o) And the infobox isn't specifically mentioned there. Though I'm not sure of the others' thoughts about this topic… -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 18:32, 3 January 2017 (UTC)
Haven't been to Nuka-World now, don't understand the meaning of the tape's name. If that needs further knowledge of things I yet not know, I don't want that information. Purely from the tape's message I don't get why it's named "test". So perhaps it can be regarded as a name. Names use capitals.
I'm no fan of this whole discussion about capitalization. A guideline is necessary, but personally I would name things as depicted in-game. Of course I follow the guideline here.
Perhaps it's worth a thought – and a new discussion – to leave the wiki organization and page naming as is, but use in-game terminology in infoboxes… -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 19:07, 3 January 2017 (UTC)

Re: Deathclaw undo

Sorry, I chose "revert" instead of "undo", so I wasn't able to leave an explanation…
The tag's there, the template's placed only below the infobox, not at the top. When someone will do the clean-up, that doesn't matter, I think.
For the quote: I thought, it was perfect as it was. The essence is there, purely focused on the deathclaw's horror. The words before, "I see…", the sentence after, and the tone – they all distract from what the quote's intended for. They tell something about Mama Murphy, but the reader coming here wants to know something abot the creature. I think, the adds you made turn the quote into something much less terrifying, water this essence down. Additionally, without those adds, the quote however is not out of context, the meaning not altered.
If you really want some more info about the situation, then I could change the source… Wait a moment… done. But, please, leave the quotation as it is now. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 17:07, 4 January 2017 (UTC)

I wasn't aware of that being "standard format". 'kay, took a look into our referencing and tooltip guidelines. Hm… To me, they seem to be intended for larger dialog excerpts.
Then I looked into some examples of quotations – with little result: of the around 30 pages I had opened no single one used tooltips, but also only one dialog file had notes at all for the citation used (Forty).
So if you say, it's standard, then I have little to say against it. ;o) The tone, these script notes are perfectly alright when a dialog, or even a monolog is presented on some article. But in this eye catcher at the very top of the page? I think, it's disruptive there. And look, reading "The very face of death itself.", and when hovering over there appears mystic, sensing the future / InPain, in exactly this spelling? No, I wouldn't like that…
Perhaps we should expand the guidelines to remain uncertain for the use of {{Quotation}}, leave the decision of using a tooltip in the editor's choice. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 18:20, 4 January 2017 (UTC)


Is there something I missed? Since when is this in capitals? -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 10:26, 6 January 2017 (UTC)

I don't want to go into research now, but if this's true, why do we call it then "Pip"? :confused: -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 11:01, 6 January 2017 (UTC)


It's information that should go into the location's descriptions, though, since it's relevant to the walkthrough (eg. the turrets shooting you in the face can be disabled from the terminal here). For links in the infoboxes, I'm including the types of terminals located there in the deletion reason, so that anyone can add them to the location page from the gneeric fallout 3 terminal cat. Tagaziel (talk) 12:50, 7 January 2017 (UTC)

Heart of Darkenss

What's that?
And for your add on Tagaziel's page – I'm on it, changing the links, and on some pages the wording; haven't come to letter "S" by now for FO3… -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 06:14, 11 January 2017 (UTC)

I don't know Futurama really good. I suppose, Mr. Kurtz's from that series, too? And I don't know the novella. So – no opinion. At least in that post there's no talk of it.
What I really meant: Shouldn't that be Heart of Darkness? ;o) -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 12:11, 11 January 2017 (UTC)
Oh, wait! Stupid me… "Futurama" only appeared in the history, because you were virtually editing the section of the same name. But it has nothing to do with that topic at all. So forget what I was talking, please. No, I don't know the novella, so no opinion. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 12:21, 11 January 2017 (UTC)
Still haven't read that novella – ;o) –, but why not? I put some explanation to the topic on the talk page, and corrected the section header. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 14:24, 11 January 2017 (UTC)

Re: Russian

Yes, but all our "The Vault in other languages" links at the bottom of the main page direct to Wikia. If there is no Gamepedia translation, what shall we do?
Pages that have a translation interwiki link show this at the bottom of the left NavBar: below the "Tools" section there appears an additional one, "Languages", with the link. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 15:28, 16 January 2017 (UTC)


What is the point of that note? It is void of context, is a poorly constructed sentence, and as it currently stands, has no relevance towards the actual article. So why would you add it back, and, at the very least, if it should be added back, why didn't you fix it? GarouxBloodline 08:08, 17 January 2017 (UTC)


Ah, the third option – which only came into my mind after the edit and the summary. ;o) -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 14:01, 22 January 2017 (UTC)


What's this about? Could you explain to me? -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 13:04, 24 January 2017 (UTC)

Then I have to say, I'm with Tagaziel (see below): I don't think, internal to-do's have to be formatted this obviously only to highlight them as a to-do. Create a tag template for them and add it to the pages, but don't mark mainspace text in a different color, only (for you) to see that there's additional work needed.
If you could explain to me in more detail what there has to be done, I perhaps could help you. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 13:42, 24 January 2017 (UTC)
Something like {{Cleanup}}.
Call me dumb, but what exactly do you mean with "prompt"? -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 13:55, 24 January 2017 (UTC)
I haven't played FO1, yet, shame on me!
My thoughts – as far as I understand it – about CABBOT.MSG (which is the first of the gray refs):
  • The quote uses "{226}{Cab_64}", which is the first occurrence of "Exodus" in the file.
  • Shortly before are several nodes by the Vault Dweller like "{203}{}{Thanks. Can I ask you a few more questions?}". Several instances! Followed by no specific question. So that is where the "prompt" is missing. What exactly leads to {226}?
  • Searching through the file after the term "Exodus" nets 6 results. One of them is – under some heading, titled "# Cabbot Tell-Me-Abouts" – "{1012}{}{Exodus}". There's no introducing dialog by the Dweller at this place. But these topics are followed by the same block of Cabbot's answers as before, among others "{1111}{Cab_64}{Oh, well, in the Exodus, the Brotherhood split into two groups. The group that broke away robbed the others of some of the weapons an-and went southwest. About ten years ago, we sent out knights to look for them, but all they found was ruins. No one knows what happened.}"
It's nothing new, that dialog options appear several times in one file. As I read this, {1012} is a follow-up to one of the "[…] Can I ask you a few more questions?}" nodes, and the correct node to be cited for the ref would be {1111}, instead of {226}. So the prompt(s) would/could be {203} – {208} – {1012}, and then {1111}. Not sure about {208}, but seems to be the best answer by Cabbot about asking questions. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 16:50, 24 January 2017 (UTC)
And I even was wrong. "Exodus"'s the term, but the question to the related answer is {1012}, as you put it. Something learnt for the future, for similar cases. All the {10..} by the Dweller have the corresponding {11..} by the dialog partner – I think that would be applicable for other dialog files as well.
Isn't it a bit speculative to asssign this as cut now? Couldn't you simply leave it from the article? Two refs are enough, don't you think? No need to list everything… -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 20:44, 24 January 2017 (UTC)

No more graying out

I've been contacted today by a user asking if this is a deliberate choice or some error in wiki markup. Took me a moment to remember it's your method of highlighting... Whatever it is you're highlighting in the main space. Most of the references are perfectly in line with our guidelines to boot, so I have no idea why you feel it necessary.

In short, please stop doing that. These highlights serve no useful purpose to tens of thousands of users who visit the wiki on a regular basis. If they're editor's marks, they shouldn't be in the main space. I'll remove them on sight, especially if you highlighted references that are perfectly acceptable. Tagaziel (talk) 13:07, 24 January 2017 (UTC)


Yeah, the hierarchy page should be merged with the main article or broken out into Legionary ranks or Caesar's legionaries, to make it clear what it is about (like German armored fighting vehicles of WW2 on Wikipedia). The reward of land and slaves likely means they get rotated out of the frontline to oversee land (like the guy at Dry Wells). On generic variants, well, are you ready to take head on tha tproject and ensure they are filled in properly? Tagaziel (talk) 14:53, 26 January 2017 (UTC)

Laurifer Gladiator

Took me a bit to find the discussion, but the agreement comes from September 2015:

Hey chief, I finished up the vanilla FNV quest rewrites and am moving on to the add-on quests. However, I wanted to ask if the unmarked quests needed a synopsis added to them? They're usually so straightforward that just the walkthrough makes a synopsis redundant.

— Kastera (talk) 23:56, 23 September 2015 (UTC)

If they're simple, a simple note in #1 (eg. BLOOD FOR THE BLOOD GOD, er, Owyn Lyons to verify supermutant deaths!) should suffice. :)

— Tagaziel (talk) 14:28, 28 September 2015 (UTC)

So really, the synopsis are already there; they're just the first sentence in the walkthrough. From what I've seen when browsing the FNV unmarked quests, they've all got some form of summary in the walkthrough section, including Laurifer Gladiator. Shall I revise the quest guidelines to include this? --Kastera (talk) 23:00, 26 January 2017 (UTC)

Patrol X new pages

Hi. As far as I know you're someone who "patrols" edits frequently. Never noticed that the description speaks of "new pages"? What? And what's with simple edits? Okay, I plan to change that, but am looking for ideas for a better wording. Just "Patrol X edits" sounds a little fanciless, don't you think? So, any opinion? -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 23:15, 2 February 2017 (UTC)

Thanks for catching that.

Just goes to show that I should check the actual articles, instead of just going off of the image headers. GarouxBloodline 01:35, 4 February 2017 (UTC)

Thanks for letting me know! Now that you mention it, I do remember Tag (I believe) making that category change a while back - I have already kept that in mind with some of the edits that I've made today.
As for your category question, it is used for logos/icons/billboards/etc. etc. etc. - I was a bit surprised to see that the cat didn't already exist at this point, but I guess I haven't been focusing too much effort on Fallout 3 files yet. GarouxBloodline 20:43, 7 February 2017 (UTC)

Ad edit

Absolutely no problems that I see! Tagaziel (talk) 02:07, 7 February 2017 (UTC)

File edits

Please don't make edits like this one. As long as you add something productive on-top of my edits, I don't mind too much that you follow everything that I do. Just... as I said, make them productive. GarouxBloodline 01:57, 8 February 2017 (UTC)

Haha - that's just how I write, I guess - there are certain writing habits that have been hard for me to break since moving on from Nukapedia. GarouxBloodline 16:32, 8 February 2017 (UTC)

Synth sanctuary

First: Sorry for my recent misplacing of a dash/bracket @ Sandy Coves Convalescent Home#Background – didn't notice the opening bracket.

Second: Is that place now a sanctuary, not only for cats, but for synths as well, as your last edit implies?

[…] a sanctuary for house cats, and synths who recently infiltrated the place for an unknown reason.

Or is it a sanctuary for cats, that recently was infiltrated by synths (Kastera's version)?

[…] a sanctuary for house cats, and synths recently infiltrated the place for an unknown reason.

Only asking… -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 10:13, 10 February 2017 (UTC)

Third: I can only assume what you're talking about by reading the article. Haven't been there, yet, in my playthrough… The fake bus stop is mentioned. Now you speculate how the pre-War police couldn't take notice of a bus stop, that actually was none? That's speculation – or are there some hints to the police?
If not, it remains speculation. A plot hole. Do we explain plot holes on the wiki? Not really, I think. Perhaps for quests, when they are obvious. But this matter only might come to somebody's mind. So I'd leave it unmentioned, unless – as said – there are hints to the police. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 12:53, 10 February 2017 (UTC)
Perhaps this way. Only a proposal. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 13:25, 10 February 2017 (UTC)

Re: Random, random encounter question...

Sorry for the late answer.
No, I've not encountered them by now. How are they recognizable as neighbors? And I suppose that happens in the vicinity of Sanctuary Hills, or not too far away? Then I wouldn't say, it's a random encounter. Not in it's usual meaning, at least. I think, if they're really the neighbors, the guide would have mentioned something. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 18:13, 18 February 2017 (UTC)

Okay, was in the CK (hate this one, way more complicated than GECK, and devours resources as nothing else…) and looked around a bit.
  • All these named neighbors are only named "Neighbor", their actual name (Washington, etc.) only appears in the ID. That's correct on their pages. All of them have the MQ101 prefix in the ID. And all are "Neighbor"s, many, many of them. They are only used in Sanctuary Hills for the game opening, nowhere else.
  • The only two encounters (package) that contain "feral" in their IDs are
    • related to an unnamed quest DN051, where the ghouls are encountered in water, as far as I understand it,
    • and a sleeping one.
  • I haven't found ghouls, encounters or something else that's related to the neighbors.
  • You say, they look similar? Can't do a model search with that tool, AFAIK.
I don't know… more or less named characters, respawning? Shouldn't be this way.
RefIDs would be helpful. Get near them at the next encounter, make a screenshot, and get their IDs via console, at least one or two. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 19:11, 18 February 2017 (UTC)
CK = Creation Kit = successor of GECK
There are no encFerals with names hinting to some neighbor. I won't say, "100% no, sure!", but I haven't found any.
If they don't look familiar, what are your clues for them being the neighbors? -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 19:34, 18 February 2017 (UTC)
Okay, found something, after all.
  • Quest ID: REAssaultKMK_MQ101
  • Quest name: MQ101 post quest - feral ghoul neighbors
  • Object window filter: Random Encounters\
No stage or objective names/descriptions, only a simple random encounter attack script.
  • Message ID: REAssaultKMK_MQ101_01
  • Message title: Mr. Donoghue
  • Message ID: REAssaultKMK_MQ101_02
  • Message title: Mrs. Donoghue
  • Message ID: REAssaultKMK_MQ101_03
  • Message title: Mr. Parker
  • Message ID: REAssaultKMK_MQ101_04
  • Message title: Mrs. Parker
  • Message ID: REAssaultKMK_MQ101_05
  • Message title: Ms. Rosa
  • Message ID: REAssaultKMK_MQ101_06
  • Message title: Mr. Sumner
  • Message ID: REAssaultKMK_MQ101_07
  • Message title: Mrs. Sumner
(Not her son, here.)
I think these are simply used to display their names for the otherwise generic ghoul spawns.
All 7 use actor ID LvlFeralGhoulNoLegendary, which isn't used by anything else. It's based without modifications on the leveled charater ID LCharFeralGhoul, which calls encFeralGhoul0108.
  1. Feral Ghoul
  2. Feral Ghoul Roamer
  3. Feral Ghoul Stalker
  4. Feral Ghoul Reaver
  5. Withered Feral Ghoul
  6. Gangrenous Feral Ghoul
  7. Rotting Feral Ghoul
  8. Charred Feral Ghoul
So, in the end, I think your question has to be answered in the affirmative. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 17:38, 21 February 2017 (UTC)

Re: Platforms template

I updated it just now; check out the Breakheart Bank bugs to see it in action. --Kastera (talk) 02:14, 19 February 2017 (UTC)

Skeleton scenes

Based on a bunch of your past edits (like this one) you seem to be obsessed with documenting the location of skeletons and getting pictures of them. Can I ask why? At this point, skeletons are just part of the wasteland scenery like bushes and rocks and we don't go around demanding that every bush and rock be documented. Isn't it good enough to just say, "Upwards of a dozen skeletons litter the area"? --Kastera (talk) 16:46, 21 February 2017 (UTC)


Looks good, kind of like what we have on Tycho's page, no? Tagaziel (talk) 15:36, 24 February 2017 (UTC)


This is the Nth time I'm asking you to stop doing that. It serves no role beyond cluttering up the page, same with empty prompts. Either find them or don't add placeholders.

I will keep removing them and reverting any changes that introduce them, particularly in cases where the meaning of the reference is unambiguously clear. This is in the guidelines, after all, guidelines you consistently fail to follow. Tagaziel (talk) 21:07, 15 March 2017 (UTC)


It should definitely be "Synth", like the pages "Human" and "Super Mutant".Shadowrunner(stuff) 02:38, 30 March 2017 (UTC)

GECK ID → Editor ID

I don't see anything wrong with that. --Kastera (talk) 15:40, 29 April 2017 (UTC)


I like it! I might give it some minor copyediting once you're done (standardizing punctuation), but hot damn, that's a huge article. I'd drop the note about her being an asshole, though. :) Tagaziel (talk) 14:19, 3 May 2017 (UTC)


It's a good rewrite. I think it might go into too much detail in parts that should be in the White Wash quest page or other character pages, but it's other wise fine. And a page for the parts of the mojave sounds good to me. Shadowrunner(stuff) 02:47, 19 May 2017 (UTC)

Caravan distress frequency and Jezebel's interview

Why did you revert my edits on clarifying who's speaking in the recordings? There's no tooltip that tells you who's saying what, and it's confusing as hell to read if you've never heard the recording before. The names are even in the subtitles of the game, so they're a part of the transcriptions. --Kastera (talk) 01:54, 6 June 2017 (UTC)

Explain to me how the subtitles aren't correct or part of the transcription. It's literally a single word that has the speaker, followed by a colon. How can that possibly be incorrect? When you look at the subtitles while listening to the recording, that's what you see; I'm not arguing against including the tooltips that make the transcription "correct," I'm arguing for making the transcription clearer to read. At the moment, it looks like only one person is talking. Describing a holotapes content in the lead isn't commonplace, and literally only Jezebel's interview has that because you added it after I asked why you removed the names. --Kastera (talk) 02:25, 6 June 2017 (UTC)
Nope, we've always let the holotape speak for itself -- less of a chance that we put our own personal spin on the dialogue. But above all, we're a wiki that's trying to be as clear as possible to our readers, and removing who is speaking when there are multiple speakers does not clear anything up. We can retain the transcript/tooltips that the game files present, and include the speaker; the two aren't mutually exclusive. --Kastera (talk) 02:44, 6 June 2017 (UTC)
The transcript template doesn't officially mean anything; it's just a way to better organize spoken word. I'm of the opinion that if we include "{ExampleName}:" in front of the spoken word, everyone will know that it's not actually part of the spoken dialogue and only refers to who is speaking. I noticed that you linked to the character articles using pronouns in Jezebel's interview, but the problem with that is we would have to include links on every pronoun so there isn't any confusion if there's two more people speaking. Is Jagger speaking? Is Jezebel speaking? Does Ivey pop in for one of the lines? We don't know unless we label everyone's lines. --Kastera (talk) 03:01, 6 June 2017 (UTC)

If it's unclear who's speaking, we would need to link every pronoun. At the moment, an unfamiliar reader wouldn't necessarily know if the spacing indicates another speaker, or simply a new paragraph by that speaker, or new speaker to the conversation entirely. It's all just dialogue at the moment without an indication of speaker. We know that Jezebel's interview only has Jezebel and Jagger speaking, but someone else might not without being told who's speaking. --Kastera (talk) 03:27, 6 June 2017 (UTC)

That's the format I've been thinking this whole time, except without the iquote template and continuing to use the transcript template; iquote just puts the quote in italics, and the transcript sets things apart with a different typeface. The tooltips make it obvious what the actual dialogue is, while the tooltip-less speakers are set apart from the dialogue. I've revised your edit to make it the most clear and visually appealing transcript. --Kastera (talk)
I am perfectly fine with that clarification to the template, except I would change "literal quotes" to "verbatim quotes" and change "semi-colon" (;) to "colon" (:). And sorry for not answering your question on audio files. I wanted to get the template stuff sorted out first. I'm not opposed to adding audio files to the pages if we can retrieve them, but I would consider it to be low priority at the moment. --Kastera (talk) 04:18, 6 June 2017 (UTC)

Creation Club

Add an article? Same for Fallout 4 VR. Tagaziel (talk) 10:53, 13 June 2017 (UTC)

I've created one for Fallout 4 VR. As for mods, I've been considering rescinding the policy. There's a TON of great mods out there that could use a good page or two.Tagaziel (talk) 14:15, 15 June 2017 (UTC)
Explain to me why we can't do mods. If it's a high-profile mod, like killap's RP or similar, it can get an article. Speaking of getting things done, I've just finished adding images (at least one) to all Fo4 articles we had left. Tagaziel (talk) 20:34, 20 June 2017 (UTC)


I'm removing minor irrelevant location because they are minor and irrelevant. If you can establish notability beyond "there's a shack here", sure, it warrants an article. That's the difference between Kendall Parking and random shack by the pond.

Mods can be covered if they're notable enough (i.e. no "lel this mod makes you fert minin00kes"; but Project Nevada, Killap, major conversions? Sure, especially with CC coming along).

As for Creation Kits, IDs, and whatnots, I can see about sending you a complete list for everything. Also, if you'd like to really, really, really, help, we still need these images assigned to the appropriate articles, as I keep running into ones with the old screenshots. Tagaziel (talk) 06:31, 21 June 2017 (UTC)

It does, if there's nothing in the game to suggest any kind of notability. Feel free to make a separate "Minor locations in X" page, but separate articles for "Empty shack #48858992233" are no-go.
Also, don't dictate to me what I should do, please. The Vault needs to develop and if that means we cover some of the more notable mods, we will. Especially since there's no way to confuse them with categories and lead sections. This wouldn't be the first time you're resistant to any kind of change, ugh.
As for being incapable - uh, I just pointed you to a whole category of images already here that only need to be checked whether they are in the right article. If you can crop YouTube videos, you can certainly do this. Tagaziel (talk) 07:04, 23 June 2017 (UTC)

Aspirational items

Should help in finishing the articles up. These contain the scripted makeup of each item. Tagaziel (talk) 20:42, 20 July 2017 (UTC)


You do realize that the guide can and will be wrong, right? For example, consistent references to Copp's Hill as North End graveyard, or dumb mentions of loungers on roofs. As I said before, make a separate page called "Miscellaneous locations in X" and go wild. However, random loungers are no-go and I will consistently oppose and revert any edits that seek to introduce that chaff onto the wiki. Tagaziel (talk) 08:26, 25 July 2017 (UTC)

Do you really want me to give you a formal warning? How about you join the Slack and bring up your point in the relevant channel. Until then, I'm obligated to look out for the best interests of the wiki. Spamming a high level locations template with links to unmarked and largely meaningless location, like that rooftop lounger in North End, runs contrary to them. You have a lot of good contributions under your belt and you are clearly capable of understanding the point.
The point is, the guide is always second to the game and it frequently contains items that have no purpose in being on a wiki that strives for quality. A page for every random lounger and beer bottles on the fence is not quality, but busy work. There's a good number of higher priority pages to do - pages I've repeatedly suggested you tackle instead of wasting your time pointlessly edit warring with me. Tagaziel (talk) 08:31, 27 July 2017 (UTC)

Capitalization of "station" in Control Station Enclave

"Station" by itself isn't a proper noun, but places (such as Control Station Enclave) are proper nouns, so it should be capitalized. Fallout 2 and Fallout 4 capitalize it in-game. In addition, the "communications officer" in Enclave Communications Officer should be capitalized as well, since it's his name. Vader0629 (talk) 03:10, 29 September 2017 (UTC)


Hi Ant, thought I'd let you know that your mainpage duplicates the top 3 sections before moving on to the rest of page content. Thought you might want to take a look Sakaratte (talk) 10:41, 7 October 2017 (UTC)

Hmm might just have been me at the time I was looking. Now it's just behaving differently. Never mind. Sakaratte (talk) 14:56, 8 October 2017 (UTC)

Was that edit prophylactic or what? I mean, the page does exist. -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 13:15, 30 October 2017 (UTC)

Just wondering – will one day get archived, too? ;) -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 18:58, 30 October 2017 (UTC)

Ref format

I don't think adding a stipulation about colboxes is necessary; I was just making something that satisfied all the requirements we already had for dialogue refs without separating them into a superfluous number of refs. --Kastera (talk) 04:09, 1 November 2017 (UTC)

Sexism – or not


I think, this edit wasn't that wrong … -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 13:16, 3 December 2017 (UTC)

Re: Overview template

Would you mind to elaborate?

When I open the Fallout 3 containers and storage, I see the old list format, boring and with basically no information other than names. That as well could be a category only.

Fallout: New Vegas containers and storage is, I guess, your "merge" into the game engine separation, then. Well, I don't like the format of the last column, the arrangement of games and DLC. Also, if more detailed information about loot lists shall be included – those might differ from game to game, despite using the same engine. So possibly the game separation is indeed better.

And Fallout 4 containers and storage … well, nothing to see here for the time being … ;)

I've once started something in that direction with Mailbox and Mail dropbox, which – by the way – are proof of differences by game with same engine. You might also want to take a look into the used templates, starting with "Template:LVL…", which reflect the leveled item lists from the G.E.C.K., for they are often used on more than one container. E.g. the two types of high-tech gun cases both share the same melee weapons list. The plan back then was to create such a template for each of these lists, and then implement them respectively at each container. Though the current template format could use some improvement. However, those lists might be too large to use them on the overviews. What do you think? -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 21:53, 27 February 2018 (UTC)


I couldn't find any concrete mention of "regular" Point Lookout mirelurks being called swamplurks, but I think it was a distinction made by editors to separate regular Point Lookout mirelurks from their royal counterparts. Kinda like how the Sole Survivor is never referred to as such in game, but is called that to avoid confusion with other famous vault dwellers.

Can't find anything that supports using the title of "queen" for the turtle mirelurk native to Point Lookout though. Maybe we should note that the names used in the article are conjectural in order to avoid confusion? --Kastera (talk) 02:49, 16 June 2018 (UTC)

I already looked in the FO3 GOTY guide; the only mentions of "queen" are related to giant/fire ant queens. I think the separation is perfectly fine so far; it doesn't look too cramped to warrant creating another page for turtle mirelurk variants. --Kastera (talk) 03:07, 16 June 2018 (UTC)

505 error

I only got that once last night, but thankfully, I could just go back to the previous page and all my work was still there, ready to be submitted again. ¯\_(ツ)_/¯ --Kastera (talk) 13:52, 16 June 2018 (UTC)


Just to explain myself, the transcript in question involves myriad of different actors and their generic dialogue trees. Are you wanting to create a list of involved assets? I don't really consider that information particularly prudent, so I'd prefer not having a janky looking infobox. GarouxBloodline 07:25, 26 June 2018 (UTC)

It's good to see you again, Ant - it really is. I've been busy... really busy, but I've been doing well. Hope you've been doing well also, and I'll be looking forward to dusting my editing badge off and getting back to work around here. I've been neglecting my duties here for far too long. GarouxBloodline 07:40, 26 June 2018 (UTC)

Re: Fallout world and Fallout setting

Are you asking why the two articles shouldn't be merged? I think the "setting" article is for outlining the basis of why the Fallout world is the way it is. Meanwhile, the "world" article assumes that the setting is already understood so it can go straight into summarizing what the actual world was/is like, going through the major points of the timeline article without having to explain why all this weird stuff is happening. --Kastera (talk) 17:12, 1 July 2018 (UTC)

Another Re
Fallout world and Fallout setting

I haven't worked with either of the pages so I don't definitively know the difference, but from the looks of it Fallout world refers to the physical space occupied in the Fallout series whereas Fallout setting more describes the situation/divergence/etc. that the game exists in. I'm not sure what the original intent was, and I wouldn't say I'm familiar enough to make much of a determination, but by my definition it seems like some content such as factions would be better suited in Fallout setting than Fallout world. But then again there is some overlap both ways. Brantmeierz (TalkContributions) 19:48, 1 July 2018 (UTC)

Changing inc. to incorporated

While I understand Inc. is an abbreviation, I think all the articles on businesses should be named exactly as they are written in game. After all, the article for Dunwich Borers LLC isn't named "Dunwich Borers Limited Liability Corporation". Legofan944 (talk) 11:39, 17 July 2018 (UTC)

Upon consideration, using established practice might be the right thing to do here. I accept the blame for starting this in the first place (though we should not shorten things like Vault-Tec Corporation, for obvious reasons).Tagaziel (talk) 08:52, 9 August 2018 (UTC)


That's... A good question. I think terminals could be the top-level overview, then we can spin-off the gameplay parts into separate pages, while keeping the list of models on the one... Hmm.Tagaziel (talk) 08:52, 9 August 2018 (UTC)

I reverted the edit because there's no reference to any other aircraft carrier in the vicinity of Washington, D.C. I've discussed the matter on Twitter and the user in question is, essentially, insisting it's never explicitly stated Rivet City, so it can't be Rivet City. However, the carrier Rivet City is built upon is the only one confirmed to be existing. "Might be another carrier" is not good enough. Tagaziel (talk) 09:58, 20 August 2018 (UTC)

Obj Dude

I'm not sure. A quick test doesn't indicate either way. It's likely from an older version of the game, but given that it's the only extant reference to the Rippers, it stays.

No, we don't have to add it to every single character page.

The front of the reference can be matched with the query (the answers are listed in the same order as the questions in each section).

I told you I hate the color template, especially since it serves no damn purpose. Tagaziel (talk) 18:46, 31 August 2018 (UTC)

Given that it's used for generic characters, then the way I did it. There's no need to link to a character page if it's straight from the text files, after all.
Any notes on references should go in the Behind the Scenes sections. Notes should be avoided at all costs, as they're basically dumping grounds with no useful role (as with the ancient "Sources" sections, that need to be integrated into references).
As for file pages, I've never been a fan of additional annotations on dialogue file pages, given that they're not meant to have a role beyond being a back up.
On the subject of references: It's a minor gripe, but if you're intent on stripping referenced content from references, at least don't do it on pages that are not finished yet, like Ciroletti's. Having to open a separate window - or a dozen - to get at the references really slows work down. :( Tagaziel (talk) 15:24, 1 September 2018 (UTC)
Do realize that it's not a hard policy. It's a guideline meant to provide a standard for references. But a guideline is of no use if it makes work harder. As for the rest, the name of the character is literally mentioned in the reference. "Adytowner". Tagaziel (talk) 14:00, 5 September 2018 (UTC)

Westside Water Story

I feel like the article could be taken both ways. The NCR did take the existing pre-war infrastructure and fix it, so they do have a right to some of the water, but in turn, they take all the water for themselves. The Westside residents were there way before the NCR and have right to the water too, and the NCR refuse to recognize that fact and close all the cisterns to everyone but themselves and anyone who works with them. I wouldn't call it strong-arming everyone that lived in Vegas before, but it's very unscrupulous and exploitative way of coercing anyone who hasn't fallen under NCR rule to join. Shadowrunner(stuff) 19:13, 30 September 2018 (UTC)


Looks fine to me. A more accurate description is always a good thing. Tagaziel (talk) 14:11, 4 October 2018 (UTC)


I like the terminal header template, it's good for differentiating the unique welcome stuff to the main stuff. The only wrong link is the one talking about plants, which I'm sure is the Strangler plants in the Mire and not just random mutated plants. Other than that it's fine. Shadowrunner(stuff) 15:50, 2 March 2019 (UTC)