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#fallout lore
nukadaddy · 2 days
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conkreetmonkey · 2 days
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[FALLOUT (SHOW) SPOILERS]
thoughts on a certain fleshy pink monster under the cut
So the show is canon, right? Todd Howard said so, apparently, and yeah, to my moderately trained eye the show js remarkably accurate. The ghoul vials are a new thing, but they're wholly NEW, so I think they work out fine, especially since they're in California well over 100 years after the time of the last game that took place there. It's totally believable to me that the medication was invented after FO1 and remains a regional thing. I think a drug that can prevent a ghoul from going feral but is very expensive and only avaliable and known in a certain area is a neat concept that fits right in with the worldbuilding (if only Oswald The Outrageous could know about this...).
However, I'm here to talk about the one lore aspect of the show I find somewhat problematic: the gulper. In their debut in Far Harbor and in 76 after that, gulpers were simply mutated salamanders that had evolved to be massive bipedal apex predators, filling an ecological niche on the island of Far Harbor left open by the lack of deathclaws and serving as competition to them in the swampy areas of 76's Appalachia. Cool beans, cool monster, all's good.
Then in the show there's a "gulper" that's the result of human genetic experimentation. Is this an inconsistency?
There are a few ways I can interpret this:
- Californian gulpers are a different species from East Coast gulpers, and are called by the same name due to their similarities.
- The "rad-resistant species" Vault 4 was crossbreeding humans with were gulpers (scrap of evidence: the pregnant woman in the video Lucy finds seemingly birthing tadpoles, which are the larval form of salamanders. Also the "slow digestion" that leads to a stomach full of random objects and animal parts, like how the gulpers are always full of random items in the games)
- Human originating gulpers and "natural" gulpers live side by side in Cali and are regarded as one species
- This is a retcon, and all gulpers are now the result of human experimentation (don't believe this one tbh)
Thoughts?
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iambuzz · 2 days
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Robert house was born in 2020.
Bro is watching Skibidi toilet on his mommy’s iPad rn 😭
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stoat-party · 7 months
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How Much Territory Are the Fallout Player Characters Actually Micromanaging: An Analysis
I did some amateur research to figure out which of the Fallout protagonists (specifically 3, NV, and 4) have a reasonable area of land to constantly traverse. I used Apple Maps to find the straightest possible walking path from a point on either end of the game map, then multiplied the north-south and east-west figures to get an approximate square mileage. Since none of the walking paths were completely straight, these numbers will all be a little higher than actual. BUT the game maps also don’t completely correlate to the real-life locations, so consider these numbers to be estimates.
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The Commonwealth: Around 600 square miles. This is honestly pretty manageable, especially if you’re teleporting or helicoptering all over the place. It would be exhausting, but you could theoretically get across the map in a day with time to spare for questing.
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The Capital Wasteland: Around 800 square miles. Fairfax is the halfway point; very few locations on the western half of the map actually correspond to anything in real life. The exception is the cavern Little Lamplight is based on, which would make the game map 100 miles long. The map definitely doesn’t extend that far into Virginia.
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New Vegas: Kind of hard to calculate at this scale, but we’re looking at a little under 3000 square miles! Through. the Mojave. Desert. The Courier is really going to have to commit to a course of action before traveling, because they won’t be coming back for about a week.
If you’re a fanfic writer, remember that you don’t owe realism to anyone. BUT, if realism is something you care about for your writing, keep these distances in mind!
(Sequel: distance from game maps to DLCs)
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cowboybabeop · 10 days
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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prismolovessideblogs · 9 months
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gemtopia · 14 days
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I’m ecstatic
Holy fucking shit! It’s New Vegas! You can’t tell me otherwise! That’s FUCKING NEW VEGAS!
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not-a-newt · 4 months
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In honor of my child killer post making an unexpected and dramatic revival, here's another cut perk from Fallout 2. It still technically exists in the game files and when applied it 1) does nothing and 2) is lost once you have sex with any npc.
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maliciousindungeon · 4 months
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how does autism affect me? how do i experience life as an autistic person? well, you see, the fallout fandom wiki has a big problem with taking the fallout bible as gospel rather than simply referencing the text of the games.
for example, in fallout 2 there is a character named knight jacob who is only spoken of and never an in game npc. the guy who founded broken hills with marcus and who jacobstown is named after.
the fallout fandom wiki and the fallout bible insist that after establishing broken hills, Jacob leaves to travel on his own; this is not true.
specifically in the dialog of fallout 2 marcus says "while jacob was alive" while referring to him. there is no in game evidence that says jacob ever left broken hills, but there IS evidence that says he died there. the first paragraph in the section of dialog below is where i think chris avellone got confused and the last paragraph clears up the confusion.
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i believe chris misinterpreted the "most just run away" part as jacob running, rather then a general statement about how most people dont have courage or commitment like jacob or the vault dweller did.
this misinterpretion of in game text has been bothering me since the second i noticed it. chris avellone, fallout 2 level designer, why did you do this to me? i realize its a minor detail, but its just not true. here is the only piece of dialog from marcus in new vegas referencing jacob:
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this once again talks about his death rather than a departure. he didnt leave, he was with marcus until he died. chris avellone does NOT understand a warriors bond.
sidebar real quick: i think its gay as hell for two men to wrestle for TWO DAYS straight and then build a community together. maybe chris avellone is homophobic and thats why he lied in his little lore book about jacob leaving forever.
this is how my autism affects me.
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nukadaddy · 3 days
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happy earth day from sanctuary hills 🦂☣️🧬
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conkreetmonkey · 2 months
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Curie from Fallout 4 is transfem. Please bear with me.
In the lab where she is found, according to the terminal of the Vault Tec scientist who created her, she was built out of a repurposed Mr. Handy his team already had. She was not a Ms. Nanny out of the box, she was a Mr. Handy who was given a female voice and presumably painted white. True, there is no real mechanical difference between the Mr. Handy and Ms. Nanny, but regardless, she used to be a Mr. Handy. This reasoning may seem flimsy, as she probably wasn't sentient at the time her robo-gender was changed and almost certainly didn't choose to make the change, but this is only half of my case.
Consider her entire character arc, about wanting to become human and eventually managing to upload her conciousness into the body of a synth. An imperfect yet more than sufficient solution, this new body allows Curie to easily pass as human, experience human senses, and for all intents and purposes be a biological being, just a synthetically created one, missing a few features such as reproduction but still far more physically human than machine. She is happy with this compromise, and presumably lives out the rest of her days happily as a human woman.
Like what else is there to say, that's a transition. That's just about as tight an allegory for a gender transition that I can imagine a robot undergoing without them explicitly being transgender. The factory built her as a male model of robot, and she would go on to gain sentience, discover herself, decide she didn't want to inhabit that body anymore, and become a woman.
Curie from Fallout 4 is trans. Thank you for coming to my Ted Talk.
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lordjimp · 7 months
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so, about the last names in fallout…
I’ve noticed in fallout theres a lot of characters that go by their last names or titles alone. it kinda makes sense, in the wasteland theres just more title oriented jobs that people tend to pick up. more military and secular organisations with titles and formalities surrounding names. but theres also lots of characters without an active or previous title that just go by their last name anyway. it seems to be apart of the culture. (or maybe its an American thing or something thats inspired from the same things that inspired fallout).
But I think about it sometimes, and I just think how weird it is. personally, unless their last name was a derivative- it just feels weird to call people anything else but their first name. And I internally cringe, because if I was plopped into the world of fallout with no prior knowledge and if for example Hancock was like “welcome to good neighbour, I’m mayor john Hancock”, from that point forward I would only call him john. I don’t think it wouldn’t matter how much i’d hear people call him ‘johnny’, ‘Hancock’ or ‘Mayor Hancock’. it feels superficial and strange to me to call someone by their last name unless they ask you to- and I cant help but feel like some other people might agree?
cringing cause I would totally call Boone- Craig. and he would tell me to stop.
has anyone else thought about this? where is this from? is it actually a very American thing?
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actualsunflower · 1 year
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Synth Crow:
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Regular Crow:
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The crows in game look like this:
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and if you zoom in on their eyes, BEHIND the grey their eyes are red. So, despite both existing in the game's files. All crows are synth crows
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All of them are like this, I checked :)
Not EVERY crow location has a monitor in the Institute, but that doesn't mean they aren't all synths still, just that they're not being broadcasted there at the time.
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corbasm2 · 5 months
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i'm bored. Fight me about Fallout lore. post your hot takes or whatever.
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the-last-command · 9 days
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Just downloaded The Fallout Bible. It's always been a helpful tool in sorting through Classic Fallout.
Here's a link, please download it. It's a helpful tool for researching Fallout's canon.
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hustlemeanokay · 7 days
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The absolute freaking out that the fallout fandom is doing over the LoRe not being accurate or being adjusted or being trampled on or whatever by the show is hilarious.
Like... it's Bethesda. What did you expect? Continuity isn't exactly their strong suit. Or... have you not been paying attention?
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