The Vault - Fallout Wiki

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The Vault - Fallout Wiki
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Hey there. Currently, with Fallout 4 just having been released, editing all of the instances of Lead in Fallout: New Vegas is low priority, but I will make the "Lead" article into a disambiguation page, so it is easier to find the FNV lead article. Thanks for bringing this to my attention. :) --Kastera (talk) 18:00, 14 November 2015 (UTC)

Notable loot

Hey, there!

I just reverted your recent edit to the Camp Guardian caves article, and I just wanted to take this chance to explain my actions. Since The Vault moved to Curse, we have been continually updating our articles and policies to reflect our new environment. Unfortunately, many are still in an archaic state, with the notable loot policy being one of said archaic policies.

I mention all of this, because what you added constitutes non-notable loot, and I do not want you confused because our policies do not currently reflect that ideology, and that fact is certainly not your fault.

You actually reminded me that I need to push the new notable loot policy through, which I will be doing today. Since you have shown an interest in the subject, and for the sake of transparency, I will make sure to link the new policy to you once I am finished (it will not currently involve FO4 loot, as we still need to figure that out), in which I would love to hear your feedback/criticism.

Thank you for reading, and happy editing! GarouxBloodline 18:34, 10 January 2016 (UTC)

Here is the link! As for your recent notable loot edit, it is possible that what you wrote is notable, but first, you have to prove that everything is in high enough amounts by noting the exact, or at least approximate numbers. A bit tedious, I know, but as a wiki we strive for accuracy.
However, to be candid about the matter, you are referring to loot that came out of a container, most of which are randomized loot, meaning that what you noted constitute non-notable loot. GarouxBloodline 16:02, 11 January 2016 (UTC)
Unfortunately, notable loot only takes the form of fixed locations/trading windows. When it comes to noting the percentages involved with random loot in specific containers, which also change depending on location as even identical containers can have a different id, then that information can be placed on each respective container article, instead, and you can link to the containers by noting their locations in the 'Layout' section of the location/quest articles. If you end up with any of that sort of knowledge, that help would actually be greatly appreciated, as our container articles have never been up to snuff.
So, while 12.7 rounds are certainly rare, and are absolutely notable if there is a fixed location where a moderate-large amount can be found, their finding is not notable should it involve players only having a chance at finding it in a randomized loot container. If we started listing loot as notable in that manner, our articles would become way too cluttered - especially our FO3 articles.
As for my signature, I do have one, but it is currently a W.I.P., as I plan on updating it. Sorry for the inconvenience, there. GarouxBloodline 18:12, 11 January 2016 (UTC)
Thank you for your work on the container articles. :) They definitely needed to be updated, and all of the help there is appreciated.
Now, as for the forum and its results: the forum was a formality, as the notable loot policy is basically a re-write of my spearheaded loot project back when I was working for Wikia, that was already agreed upon due to our archaic old policy. Because of that, we have set-in-stone parameters to take into account, to remove most, if not all subjectional perspectives in the case of what loot is notable or not.
Here are the parameters, as noted on the new policy page:
  1. Item must be either unique, or of a finite quantity.
  2. Item, should it be rare enough or expensive enough, can be justified as notable so long as it is found in justifiably high numbers. By justifiably, we mean in an amount that is both unusually large, and in unique numbers compared to almost or all other cases where the respective item can typically be found. So, for instance, at Mama Dolce's where one can found dozens upon dozens of Chinese assault rifles. Normally, CARs would not be notable - but because of their sheer numbers in that one area compared to everywhere else in the CW, as well as their usability in the repeatable CAR turn-in quest at Paradise Falls, they are now justified in being counted as notable loot at Mama Dolce's.
  3. If an item is of unusual size compared to their standard model.
  4. Item can only be obtained through very specific, finite circumstances, even if the item itself can technically be obtained an infinite number of times. This one is very limited, as so far, not many items fall under this parameter. A few items that do fall under this parameter, include: bottlecap mines, Nuka-Cola Quantums, food paste, etc. etc.
With these parameters, it is exceptionally easy to dictate what constitutes notable loot. If you have any ideas on new parameters, or how to improve the ones we already have, input is always welcome. But when it comes to randomized loot, we are going to keep that all out of our 'Notable loot' sections. Although, as I mentioned earlier, it is always perfectly acceptable to list randomized loot within our locations articles, but linking to, and explaining the location for discoverable containers, so long as you keep that information succinct, as to not clutter our articles (which is why we have the notable loot policy, as otherwise, our articles would be flooded with information about tin cans and whatnot). GarouxBloodline 16:22, 12 January 2016 (UTC)

Rollback tools

All of us here at The Vault can appreciate a user that is familiar with the G.E.C.K. and its use towards improving our articles. And I certainly appreciate a user that is willing to have a discussion, while doing what they can to help out the wiki.

So, would you be interested in rollback rights, so long as you keep up the great work? I will have to talk it over with a couple of my peers, but while I am waiting to hear from them, I want to know if that is something you would even want. GarouxBloodline 16:34, 12 January 2016 (UTC)

Notable loot - expanded

  • I did not answer your crafting inquiry, because I need to learn, first, if there is a good reason or not as to why that is there. But, for future reference, you cannot remove infobox parameters without administrative tools - so if you want something like the 'Crafting' parameter removed, and you have good reasons to do so, just ask someone like myself (or Tagaziel / Ant / Kastera), and we can do it for you.
  • Merging the container articles does not sound all that enticing to me. Whenever possible, it is best to keep everything separate and on their own, unique articles. Typically, mergers are reserved for redundant articles, or fragment/ghost articles. So if a container article fits one of those descriptions, then feel free to merge away. Might need checking, but an important step in editing is initiative, so it is not like we will chew you out or anything.
  • You are going to need to provide additional context on the placed loot suggestion, before I can properly address it. Reading it, it is a bit too vague, so I am not 100% as to what you are asking for, there.
  • As for detailed information on our container articles, that would be perfect. :) Fire away on those changes, as we could certainly use that information. GarouxBloodline 16:53, 12 January 2016 (UTC)


I thought it would be best to directly link the specific letters within the notable loot section. I then italicized the titles and removed the "File:" out of force of habit.

I know that your improvements are great much needed, didn't know that the rigged mailbox was an activator and not a world object. Are the others also activators? How do you suppose this should be presented on the Traps page? A transclusion of its description into the individual world object page?--Ant2242 (talk) 23:00, 15 January 2016 (UTC)

I always thought that the traps were world objects. I like the layout, is a great improvement. I do believe that a forum is might be necessary to inform and iron out the ideas. My "No GECK" is simply a personal note because my computer is old and on its last leg... and my general lack of computer abilities. Are the FO3 and NV world objects the same? If so isn't it our policy to merge them?--Ant2242 (talk) 00:13, 16 January 2016 (UTC)

Late response

Sorry for keeping you waiting - I recently moved, and with a new job on the way, things are still a bit hectic on my end. Anyways, rollback rights basically give you the tools to patrol edits (marking edits as valid for other users to take into consideration), and to rollback edits, which means, for instance, during a mass vandalism attempt, you only have to hit the rollback tool to kill their edits on an article, instead of having to systematically revert each of their edits.

As for your work, I will check what I can soon. I will be getting some work done tonight, so likely in just a bit. GarouxBloodline 02:23, 16 January 2016 (UTC)

Alright - been looking over your work, and I am impressed. Not sure why you think one of us might revert you (that part could have been sarcasm, but I am choosing not to read it that way), as the work you are putting in is quality. I hope to keep seeing you around the wiki, as we always need the help of experienced editors. I will be running a few clean-ups, so make sure to check up on your work, and if there is anything in particular that you have questions about, always feel free to ask me.
Also, there is no point in using that old forum anymore. If you have any feedback/criticism, just send them my way for now. I will be creating a few forums over the weekend, with one of them being a discussion over how we should handle Fallout 4 loot in regards to their notability. So if you want a public discussion over your thoughts on the subject, and I will make sure to have a section for discussing the notable loot policy in general, too, then that will definitely be the place to have your voice heard.
I will send you a link once the forum is out. If you want to stay updated on other forums and changes, too, I will be bringing back my Wiki New Digest as of next week - updated every Wednesday except for special editions. GarouxBloodline 02:38, 16 January 2016 (UTC)
You were right to revert me on 'differ', as that must have been a hasty change on my part; however, as for your sentence restructuring, I am afraid that those are wrong, as you basically just created a bunch of fragment sentences, which are against proper English conventions. As for 'in which', I am not sure as to any language barriers involved, there, but I am not seeing anything wrong with that inclusion, as that is proper English.
As for your duties, there would be nothing official. Unlike the other rights branches, patrollers are not in a leadership position - the patroller tools are simply given to trusted and experienced editors to add a little convenience to their normal activities around the wiki. So patrolling edits, and rolling back vandalism, are extra benefits, is all.
Ah! I will make sure to give the forum a read, in just a bit. GarouxBloodline 16:54, 16 January 2016 (UTC)
That is all well and good, but remember that this is an American English wiki. I know I have to catch myself, at times, too, because I frequently write in words such as 'armour' and 'favour'. GarouxBloodline 17:51, 16 January 2016 (UTC)
I am not. :P I have just traveled a lot in my life, and there are a few mannerisms and cultural norms that I have taken a particular affinity towards. As for your question, I am going to detract from it for now, as the link you sent me involves our transcripts. Under most circumstances, we ignore all of the mistakes that the developers make, and we take great pride in our creative freedom in fixing their mistakes. One of the few exceptions, are transcripts, as they are technical documents that must be strictly adhered to, regardless of blatant mistakes in grammar and other conventions.
However, sometimes transcripts are copied over improperly. This is a bit rare, as we utilize the G.E.C.K. for must of our technical data, but it is known to happen. So if that is the case, then feel free to make changes as you see appropriate. GarouxBloodline 18:14, 16 January 2016 (UTC)
If I may interject on the subject of transcripts, they all practically were written with confabulation. When I noticed this I started painstakingly reviewing them with The Vault:Raw game data, unfortunately we are missing some and some of the pages we have could be reviewed.--Ant2242 (talk) 20:23, 16 January 2016 (UTC)


Curse is now using, what I believe to be a second-party program, known as 'Slack'. The purpose of this new feature across Curse, is to incorporate a professional instant-chat environment that both readers and editors alike can use. The Vault is now using Slack, as well, and our channel can be found at '#fallout'. We are still getting people to join the channel, but a few of us are already on there - will be a great place to keep in consistent touch with all of us, should you wish.

For reference: [1] GarouxBloodline 17:19, 19 January 2016 (UTC)

Ah... let me ask about that, and I will get back with you. GarouxBloodline 17:54, 19 January 2016 (UTC)

Links in infoboxes

I went with both because that is the format I went with, when a while back I standardized the unmarked locations "map marker" section. Virtually all of them had the section filled in a few different ways.--Ant2242 (talk) 14:12, 26 January 2016 (UTC)


Could you please elaborate?--Ant2242 (talk) 18:40, 26 January 2016 (UTC)

The Clarabella

Its a large sign on a large building in the zone.--Ant2242 (talk) 11:13, 27 January 2016 (UTC)

"Audio needed"

I created it a while back for any weapon sounds and page quotations that are also sound files. However since it is a very low priority for the wiki it's basically on the permanent back bench.--Ant2242 (talk) 22:14, 28 January 2016 (UTC)

The Terminals

Hey, had any ideas on how to manage it? I'd really like to hammer out a common policy soon, so that the 300+ pages can be finally fixed. At least the outstanding issues, like repetition and generic terminals. Tagaziel (talk) 18:35, 1 February 2016 (UTC)


My new friend, you are doing fantastic work.

I am working on this source text editing rebuttal now. Sorry about the wait, been busy these last few days.--Ant2242 (talk) 02:49, 2 February 2016 (UTC)


I asked one of our wizards to extract it and they did. I can send you the raw files if you like. Tagaziel (talk) 15:16, 9 February 2016 (UTC)

It'd be better answered on Skype or Slack. Can you add mfilipiak-curse on Skype? That's going to be easiest for adding. :)
Regarding the source texts: That's the entire content of the ESM, decoded and segregated into human legible text. It's everything that's in the file, meaning it's much more accurate as a source and actually fits the definition of raw data well.
It's also cluttered, yes. My entire point was that "IT MUST BE AS IN THE GAME" is a very poor approach, as it leads to absurdity. Technically, if we segregated that entire page and made it more usable, it would be useful as a reference and fit the needs of non-GECK users.
Also, what do you think about making a temporary compromise? Everything Ant insists upon - detailed transcriptions etc. - can be easily handled by creating a separate, raw page that contains all the text he wants. The main page will contain an edited version, with redundancies removed, generic terminals linked, etc. Anyone interested in all that text and repetition can then simply open the raw page. Of course, the location pages would point to the edited version, since that's more useful to non-power-users. I'm hesitant to introduce very large changes to 400+ pages at the moment, since we're before DLC release and the lesser the amount of work we need to do right now, the better. We can pick up where we left off after we get the GECK. Sound doable? Tagaziel (talk) 18:32, 9 February 2016 (UTC)
Or the alternative, to give us the least amount of work, is to simply introduce a rule about notability: Location-specific, unique terminals have their full text present, non-uniques (aka terminal, robot, and door controls) are linked to from the appropriate page. I admit, I want to reduce the workload as much as possible until the DLC cycle is complete and we can start reforming the entire terminals section with the new style. Which is why I love your ideas.
The one reason I'm hesitant to include terminals on the location pages themselves is that it's outside the scope of the page. It already serves a ton of purposes and adding another one will add a lot more management to the top. It's the reason I spun off the list of known Vaults into a separate article, to divide the information and make it easier to work with. Plus, there's already a separate infobox field (|terminals =) that serves that purpose, of listing notable terminals.
I think notability is key. If someone opens Fort Hagen terminals, they want terminals unique to Fort Hagen, not a clutter of seven repetitions in total.
Out of curiosity, anything I can do to help with the revamp? Tagaziel (talk) 16:09, 10 February 2016 (UTC)
Separating them is a band-aid on the problem and it still leaves tons of text on the page, increasing load times (around a third of our traffic comes from mobile sources and that means every kilobyte counts). It also amplifies the repetition: You suddenly have seven identical transcripts repeated seven times. It's very strange, not to mention unprofessional. Linking them in a separate heading at the bottom would work, too, as that way we point out which text is also present without cluttering up the page.
Ah, shame. But, perhaps we can work something out, say, adapting the Fallout 4 map code for Fo3 and FNV? That could be of use for your endeavors! Tagaziel (talk) 17:39, 11 February 2016 (UTC)


I am back, now. Are you okay with sharing your E-Mail with us? GarouxBloodline 22:44, 10 February 2016 (UTC)

You can message me at my casual E-Mail. GarouxBloodline 17:47, 11 February 2016 (UTC)

Ringo's ambushed caravan

No my friend, I wanted someone to look over the rewrite. Thank you BTW! :) For instance Joe Cobb mentions a "toll" they refused to pay. Could this encounter have happened before they were ambushed? I also wanted a verification on the layout of the carnage, (for example is the female naked?) and if the pack Brahmin is a different model from the other brahmin. If I remember correctly it is, but when I went to check the FNV Brahmin page itself to link directly it was not there.--Ant2242 (talk) 17:09, 28 February 2016 (UTC)

New overview layout

I would like your opinion on this new overview layout. User:Ant2242/Fallout 3 terminals--Ant2242 (talk) 19:44, 19 March 2016 (UTC)

Yes, "Hacking" should be its own overview. I intend to transclude the specific sections necessary to the terminal overview page. IIRC wall mounted consoles are in FNV and the trapped desktops are a trap.... another overview that could be worked on. Anyway It would get a line or two with a link to the traps page under the specific model.

These generic terminals pages created by Tags are only of Fallout 4 generics. I opted out of doing them in Fallout 3 when I reviewed the entries because, 1) I don't have any GECK abilities and 2) transcripting the scripting for how many turrets a generic command operates looks terrible. Worse Still it removes all the potential Note sections detailing the why, which, what, and where the individual commands do.

There is a terminal layout? When did this get created?

Thank you but I have given up trying to ever achieve anything with the damn dying Vista. My plan is to save up and get a better computer then re-download all the programs from the FO1&2 critters editor, through the mapper (never figured that out), to the GECKs.

--Ant2242 (talk) 20:27, 19 March 2016 (UTC)

This just occurred to me. Should all the consoles in the game be under the same sub heading of models, despite them being different models of consoles? Or perhaps consoles should be separate entirely? If the former should we change the name of the page to "Fallout 3 computers" or "Fallout 3 computers and consoles"?--Ant2242 (talk) 20:39, 19 March 2016 (UTC)

How does this terminal editor work? Is it a parameter for the transcript template?
...still leaves the debacle of the Note sections unaccounted for. The "Who, what, where, when and why" are very important.
The sections are about the world objects. Thus the question should we just lump them together in a 'consoles' section or separate them into a new overview? I believe your saying "change the name of the page to computers and give the page a console section."
No. Again coding is not my forte. I was trying to indicate that the base id should be present if the game has one. Such as FO3, FNV, and FO4.
I have it ...I think.

--Ant2242 (talk) 22:26, 19 March 2016 (UTC)

Enhanced editing toolbar

Didn't correct the problem. The only one still working is "Advanced".--Ant2242 (talk) 00:56, 28 March 2016 (UTC)

"Advanced" is automatically open for me. The other two don't expand any more.

Yes Mark all edits minor by default No Prompt me when entering a blank edit summary Yes Warn me when I leave an edit page with unsaved changes Yes Show edit toolbar and link suggest (requires JavaScript) No Enable the visual editor. It will be available in the following namespaces: User, (Main) No Temporarily disable the visual editor while it is in beta Yes Enable enhanced editing toolbar Yes Enable wizards for inserting links, tables as well as the search and replace function

--Ant2242 (talk) 03:01, 28 March 2016 (UTC)

FO4 mod tables

I believe that we need to standardize the mod tables. Any Ideas for what the standard should be for this game? Also should I begin creating the pages for the mods themselves, or should I wait?--Ant2242 (talk) 15:00, 11 April 2016 (UTC)


"an automatic pistol isn't automatically an SMG" - That's correct, but I knew that, which is why I said "could be applied" rather than "applies to." As in, some of the machine pistols, but not necessarily all of them. I was trying to avoid being specific about it. I changed it to just say "many weapons in the game." --Trifler500 (talk) 21:39, 21 April 2016 (UTC)

{{Dot}} v. {{dot}}

All pages default to capital so I know that it's the actual template name, but every time I've seen it used on the wiki until now it has always been in lowercase; I was just trying to make that page consistent with the formatting I saw elsewhere. On the Dot template's page it also lists the lowercase variant, {{dot}}, as the example usage. Brantmeierz (talk) 22:15, 10 May 2016 (UTC)

Far Harbor perks

You make good points; my thought process was since Lone Wanderer (perk) is already an article, the appropriate course of action would be to disambiguate it from that article with the "(Far Harbor perk)" suffix. I'll admit that I was rushing to create the other perk pages, because I wanted to clean up the messes that Tag's automated editing made, so I stuck with that same suffix. What suffix do you think is more appropriate?

Also, now that I think about it, it's possible that these aren't actually new perk, but new ranks are being added with the add-on. We just won't know until next week, I suppose. --Kastera (talk) 01:47, 11 May 2016 (UTC)

Far Harbor is set for release on May 19, so eight days from now. What I propose is simply keeping track of the perks in Category:Far Harbor perks page; then when the add-on is released, we can go through and look at all the perks already in the game (Action Boy, Lone Wanderer, Night Person, etc.) to see if additional ranks are added. If so, those pages I made yesterday can be deleted and we can note the addition of the rank (s) as usual. --Kastera (talk) 16:18, 11 May 2016 (UTC)

Dot v. dot Part 2

Similarly to the dot template situation, the majority of pages I've seen use the spelled-out version of the page's name rather than {{Pagename nd}}. Most of the pages I've seen it included are pages without content added besides the default placeholder page template. It makes sense to include it in the base page template for that reason (so if content hasn't been added some of it can auto-fill), but once data has been added to a page it makes more sense to write it out because it gives you more flexibility with the name and predictability as to what it will be. Especially in cases likes names of NPC it's better to have the spelled-out name vs. the template because you can write out the character's name with things such as titles/first name/last name which will be retained regardless of which combination of those is actually used as the page's name or if the page is redirected. Brantmeierz (talk) 19:18, 11 May 2016 (UTC)

Re: Creatures and/+ Robots

I changed it because it is more aesthetically pleasing to me personally, but as an encyclopaedia, I also feel that we must use words whenever possible before resorting to symbols, such as the '+' symbol. Additionally, The Vault "uses all of the same writing conventions found in the Wikipedia:Manual of Style." Given the manual's stance on using an ampersand (&) instead of the word "and," I believe that using the '+' symbol would falls the same category.

Still, I'll admit that I should have brought this up to you before I changed it. Did you have a reason for changing it to '+' instead of 'and'? --Kastera (talk) 17:54, 14 May 2016 (UTC)

Welcome back

Not checking your emails since May? Daaaang, man, you must have a backlog of 4,000 edits to check out to make sure they're up to snuff. Good luck! ;) But I joke, it's good to see your name back in the recent changes, CCC. With a community this small, it's always good to see a anyone pop up again, especially with an eye for detail. Anyway, see you around. --Kastera (talk) 16:47, 8 December 2016 (UTC)

Welcome back. There were never any hard feelings - the real world comes first. <3 GarouxBloodline 16:55, 8 December 2016 (UTC)

Welcome Back Bro!--Ant2242 (talk) 17:40, 8 December 2016 (UTC)

The "community this small" surely makes a lot of edits every day; wasn't 4,000, but near that.
Thanks for your welcome, gives me some soft feelings. :o) (To be honest – yes, a little I was afraid I'd have lost my admin status and would find something on my talk page; but – as said – sometimes I take things too serious.)
So… *blinkingwithmyeyefordetail* anybody knows how to change the ~ 120×200 box around the 120×120 logo in the upper left corner, lifting up its lower border, so that the first two links in the navbar, "Random page" and "Recent changes", will work again? -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 18:58, 8 December 2016 (UTC)
Oh, the PRO is fake for the moment, but didn't want to change my sig now…
Yeah, we're aware that the random page and recent change; we told Tagaziel about it a while ago and I think it coincided with a change to the .css? I'll check around the Gamepedia slack to see if anyone knows what's up. --Kastera (talk) 19:16, 8 December 2016 (UTC)


Would you consider the "Tankbot" a sub-type of Sentrybot?--Ant2242 (talk) 00:28, 27 December 2016 (UTC)

Hard to judge – as I have never encountered one, yet. All information I've found is that their IDs seem all to have "EncMechSentry" in them, so apparently yes. -- UserCCCSig.png -- You like to talk to me? -- cCContributions -- 10:57, 27 December 2016 (UTC)


I think I fixed it. I just had to reupload it. Shadowrunner(stuff) 16:23, 1 January 2017 (UTC)

Names in infoboxes

I added it back because I thought that we keep the GECK name for the item in question. This way it would remain the same – in this case capitalized – even if the page name gets wikified. As for it not being on the item infobox template, I don't know why it isn't there. It works correctly.--Ant2242 (talk) 18:21, 3 January 2017 (UTC)

Well, it is the GECK name; and it's only the infobox... also shouldn't it have been already moved to "The test"?--Ant2242 (talk) 18:52, 3 January 2017 (UTC)

I moved it just to be sure. As for context, its part of an encounter. I don't quite know how or what the difference is between "random" and "special" encounters are anymore. It is located just north of the little lake north of Dry Rock Gulch on the corpse – Savage Deathclaw – of a generic Pack raider.--Ant2242 (talk) 19:16, 3 January 2017 (UTC)

Deathclaw undo

Why did you undo the edit? It contains Mama Murphy's full quote and the cleanup box according to the article layout guideline.--Ant2242 (talk) 16:29, 4 January 2017 (UTC)

Cool. Why remove the tooltiped line notes. It's straight from the dialogue file, and a part of the standard format.--Ant2242 (talk) 17:37, 4 January 2017 (UTC)

Sounds good to me; however I must note the vast majority of the dialogue files that contain these notes are from FNV. Robert House is a good example, another would be Jaime Palabras. FO3 and 4 have them, but not in the same style, nor as often.--Ant2242 (talk) 18:51, 4 January 2017 (UTC)


The PIP in PIP-Boy is an acronym Personal Information Processor. The redirect was an accident.--Ant2242 (talk) 10:37, 6 January 2017 (UTC)

I assume it's because its usually incorrectly referred to as "Pip-Boy" in game. Not sure why we don't correct it for the wiki, or even if we should do so. :also confused:--Ant2242 (talk) 11:18, 6 January 2017 (UTC)

FNV cultural ref

It is a crowbar, I was going to write a section on how Caesar is comparable to Mr. Kurtz via Josh Sawyer tumbler but I had to leave to do something. Then again I could have misread the post. What do you think?; --Ant2242 (talk) 12:05, 11 January 2017 (UTC)


Two fold, 1) I believe it goes to wikia, the Google searches keep bringing me there and 2) I cannot find it on the page.--Ant2242 (talk) 15:12, 16 January 2017 (UTC)

Thank you! I completely missed that. Sorry, No idea. There is certainly more than enough to do in English before we get to worry about the translations.--Ant2242 (talk) 16:41, 16 January 2017 (UTC)


It's how I've been keeping track of references that are out of format but actually reference what they are about. Those two on the BoS page need their prompts; and yes I have spent hours looking for them and came up with nothing.--Ant2242 (talk) 13:15, 24 January 2017 (UTC)

1) What needs to be done; those two only need their prompts. I have not been able to find them despite hours of searching.

2) What do you mean by tag template?

--Ant2242 (talk) 13:51, 24 January 2017 (UTC)

The prompt is the question or statement that the player activates when conversing with the NPC. See; "The_Vault:Referencing_guidelines#Dialogue"

The Cleanup template doesn't fit as the page is a completely immaculate masterpiece! And again I don't doubt the validity of the reference, it is only slightly out of format. Something that would have been cleaned up long ago if I could've found the dammed prompts.

--Ant2242 (talk) 14:03, 24 January 2017 (UTC)

Exactly, 1111 and 1114 are the same sentence used for difference two different tell-me-abouts. As for 226 the problem is that it is a different line that doesn't seem to have a prompt. What if it is an older cut line? Thank you, I've replaced it.--Ant2242 (talk) 19:41, 24 January 2017 (UTC)

I know it's a bit speculative that it's an older cut line. However, and I cannot stress this enough; what else could it be? It's a vestigial line in a single file that's been replaced twice.--Ant2242 (talk) 20:53, 25 January 2017 (UTC)

Patrol X new pages

No, sorry. I'm more concerned with the total lack of progress with the lore. Not only is there a lack of dialogue files (and we can argue that the files we have need a review for missing lines and such plus an update to the new format), there has been virtually no progress on the generics pages (creature/characters). Also I have had a bit of writers block despite staring at pages to work on.--Ant2242 (talk) 00:54, 3 February 2017 (UTC)

Synth sanctuary

First; no problem. Second; Sorry, it's the second one. My failings at English grammar is showing again.--Ant2242 (talk) 12:07, 10 February 2017 (UTC)

Third; How should we add that they kept the mock bus stop a secret from the police to the page somewhere?--Ant2242 (talk) 12:10, 10 February 2017 (UTC)

Sandy_Coves_Convalescent_Home_terminals#Security_Alerts--Ant2242 (talk) 13:00, 10 February 2017 (UTC)

Random, random encounter question...

Have you encountered the feral remains of the Sole Survivor's neighbors? If so do you consider it same the random encounter titled "Feral Ghoul Pack" in the guide?--Ant2242 (talk) 14:04, 12 February 2017 (UTC)

It's a repeatable random encounter, IIRC I encountered them at the random encounter point south of/or at Fairline Hills Estates. They are ferals who are GECK named those names. However they are "also" "Neighbor"s seen both at pre-War Sanctuary and Vault 111. (I created these character pages from the Fo4 internet site I found with some base game tech info.) I ask because I cannot GECK the random encounters to both review the very vague guide notation, nor write the Fallout 4 random encounters page. Which... being kind, is Lacking.--Ant2242 (talk) 18:24, 18 February 2017 (UTC)

What's the "CK"?

Yeah, I crowbared the info that we have (Fallout_4_characters#Raw_list) on the site into their respective generic pages. Generics what you gonna do...

I believe that the game takes GECK id "enc" ferals and attaches the names onto them. Something similar to those "mined" encounter Mole rats. Also I don't say they look familiar, they are ferals. The encounter I'm referring to is in the encounter page, under "Fluid."

--Ant2242 (talk) 19:20, 18 February 2017 (UTC)

Of course *facepalm*
No, I think that the game adds the names for the encounter.
The encounter names the ferals, the guide mentions a feral ghoul pack as a fluid encounter. =/=? Here's the encounter on YouTube
--Ant2242 (talk) 20:18, 18 February 2017 (UTC)

Thank You!!! I used our Infobox template to create a very rough draft of the encounter Creation Kit materiel. What do you think of it so far?

Feral Ghoul Pack
Characters and creatures
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
All 7 use actor ID LvlFeralGhoulNoLegendary, which isn't used by anything else. It's based without modifications on the leveled character ID LCharFeralGhoul, which calls encFeralGhoul01 – 08.

Feral Ghoul Feral Ghoul Roamer Feral Ghoul Stalker Feral Ghoul Reaver Withered Feral Ghoul Gangrenous Feral Ghoul Rotting Feral Ghoul

Charred Feral Ghoul
Random encounter
Quest ID: REAssaultKMK_MQ101Quest name: MQ101 post quest - feral ghoul neighbors

--Ant2242 (talk) 23:14, 21 February 2017 (UTC)

Yes. There are many references and quotations that cannot be verified simply because the source no longer exists. I've been adding them all to a list so that we can keep track of them. If you can find any not here – or more appear in the future – please see if there is a saved copy.--Ant2242 (talk) 18:44, 30 October 2017 (UTC)

One can hope not, but at least we tried. As you can see there are a number of very prominent quotations and references that just cannot be verified. Which is what prompted me to start this.--Ant2242 (talk) 19:01, 30 October 2017 (UTC)

Category page changes

I wanted to ask what exactly your changes do, since I see no difference aside from the source text. Wouldn't it be better to rename each of the categories to have "Fallout 1" instead of "Fallout"? Vader0629 (talk) 19:25, 1 November 2017 (UTC)

Ah, I understand now. Thank you for explaining that! Vader0629 (talk) 23:21, 1 November 2017 (UTC)

Overview template

I've been working on a new overview for the containers pages for some time now. Can I please have your opinion on them. There are two formats that I believe should be merged. However I also believe that we need to separate them by game engine rather than game.--Ant2242 (talk) 00:25, 27 February 2018 (UTC)

Wow. You have a much better grasp of what's needed that I do! :) Do you think that we should go with something similar to the current FO4 containers page and do exactly what you've done with the Mailbox, dropbox, and high-tech gun case for the individual game containers?--Ant2242 (talk) 03:59, 28 February 2018 (UTC)

Background image

Oh, wow.

I've had this image for years - it's not Fallout-related, but it is involved in a post-apocalyptic setting for a novel that I was interested in. I'll re-discover the artist and get back with you on that. GarouxBloodline 05:59, 5 July 2018 (UTC)

Re: Wondering about wandering …

Hey! I think they meant that the plan itself "wanders" around Appalachia (with Grahm). The wording is a bit confusing, so I agree with your suggestion to omit the word entirely. Vader0629 (talk) 05:03, 8 January 2019 (UTC)

Re: X-01 power armor crafting

Thanks for the clarification on editing the templates; not very intuitive. I put level 50 crafting values for each component. There is a slight disparity because the right arm uses one less screw than the left arm, probably a Bethesda typo. I noted that the values are for level 50, level 40 are slightly less. It would be good to have a totals column but that would require creating a template which is over my head. If you or someone else wants to add it the data is: Aluminum 90, Black Titanium 20, Circuitry 14, Copper 75, Gear 45, Glass 17, Nuclear Material 10, Oil 56, Rubber 40, Screw 89, Silver 28, Spring 110, Steel 104. I would recommend using ? or 0 for a placeholder when the number is unknown. Using actual numbers, like the 50's in these templates and the 50-somthings in the modding templates is confusing. —Preceding unsigned comment was added by Lakewalker42 (talkcontribs) 17:24, January 8, 2019. Please sign your posts with ~~~~!

Number on Fallout 76 pages

Hi, The gamepedia Fallout 76 pages use numbers like 50 or 54 when the editor has no idea what the value really is, apparently just as a "stand-in" value when creating the template. I looked at a set of power armor that I needed to craft so I could be ready when I got the plans. The gamepedia site said each of the 6 pieces required 50 screws. 300 screws would require a week of searching while avoiding fighting since that requires screws for weapon repair. I was very discouraged. When I actually got the plans, I saw that I only needed 13 per piece, 78 total. If the original editor had used "?" or "0" as a placeholder, I would have understood that they were waiting for someone to add a value. I alphabetized the lists. In some places, like crafting, the Fallout 76 list is alphabetical, in other places, like repairing, it is not. In crafting & repairing they list the name simply, in inventory they append an adjective; "screws" become "bulk screws" & "loose screws" and are listed alphabetically in "B" & "L". Lakewalker42 (talk) 18:00, 9 January 2019 (UTC)

Moved to and continued on User talk:Lakewalker42
-- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 07:30, 10 January 2019 (UTC)

CC content

Sure, it doesn't harm us any. Tagaziel (talk) 12:55, 12 January 2019 (UTC)

New Appalachian Central Trainyard revisions

Thank you for the help. Didn't know how to redirect to the specific parts.--Sablemalamute (talk) 17:35, 13 January 2019 (UTC)

You're welcome! :) -- UserCCCSig.png -- You talkin' to me? -- cCContributions -- 17:57, 13 January 2019 (UTC)