Not Great Vibes Sunday
Jul. 28th, 2024 11:52 pmYeah, unfortunately it wasn't the best Sunday over here -- the general mood of the house seemed to be off a little bit. I attribute this to it looking like it was going to rain half the day, but never actually RAINING, which annoyed my parents as they wanted to work on their moon gate in the back yard; my parents having trouble finding the last bits of stone they need to actually COMPLETE said moon gate; and -- well, on a personal level, watching Ghostbusters: Frozen Empire with lunch and dinner and not being that impressed. Like, it's an OKAY movie, and I rather liked the opening sequence and a few other scenes here and there, but -- it just didn't hit for me. I'm not a fan of the new generation of characters; I felt like they crammed too many characters in there and then didn't give any of them enough to do (James Acaster's character Lars was a notable casualty of this -- please let James be funny, movie); and the plot just didn't seem to gel very well. Plus the movies are a little too -- feelsy? Like, the comedy has taken a backseat to the action and the drama, and that's not what Ghostbusters is about to me. *shakehead* I dunno. It just wasn't for me.
Despite the bad vibes, though, I did get plenty done --
Tumblr: Didn’t get QUITE as much done over here as I’d hoped, but I still got plenty accomplished –
Victor Luvs Alice – Spent the time before lunch getting my pair of “here are the latest updates to the Chill Valicer Save farmhouse” posts drafted out – which mostly involved wrestling the main text into submission, as I had to combine two DW posts worth of updates into one for the “kitchen and séance room” post (the “barn basement” post was a little easier since that was all covered in just the one update on 7/5/2024). Still gotta get the tags and image alt text sorted – have to do that tomorrow, I think. Meh.
Valice Multiverse – Had one ask to drop into the queue this evening, talking about how if you really respect women’s rights, you’ll stop stepping on ants (since they’re mostly female) – Victor promised that he never steps on them deliberately, while Alice said she only ever attacks ants in self-defense, name-checking the Army Ants of AMA...then considering whether or not Centipede was actually female too and just had a male-sounding voice. XD I mean, weirder things have happened! Quite often, in fact. :p
Fallout 4: Today’s adventure in the Commonwealth mostly involved inventory and settlement management (as I hinted at last time I played), but there was some traveling, shooting, and progression toward quest goals as well –
A) Started where I left off last time in Sunshine Tidings, ready to start handing out all the Legendary weapons I didn’t need and organizing my junk to keep only the stuff I did! I thusly took all of the crap Ada was carrying off her Assaultron claw and laser arm; returned to her the Legendary armor and the gun and robot mods (I need the latter to build Jezebel an acceptable body, after all, and the gun mods weren’t really useful here); stored all the rest of the junk in the workbench; made a bit of cutting fluid to use up the bone in the workshop (because who wants a skull peeping out at them from their junk pile?); then started passing out weapons! The local barber got the Salvaged Assaultron’s Head (because it kind of amused me to give her that); the two guards got the Hitman’s Combat Rifle and the Resolute Overcharged Laser Sniper Rifle (since they need some of the best guns to help protect the place); a passing rando got the Junkie’s 10mm pistol (since it was still better than his pipe weapon); and the ghoul helping tend the little farm in the center of town got the Lucky Double-Barreled Shotgun (because I thought it would be nice to give her). I would say this town is now very well protected. XD
B) However – it could always be better protected! Especially since Sunshine is not very far from the Federal Ration Site, which is currently controlled by raiders. So I decided, since I had the resources, I should probably build them some artillery facing that general direction and started working on that –
But then, while I was getting ready to place it and looking at what components it would use up, I suddenly remembered, “Oh shit – I put ALL my junk in the workshop. That means my port-a-potty’s in there!” Annoyed with myself, I thus found my way into the CWSS menu and – after determining that the game did not think I had one already built to place down – built a new one for myself to carry around.
And then I remembered, “wait a minute. The game considers these ‘junk’ for some reason. The original is probably waiting for me in the ‘junk’ section of the workshop.” Cue me checking THERE for the port-a-potty I accidentally stored –
Aaand finding it in one piece. Meaning suddenly I had two port-a-potties in my inventory. *sigh* I ended up dropping one and using the workshop menu to move it into the corner beside the actual workbench, so it would be out of the way and unlikely to be knocked over by settlers, as a “just I case I need it” emergency potty. *grumbles* I guess it’s not a bad idea to have a spare or two floating around my settlements – I’ve left the port-a-potty behind at various locations by accident before, after all – but still. Wish I’d checked the “junk” section before making a new one!
C) With THAT little bit of nonsense over with, I got back to working on the settlement – mainly, putting up a handful of pictures around the place to make some of the buildings look a bit nicer (though there were some clipping issues with how they placed on certain walls); putting up a basketball hoop around the back of the central building over some rocks (it’s just a decoration, but I like the implication that it gives the settlers something new to do with their leisure time); and yes, building the artillery cannon and assigning a dude to it. So now that Federal Ration Site is well and truly fucked when Victor decides to go clear it out. XD Once that was all sorted, I then had Victor return to the main building, drop his portable workbench, and check out what he needed for the Tesla Rifle to give it some better sights and the charging shotgun barrel. He ended up being able to dig out all the stuff he needed for the reflex sight out of the workbench (turning it into the TACTICAL Tesla Rifle, nice), but proved to be short on fiber optics and fiberglass for the actual gun barrel. Shame, but not unexpected. I shrugged, got some extra useful junk out of the workbench (mostly adhesive, because you ALWAYS need adhesive), packed up the workbench, gave Ada all the spare Legendary guns (plus some mines) so Victor wouldn’t be over carry capacity –
D) And set off into the wider world! Right in the middle of an in-game thunderstorm! XD But Victor had places to be, and one of those places was Abernathy Farm (which needed a visit because it had been attacked in the past – the game won’t register that anything has been “fixed” at a settlement until the General shows up to personally inspect it all, I’m afraid). I thus had him proceed down to the edge of the pond near Sunshine (not Walden, a different one) and skirt the edge, gathering some bloodleaf and some hubflower before making his way over to a nearby bridge. He climbed up and prepared to cross it –
Only to find some semi-familiar faces hanging out midway through, on the barricade set up in front of an old rusted truck – trader Stash and her guards Lexa and Simon! I climbed up onto the barricade and attempted to say hi – but while Lexa would talk to Victor (warning him not to try any funny business), Stash wouldn’t. She’d say “yes?” and “hmm?” like she was TRYING to start a conversation, but it never went any farther than that – the most I got was Lexa interrupting to tell Victor to keep his hands where she could see them, forcing Victor to reassure her that he wasn’t a threat. I quickly gave up on trying to get Stash to talk and just headed across the bridge, hopping the railing as I reached a nearby hill and starting up the slope toward Abernathy –
E) Only to hear some unseen synths talking about how they could hear Victor wandering around. Moments later, poor Victor was under blue laser fire as I tried to figure out where the hell the synths actually were. Fortunately, after I scrambled around for a moment and used my Pip-Boy to swap over to my beloved Two-Shot, I finally spotted them coming up behind me over the top of the hill and took ‘em out without issue. Because the Two-Shot is awesome. :) I then had Victor take out a mongrel growling nearby, loot all the bodies (including taking the Institute pistols to scrap later) and proceed up the hill to catch up with Ada, finding another dead synth along the way (she must have gotten that one) –
And a scavenger camp, full of dead scavengers. *wince* Poor Victor is finding all the dead people camps lately! Sorry guys – if he had gotten there a bit earlier, he would have tried to help save you, I promise! As it was, I just had him loot the bodies for anything useful (hey, they don’t need it), then proceeded onward, down the other side of the hill to the road (where he shot a wandering radrabbit that kept running toward him), then up the side of the next hill past a little shack (with a few items in it that Victor left alone because it looked like someone was living there – can’t be rude) –
F) To Abernathy! Which, true to form, immediately was like “oh, yeah, everything’s fixed, happiness is going up again” when Victor went into workshop mode to check if anything was damaged. *shakehead* I decided I might as well see if Blake needed a new gun or something and had Victor head around the back of the house to meet him in the melon patch –
When suddenly, the nearby turrets all started firing, and Blake went “oh no.” A few minutes later, I was able to use VATS to see the problem – a patrol of Rust Devils, including two Protectrons, coming in to raid the farm! Fortunately the Abernathy family, Ada, and Victor were all on the case, with Victor in particular wiping quite a few Rust Devils from existence with the Two-Shot. :D The attack was thus successfully repelled, and the Abernathys started heading back to their duties while Victor went to loot the bodies –
Juuust in time for the waning thunderstorm to become a radstorm. *grumbles* I just cleared all of Victor’s rads too! I had Victor pop some Rad-X, then – after confirming that the rads weren’t from any nearby barrels or anything like that – had him quickly loot the corpses before running back to the Abernathy house to sit in one of their chairs and wait an hour for the storm to pass. Because, honestly, that’s the best way to deal with these things.
G) One in-game hour later, the radstorm was over, and Victor was free to do things again. I had him hop up and check Blake and Connie’s personal inventories (I say “personal” because Connie’s actually a trader, so she has a shop inventory too) – Blake ended up having a decent double-barreled shotgun on him, but Connie – assigned as a guard – was running around with a red baseball bat. *shakehead* I promptly had Victor head to Ada and get the Relentless Hardened Sniper Rifle for her. I think that’ll work better for your purposes, Connie! With that sorted, Victor grabbed a few tatos, then checked the workshop for the junk he needed – bit of fiberglass in some Abraxo cleaner, but nothing else. I had him grab that, and some spare adhesive and screws (ALWAYS need that) –
H) And then had him head off over hill and dale toward the Red Rocket and home! :D Yay, we made it! I promptly had him head to the weapons workbench to scrap his Institute Pistols (one of which had some mods on it that had it yield some fiberglass and one unit of fiber optics, nice), then checked the requirements of the shotgun barrel for the Tesla Rifle again –
And found I was ONE UNIT OF FIBER OPTICS SHY. Sheesh! *shakehead* So close… I had Victor thus run over to Sanctuary to see if they had anything, but there was nothing of use in the workshop there either. Meeeh. Upgrades will have to wait until the next playsession, it appears!
And so my time in the Commonwealth ended with Victor heading to bed in his old house since it was 8 PM and he was tired, and getting a good nine hours of sleep because he deserved it. He woke up to Preston’s Lover’s Embrace around 5 AM (though it was actually MARCY who was cuddled up to him in bed, amusingly :p) on a rainy 3/14/2288 – next time, we’ll see if I can track down the final bit of fiber optics I need (maybe I should speak to Connie in her “trader” mode to see if she has anything?) so I can upgrade the Tesla Rifle finally, and build Jezebel her body so we can advance the Automatron questline! Should be fun. :)
Writing: Another Sunday, another update to the FO4 Playthrough Progression with the events of the game session – which had some small but fairly significant differences from what I actually did in the game this time –
A) The whole “giving settlers new weapons, building the artillery cannon, and sorting through junk” part was handled somewhat more realistically, with Victor just spreading out everything he had in the middle of the settlement and going “have at” to the settlers, who picked their own stuff (the barber in particular grabbed the Assaultron Head not because she intended to use it as a weapon, but as a DECORATION – which, honestly, IS probably the best use for it, given how heavily it irradiates you with each shot, so maybe I should build a display rack for it the next time I’m there and hang it up above her chair), and the settlers finding the blueprints for the artillery cannon among all the junk and getting Victor’s help in starting building it, instead of it just magically building itself. They were still working on it when he left, in the safety of the central building because of the rain – we’ll check in on how they’re doing with it later! (Oh, and of course, Victor never had to build a second port-a-potty because he never accidentally stored the first one in with his junk – he’s smarter than me in this instance!)
B) Alice and Ada helped out a bit more with the synths attacking Victor on the hill, and Alice was the one who first found the dead scavenger camp – Victor, regretful over arriving too late, covered up the bodies with some shrubbery to give them some dignity in death. Which is more than his game self can do for the corpses – though I think there are mods that add a “bury body” mechanic, if you are so inclined. (Me, I’m just busy looting.)
C) Victor checked in on Abernathy Farm simply because it was on the way back to the Red Rocket, not because he knew it had been attacked lately (with Connie and Lucy telling him that they’d had to repair the turrets after a failed raid by some super mutants with boards), and the subsequent attack by the Rust Devils was specifically in response to Victor and company killing Ivey and stealing Jezebel (I’m not sure HOW they found out Victor, Alice, and Ada were responsible, but they did. Maybe they found some evidence back at base?) They were repelled pretty much as easily as they were in the game, though. XD Also, because Victor can’t just skip magically forward in time by waiting in a chair, the hour spent waiting for the radstorm to pass was spent hanging out with the Abernathys in their house and giving Connie her new gun. Probably for the best, as Victor WOULD need to show her how it worked.
D) And when Victor headed up to Sanctuary to try and find those last bits of fiber optics he needed for his gun, he explicitly ran into Preston, who reassured him that traders come by all the time and then took him to bed to do some explicit things. XD (Not that I actually SAID what they did, but – it was implied. XD)
*nods* Nothing major, but I definitely leaned into the fanfic verse being more “realistic” when doing my write-up today. Next time, we’ll see Victor build Jezebel a body and hopefully track down those final bits of fiber optics he needs to upgrade this damn Tesla Rifle already!
YouTube: Even with lunch-and-dinner-time movie-watching, I got in my usual Sunday Two –
A) First up, snuck in before my workout again, was the GrayStillPlays entry of the day – “I made a tornado the size of a hurricane,” aka Gray plays OUTBRK! This is a game where you play as a storm chaser, chasing tornadoes, taking pictures of them for points, and deploying probes to gather valuable data on them so you can earn money to upgrade your person and your car. Or, if you’re Gray (who was not afraid to mess with the files), you play as an absurdly-rich idiot in her hot pink car with all the best scribbly decals (Gray SOMEHOW resisted the allure of the “FREE CANDY” decal XD) and weather-sensing equipment running around on and off road looking for tornadoes to drive directly into. Which proved to be a little more difficult than Gray had anticipated, as the tornadoes both kept spawning in different parts of the map and then running away from him when he tried to drive into them. Though he did manage to smash his car directly through a building, AND get beat up by golf-ball-sized hail! And he did succeed in getting swept up by a twister near the end of the video. At which point he either entered a special sandbox mode and/or messed with the files again so he could spawn his OWN tornadoes in the starting area and make them basically as big as the cell, sweeping his poor rich idiot into the air again and again as she tried to take pictures from inside the funnel. XD Just some good silly storm-chasing fun from our favorite Floridian looney!
B) And then, right after finishing up supper, was the usual Fallout Sunday offering from Jon – “Fallout 4: Sim Settlements 2 - Part 45 - Afraid Of The Dark!” Featuring the continuing adventures of Mayor Bob as he wrapped up the New Liberty Trading Company questline for the time being (unfortunately without any further adventures in The Glowing Sea – I thought we were going on a Fishing Expedition, Bob) and dealt with a sudden turn to horror game shenanigans in a secret sealed-up area under his headquarters! Here’s how those things went –
I. Episode started with Bob spending his two level-ups in the bank he looted the episode previous (maxing Perception and taking the first rank of the “Concentrated Fire” perk to get increased accuracy on every subsequent shot on the same body part in VATS – further ranks also provide a damage boost, which Bob thought would pair well with the Deliverer and its ability to fire ALL the VATS shots), then stepping outside and getting a call from Aiden over at HQ that they needed him back as soon as possible. Bob assured him that he’d be there right away, then caught a vertibird taxi back over to NLTC headquarters to finish that questline (a ride that involved Bob upsetting both a Deathskull Radscorpion and a Legendary Super Mutant, then being forced to hop out in Boston Common and hike to the Common House headquarters on foot because the vertibird literally couldn’t land any closer to his destination). He arrived just in time to see Lydia gloating about how she had been named Chief Trader, effective immediately, thanks to exposing Glatton and finding that store of Nuka-Wine under the bank, and that Glatton was going to have to really turn on the charm for Internal Affairs now that he’d been arrested for breach of contract. She had Allison escort him out to his boat (or, well, the NLTC’s boat, now that all his assets were frozen), and that seemed to be that –
Except that the game gave Bob the option to talk to Glatton before he was escorted out. Which saw Glatton furiously berate Bob for siding with Lydia and declare that she’d gotten everything she ever wanted given to her on a silver platter while he had to work for it properly...and when she tried to take charge of things herself, it led to a rebellion that got her father killed and her disgraced. Apparently the very same rebellion that Allison herself had been part of. Yes, it appears that Glatton’s mentor was Lydia’s father, and Glatton was pretty sure that this whole plot was the result of Lydia being upset that Glatton got the position that she thought should have been rightfully hers because of her Proudmore name after said father died. Bob was initially like, “Oh shit, I never really did trust her – did I just put someone worse on the ‘throne’ of the NLTC here–”
And then Glatton made the mistake of saying that, without him, Lydia would just be someone with more caps than she actually knew what to do with and asked Bob if he was just after her wealth. To which Bob was like “well, now that you’ve mentioned it, I DO have an army to fund…” XD Anyway, Glatton was taken off, and Bob met up with Lydia, who thanked him for his help and said that she’d found him genuinely impressive, and that she was glad her trust in him had paid off – Bob conceded that they were a good team, and received both his payment and The Ron’s payment for their bit in the plan with good grace. Time will tell how things go from here, but Bob intends to keep an eye on the NLTC...not in the least because he still wants to know what’s in their big vault in the basement. (As Jon put it, the Fallout community is full of people who just want to open big doors!)
Oh, and what did The Ron get out of all this? When Bob went to deliver his payment to him, The Ron revealed that what he’d been looking for in the bank were old papers showing who had the majority share of Fenway Park back before the bombs dropped. Turns out that the majority holder of old Fenway was a Spritz – aka one of his ancestors! Meaning, in a very technical sense, The Ron owns Diamond City! He told Bob that he didn’t expect anyone to start giving him the keys to the city or anything, but having the paperwork to prove his bloodline will give him some leverage against the hoity-toity set who put a lot of stock in their ancestry, forcing people to take him and his business more seriously and maybe even giving him access to an upper stands apartment. Bob was happy for him, and even happier that The Ron had nothing negative to say about putting Lydia in charge of the New Liberty Trading Company yet – once he got his payment, it was back to standard business options. Seems like things might be okay there after all!
II. With Capitalism solved for the time being, Bob headed back to the Marina to finally get out of his power armor (and note that he REALLY needed to find a right leg to put on the frame – maybe that’s why we held off on any more Glowing Sea quests here); put all the nice upgrades from his Plasma-Infused Sniper on his new best friend the Explosive Sniper; and then ponder the Two-Shot Combat Shotgun he got last time and wonder if it was really a viable option. Because apparently this thing inspired a lot of debate in last week’s comment section – it seems that figuring out shotgun damage is not an easy calculation in Fallout 4 and that Two-Shot interacts weirdly with it. Meaning the 500+ damage the Two-Shot Combat Shotgun promised with an advanced receiver might be a lie. Plus it was waaaay less accurate than his Mighty Combat Shotgun – though Jon could get around that a little bit by slapping a big old scope on the thing. XD He decided to give it a go, at least, and added to his repertoire –
And then, after a nap, went to go test his new weapons out at the nearby Scrap Palace, since he’d already upset the local super mutant population over there by flying over them anyway. His Explosive Sniper got quite the workout, first taking out a bunch of raiders on the road there, then taking out the various super mutants in the scrapyard while the Brotherhood vertibird that rocked up to help got exploded. And he got a Never-Ending Hunting Rifle out of the Legendary in the place – which he admitted wasn’t the BEST legendary weapon (apparently Never-Ending doesn’t pair particularly well with hunting rifles), but allowed was still better than some of the stuff he got. Bottom line, Bob and Jon have a whole new respect for the Perception-based perk tree in Fallout 4 after all of this. As well they should – probably should think about bumping up Victor’s Perception in my game at some point!
III. Playtime with the new favorite gun over, Bob then made his way to HQ, where – after noting that the front hall was now actually starting to look like a proper front hall with seating and cigarette machines and everything, and getting the facilities team to start working on some exterior defenses for the place – he went to track down Aiden. He found the guy hanging out with Jake near a newly-exposed door in the wall, behind a bunch of recently-broken bricks – Jake and Aiden explained that while Bob was off Fixing Capitalism, they and the other department heads have been working hard trying to make sure HQ was ready for the incoming Gunner invasion. Which led to Mansfield, of all people, crawling through air ducts looking for “structural deficiencies” – and falling down into a sealed-off area none of them knew existed before (it wasn’t even on the blueprints The Ron got for them). Someone eventually heard his cries, and they were able to successfully rescue him – but he reported hearing “strange noises” while he was trapped in there. Jake thought there was some sort of electrical or plumbing problem and sent some engineers in to take a look – but then they went missing. Aiden then sent a security team in to look for them, only for THEM to go missing as well. So now Aiden wanted to personally go looking for everyone in the new spooky area, and wanted Bob to help watch his back. Bob agreed, and they headed inside, Bob getting out his new Two-Shot Combat Shotgun to see how it did –
And cue the mod suddenly turning into a creepy horror game! Started off with a little baby “a dead body getting yanked into a vent” jumpscare and just proceeded to ratchet up the tension from there. The area that Aiden and Bob were exploring proved to be some sort of secret spooky hangar area that got sealed off ages ago, full of dark rooms and locked doors that needed special keycards to open. Bob was suddenly very glad he had the old Minuteman flare gun in case he needed it to light up any areas! At any rate, Aiden and Bob explored the opening area until found the corpse of one of Aiden’s security guards with the keycard they needed, then found their way through the locked door into another dark and spooky area –
With someone named “Muriel” sobbing away somewhere. Bob managed to locate them in what looked to be some sort of kitchen, huddled up near the fridge – they proved to be one of Jake’s engineers, who – after managing to calm themselves down a bit – explained that they and their team were exploring the place when they encountered “it” – a mysterious creature stalking them through the area. They tried to hide in a big empty room, but ended up instead caught in the world’s worst staring contest with the thing...and when the security team arrived looking for them and shined their lights on it, it went absolutely berserk. Muriel got bit, panicked, grabbed the nearest keycard, then ran and sealed the doors behind them before making it to the kitchen. As you might imagine, now that the initial terror had worn off, they were feeling really guilty about trapping the others in there and begged Bob to save them. Bob said he’d do his best, and got Aiden to bring Muriel up to the main level so they could get some proper medical treatment. Muriel handed over their keycard, and Bob went to go open the main control room –
Where he was briefly but significantly attacked by SOMETHING. O.o Something very much invisible. Fortunately it didn’t do much more than rattle him a bit, and he was able to get into the control room for the main hangar area, where he encountered a radio, with one Neil – another one of the engineers – on the other end. Neil was trapped in the main hangar area, hanging out under one of the main lights, and desperate for some help to escape. He warned Bob to keep his voice down and not make any sudden movements (as those attract and agitate the creature), then asked for his help in guiding him over to the door. You see, the creature was apparently afraid of light, meaning that as long as Neil stayed under his light, he was safe – but if it was exposed to TOO MUCH light, then it would go bonkers, like the poor security team found out. So Bob had to find a way to daisy-chain Neil over to the door without ever having more than two lights on at a time, to avoid upsetting the monster. Bob agreed to help (ignoring the option to extort Neil for cash, because that was too far even for HIM) and – after studying a nearby floor plan with all the lights marked on it carefully – proceeded to very carefully guide Neil across the room by getting him from spotlight to spotlight. It wasn’t an easy task – Bob had to dissuade Neil from trying to get supplies from a bag along the path, then encourage him to stay silent and still when the creature ended up RIGHT IN FRONT OF HIM – but he got him to the door, and got him to push the right button to get through. Neil thanked him, and – after checking the room beyond and finding no sign of the creature – Bob went to guide him out –
And, naturally, encountered the monster – a deeply mutated Albino Ghoul with the bulky “charred” body and apparently the Chameleon ability, as it seemed to go invisible a few times during the fight. Bob’s shotgun didn’t really do the job, sadly (mostly because he went into the scope accidentally once and somehow ended up looking at the ceiling? Though I don’t know if that was his fault or if the creature did something), but the Deliverer certainly did, taking the damn thing down so hard it fell through the floor. XD Aiden showed up then, having hurried back as quick as he could – Bob assured him the creature was dead, and went back to check in with Jake. Jake thanked him for saving the two engineers, then hesitantly asked Aiden if he’d found any of his guys –
Cue the camera going weird as Aiden wasn’t actually in the room with them – he was still trying to get there but was having pathing issues. XD He made it there in the end, with a little help from Bob. But yeah, the short of it was the entire security team died down there, and Aiden considered it his fault because, well, he’d trained them as security guards, not military personnel. They hadn’t been properly prepared for a threat like that. Bob told him not to blame himself, but Aiden was like “I’m Head of Security, who else DO we blame?” –
And that’s when Lupe showed up with the news that Theresa (no, I don’t remember who that is) was back and wanted a meeting with all Department Heads and the Chief as soon as possible. And so the episode ended with Bob checking in on the status of his new defenses before he went in to attend the meeting with everyone – next time, we’ll see what Theresa’s found out, and what the next step in the main questline will be! Should be fun – and hopefully involve less Albino Ghouls with invisibility powers.
Workout: Back on the bike, and back with another GrayStillPlays compilation – “When you hit max score in every mobile game,” which I believe is meant to be a compilation of games where things get very ridiculous very fast. Pedaled my way through the Idle Bicep video (a clicker game where you click to make an arm do curls and then pump it up in various ways – Gray messed with the files to get some truly nonsensical numbers before the end) and most of the Hoop World! video (a game where you must dunk the basketball in increasingly ridiculous locations and ways – leaping off buildings, bouncing off trampolines, going through portals – doing as many flips along the way as possible; Gray was a master at both getting the max number of flips and faceplanting painfully just shy of the basket). We’ll see what other strange games made it into this particular compilation tomorrow!
*nods* Not bad. And now it is time for me to hit the hay and prepare for another week at work. Final week before my vacation, in fact -- we will see how it goes! Night all!
Despite the bad vibes, though, I did get plenty done --
Tumblr: Didn’t get QUITE as much done over here as I’d hoped, but I still got plenty accomplished –
Victor Luvs Alice – Spent the time before lunch getting my pair of “here are the latest updates to the Chill Valicer Save farmhouse” posts drafted out – which mostly involved wrestling the main text into submission, as I had to combine two DW posts worth of updates into one for the “kitchen and séance room” post (the “barn basement” post was a little easier since that was all covered in just the one update on 7/5/2024). Still gotta get the tags and image alt text sorted – have to do that tomorrow, I think. Meh.
Valice Multiverse – Had one ask to drop into the queue this evening, talking about how if you really respect women’s rights, you’ll stop stepping on ants (since they’re mostly female) – Victor promised that he never steps on them deliberately, while Alice said she only ever attacks ants in self-defense, name-checking the Army Ants of AMA...then considering whether or not Centipede was actually female too and just had a male-sounding voice. XD I mean, weirder things have happened! Quite often, in fact. :p
Fallout 4: Today’s adventure in the Commonwealth mostly involved inventory and settlement management (as I hinted at last time I played), but there was some traveling, shooting, and progression toward quest goals as well –
A) Started where I left off last time in Sunshine Tidings, ready to start handing out all the Legendary weapons I didn’t need and organizing my junk to keep only the stuff I did! I thusly took all of the crap Ada was carrying off her Assaultron claw and laser arm; returned to her the Legendary armor and the gun and robot mods (I need the latter to build Jezebel an acceptable body, after all, and the gun mods weren’t really useful here); stored all the rest of the junk in the workbench; made a bit of cutting fluid to use up the bone in the workshop (because who wants a skull peeping out at them from their junk pile?); then started passing out weapons! The local barber got the Salvaged Assaultron’s Head (because it kind of amused me to give her that); the two guards got the Hitman’s Combat Rifle and the Resolute Overcharged Laser Sniper Rifle (since they need some of the best guns to help protect the place); a passing rando got the Junkie’s 10mm pistol (since it was still better than his pipe weapon); and the ghoul helping tend the little farm in the center of town got the Lucky Double-Barreled Shotgun (because I thought it would be nice to give her). I would say this town is now very well protected. XD
B) However – it could always be better protected! Especially since Sunshine is not very far from the Federal Ration Site, which is currently controlled by raiders. So I decided, since I had the resources, I should probably build them some artillery facing that general direction and started working on that –
But then, while I was getting ready to place it and looking at what components it would use up, I suddenly remembered, “Oh shit – I put ALL my junk in the workshop. That means my port-a-potty’s in there!” Annoyed with myself, I thus found my way into the CWSS menu and – after determining that the game did not think I had one already built to place down – built a new one for myself to carry around.
And then I remembered, “wait a minute. The game considers these ‘junk’ for some reason. The original is probably waiting for me in the ‘junk’ section of the workshop.” Cue me checking THERE for the port-a-potty I accidentally stored –
Aaand finding it in one piece. Meaning suddenly I had two port-a-potties in my inventory. *sigh* I ended up dropping one and using the workshop menu to move it into the corner beside the actual workbench, so it would be out of the way and unlikely to be knocked over by settlers, as a “just I case I need it” emergency potty. *grumbles* I guess it’s not a bad idea to have a spare or two floating around my settlements – I’ve left the port-a-potty behind at various locations by accident before, after all – but still. Wish I’d checked the “junk” section before making a new one!
C) With THAT little bit of nonsense over with, I got back to working on the settlement – mainly, putting up a handful of pictures around the place to make some of the buildings look a bit nicer (though there were some clipping issues with how they placed on certain walls); putting up a basketball hoop around the back of the central building over some rocks (it’s just a decoration, but I like the implication that it gives the settlers something new to do with their leisure time); and yes, building the artillery cannon and assigning a dude to it. So now that Federal Ration Site is well and truly fucked when Victor decides to go clear it out. XD Once that was all sorted, I then had Victor return to the main building, drop his portable workbench, and check out what he needed for the Tesla Rifle to give it some better sights and the charging shotgun barrel. He ended up being able to dig out all the stuff he needed for the reflex sight out of the workbench (turning it into the TACTICAL Tesla Rifle, nice), but proved to be short on fiber optics and fiberglass for the actual gun barrel. Shame, but not unexpected. I shrugged, got some extra useful junk out of the workbench (mostly adhesive, because you ALWAYS need adhesive), packed up the workbench, gave Ada all the spare Legendary guns (plus some mines) so Victor wouldn’t be over carry capacity –
D) And set off into the wider world! Right in the middle of an in-game thunderstorm! XD But Victor had places to be, and one of those places was Abernathy Farm (which needed a visit because it had been attacked in the past – the game won’t register that anything has been “fixed” at a settlement until the General shows up to personally inspect it all, I’m afraid). I thus had him proceed down to the edge of the pond near Sunshine (not Walden, a different one) and skirt the edge, gathering some bloodleaf and some hubflower before making his way over to a nearby bridge. He climbed up and prepared to cross it –
Only to find some semi-familiar faces hanging out midway through, on the barricade set up in front of an old rusted truck – trader Stash and her guards Lexa and Simon! I climbed up onto the barricade and attempted to say hi – but while Lexa would talk to Victor (warning him not to try any funny business), Stash wouldn’t. She’d say “yes?” and “hmm?” like she was TRYING to start a conversation, but it never went any farther than that – the most I got was Lexa interrupting to tell Victor to keep his hands where she could see them, forcing Victor to reassure her that he wasn’t a threat. I quickly gave up on trying to get Stash to talk and just headed across the bridge, hopping the railing as I reached a nearby hill and starting up the slope toward Abernathy –
E) Only to hear some unseen synths talking about how they could hear Victor wandering around. Moments later, poor Victor was under blue laser fire as I tried to figure out where the hell the synths actually were. Fortunately, after I scrambled around for a moment and used my Pip-Boy to swap over to my beloved Two-Shot, I finally spotted them coming up behind me over the top of the hill and took ‘em out without issue. Because the Two-Shot is awesome. :) I then had Victor take out a mongrel growling nearby, loot all the bodies (including taking the Institute pistols to scrap later) and proceed up the hill to catch up with Ada, finding another dead synth along the way (she must have gotten that one) –
And a scavenger camp, full of dead scavengers. *wince* Poor Victor is finding all the dead people camps lately! Sorry guys – if he had gotten there a bit earlier, he would have tried to help save you, I promise! As it was, I just had him loot the bodies for anything useful (hey, they don’t need it), then proceeded onward, down the other side of the hill to the road (where he shot a wandering radrabbit that kept running toward him), then up the side of the next hill past a little shack (with a few items in it that Victor left alone because it looked like someone was living there – can’t be rude) –
F) To Abernathy! Which, true to form, immediately was like “oh, yeah, everything’s fixed, happiness is going up again” when Victor went into workshop mode to check if anything was damaged. *shakehead* I decided I might as well see if Blake needed a new gun or something and had Victor head around the back of the house to meet him in the melon patch –
When suddenly, the nearby turrets all started firing, and Blake went “oh no.” A few minutes later, I was able to use VATS to see the problem – a patrol of Rust Devils, including two Protectrons, coming in to raid the farm! Fortunately the Abernathy family, Ada, and Victor were all on the case, with Victor in particular wiping quite a few Rust Devils from existence with the Two-Shot. :D The attack was thus successfully repelled, and the Abernathys started heading back to their duties while Victor went to loot the bodies –
Juuust in time for the waning thunderstorm to become a radstorm. *grumbles* I just cleared all of Victor’s rads too! I had Victor pop some Rad-X, then – after confirming that the rads weren’t from any nearby barrels or anything like that – had him quickly loot the corpses before running back to the Abernathy house to sit in one of their chairs and wait an hour for the storm to pass. Because, honestly, that’s the best way to deal with these things.
G) One in-game hour later, the radstorm was over, and Victor was free to do things again. I had him hop up and check Blake and Connie’s personal inventories (I say “personal” because Connie’s actually a trader, so she has a shop inventory too) – Blake ended up having a decent double-barreled shotgun on him, but Connie – assigned as a guard – was running around with a red baseball bat. *shakehead* I promptly had Victor head to Ada and get the Relentless Hardened Sniper Rifle for her. I think that’ll work better for your purposes, Connie! With that sorted, Victor grabbed a few tatos, then checked the workshop for the junk he needed – bit of fiberglass in some Abraxo cleaner, but nothing else. I had him grab that, and some spare adhesive and screws (ALWAYS need that) –
H) And then had him head off over hill and dale toward the Red Rocket and home! :D Yay, we made it! I promptly had him head to the weapons workbench to scrap his Institute Pistols (one of which had some mods on it that had it yield some fiberglass and one unit of fiber optics, nice), then checked the requirements of the shotgun barrel for the Tesla Rifle again –
And found I was ONE UNIT OF FIBER OPTICS SHY. Sheesh! *shakehead* So close… I had Victor thus run over to Sanctuary to see if they had anything, but there was nothing of use in the workshop there either. Meeeh. Upgrades will have to wait until the next playsession, it appears!
And so my time in the Commonwealth ended with Victor heading to bed in his old house since it was 8 PM and he was tired, and getting a good nine hours of sleep because he deserved it. He woke up to Preston’s Lover’s Embrace around 5 AM (though it was actually MARCY who was cuddled up to him in bed, amusingly :p) on a rainy 3/14/2288 – next time, we’ll see if I can track down the final bit of fiber optics I need (maybe I should speak to Connie in her “trader” mode to see if she has anything?) so I can upgrade the Tesla Rifle finally, and build Jezebel her body so we can advance the Automatron questline! Should be fun. :)
Writing: Another Sunday, another update to the FO4 Playthrough Progression with the events of the game session – which had some small but fairly significant differences from what I actually did in the game this time –
A) The whole “giving settlers new weapons, building the artillery cannon, and sorting through junk” part was handled somewhat more realistically, with Victor just spreading out everything he had in the middle of the settlement and going “have at” to the settlers, who picked their own stuff (the barber in particular grabbed the Assaultron Head not because she intended to use it as a weapon, but as a DECORATION – which, honestly, IS probably the best use for it, given how heavily it irradiates you with each shot, so maybe I should build a display rack for it the next time I’m there and hang it up above her chair), and the settlers finding the blueprints for the artillery cannon among all the junk and getting Victor’s help in starting building it, instead of it just magically building itself. They were still working on it when he left, in the safety of the central building because of the rain – we’ll check in on how they’re doing with it later! (Oh, and of course, Victor never had to build a second port-a-potty because he never accidentally stored the first one in with his junk – he’s smarter than me in this instance!)
B) Alice and Ada helped out a bit more with the synths attacking Victor on the hill, and Alice was the one who first found the dead scavenger camp – Victor, regretful over arriving too late, covered up the bodies with some shrubbery to give them some dignity in death. Which is more than his game self can do for the corpses – though I think there are mods that add a “bury body” mechanic, if you are so inclined. (Me, I’m just busy looting.)
C) Victor checked in on Abernathy Farm simply because it was on the way back to the Red Rocket, not because he knew it had been attacked lately (with Connie and Lucy telling him that they’d had to repair the turrets after a failed raid by some super mutants with boards), and the subsequent attack by the Rust Devils was specifically in response to Victor and company killing Ivey and stealing Jezebel (I’m not sure HOW they found out Victor, Alice, and Ada were responsible, but they did. Maybe they found some evidence back at base?) They were repelled pretty much as easily as they were in the game, though. XD Also, because Victor can’t just skip magically forward in time by waiting in a chair, the hour spent waiting for the radstorm to pass was spent hanging out with the Abernathys in their house and giving Connie her new gun. Probably for the best, as Victor WOULD need to show her how it worked.
D) And when Victor headed up to Sanctuary to try and find those last bits of fiber optics he needed for his gun, he explicitly ran into Preston, who reassured him that traders come by all the time and then took him to bed to do some explicit things. XD (Not that I actually SAID what they did, but – it was implied. XD)
*nods* Nothing major, but I definitely leaned into the fanfic verse being more “realistic” when doing my write-up today. Next time, we’ll see Victor build Jezebel a body and hopefully track down those final bits of fiber optics he needs to upgrade this damn Tesla Rifle already!
YouTube: Even with lunch-and-dinner-time movie-watching, I got in my usual Sunday Two –
A) First up, snuck in before my workout again, was the GrayStillPlays entry of the day – “I made a tornado the size of a hurricane,” aka Gray plays OUTBRK! This is a game where you play as a storm chaser, chasing tornadoes, taking pictures of them for points, and deploying probes to gather valuable data on them so you can earn money to upgrade your person and your car. Or, if you’re Gray (who was not afraid to mess with the files), you play as an absurdly-rich idiot in her hot pink car with all the best scribbly decals (Gray SOMEHOW resisted the allure of the “FREE CANDY” decal XD) and weather-sensing equipment running around on and off road looking for tornadoes to drive directly into. Which proved to be a little more difficult than Gray had anticipated, as the tornadoes both kept spawning in different parts of the map and then running away from him when he tried to drive into them. Though he did manage to smash his car directly through a building, AND get beat up by golf-ball-sized hail! And he did succeed in getting swept up by a twister near the end of the video. At which point he either entered a special sandbox mode and/or messed with the files again so he could spawn his OWN tornadoes in the starting area and make them basically as big as the cell, sweeping his poor rich idiot into the air again and again as she tried to take pictures from inside the funnel. XD Just some good silly storm-chasing fun from our favorite Floridian looney!
B) And then, right after finishing up supper, was the usual Fallout Sunday offering from Jon – “Fallout 4: Sim Settlements 2 - Part 45 - Afraid Of The Dark!” Featuring the continuing adventures of Mayor Bob as he wrapped up the New Liberty Trading Company questline for the time being (unfortunately without any further adventures in The Glowing Sea – I thought we were going on a Fishing Expedition, Bob) and dealt with a sudden turn to horror game shenanigans in a secret sealed-up area under his headquarters! Here’s how those things went –
I. Episode started with Bob spending his two level-ups in the bank he looted the episode previous (maxing Perception and taking the first rank of the “Concentrated Fire” perk to get increased accuracy on every subsequent shot on the same body part in VATS – further ranks also provide a damage boost, which Bob thought would pair well with the Deliverer and its ability to fire ALL the VATS shots), then stepping outside and getting a call from Aiden over at HQ that they needed him back as soon as possible. Bob assured him that he’d be there right away, then caught a vertibird taxi back over to NLTC headquarters to finish that questline (a ride that involved Bob upsetting both a Deathskull Radscorpion and a Legendary Super Mutant, then being forced to hop out in Boston Common and hike to the Common House headquarters on foot because the vertibird literally couldn’t land any closer to his destination). He arrived just in time to see Lydia gloating about how she had been named Chief Trader, effective immediately, thanks to exposing Glatton and finding that store of Nuka-Wine under the bank, and that Glatton was going to have to really turn on the charm for Internal Affairs now that he’d been arrested for breach of contract. She had Allison escort him out to his boat (or, well, the NLTC’s boat, now that all his assets were frozen), and that seemed to be that –
Except that the game gave Bob the option to talk to Glatton before he was escorted out. Which saw Glatton furiously berate Bob for siding with Lydia and declare that she’d gotten everything she ever wanted given to her on a silver platter while he had to work for it properly...and when she tried to take charge of things herself, it led to a rebellion that got her father killed and her disgraced. Apparently the very same rebellion that Allison herself had been part of. Yes, it appears that Glatton’s mentor was Lydia’s father, and Glatton was pretty sure that this whole plot was the result of Lydia being upset that Glatton got the position that she thought should have been rightfully hers because of her Proudmore name after said father died. Bob was initially like, “Oh shit, I never really did trust her – did I just put someone worse on the ‘throne’ of the NLTC here–”
And then Glatton made the mistake of saying that, without him, Lydia would just be someone with more caps than she actually knew what to do with and asked Bob if he was just after her wealth. To which Bob was like “well, now that you’ve mentioned it, I DO have an army to fund…” XD Anyway, Glatton was taken off, and Bob met up with Lydia, who thanked him for his help and said that she’d found him genuinely impressive, and that she was glad her trust in him had paid off – Bob conceded that they were a good team, and received both his payment and The Ron’s payment for their bit in the plan with good grace. Time will tell how things go from here, but Bob intends to keep an eye on the NLTC...not in the least because he still wants to know what’s in their big vault in the basement. (As Jon put it, the Fallout community is full of people who just want to open big doors!)
Oh, and what did The Ron get out of all this? When Bob went to deliver his payment to him, The Ron revealed that what he’d been looking for in the bank were old papers showing who had the majority share of Fenway Park back before the bombs dropped. Turns out that the majority holder of old Fenway was a Spritz – aka one of his ancestors! Meaning, in a very technical sense, The Ron owns Diamond City! He told Bob that he didn’t expect anyone to start giving him the keys to the city or anything, but having the paperwork to prove his bloodline will give him some leverage against the hoity-toity set who put a lot of stock in their ancestry, forcing people to take him and his business more seriously and maybe even giving him access to an upper stands apartment. Bob was happy for him, and even happier that The Ron had nothing negative to say about putting Lydia in charge of the New Liberty Trading Company yet – once he got his payment, it was back to standard business options. Seems like things might be okay there after all!
II. With Capitalism solved for the time being, Bob headed back to the Marina to finally get out of his power armor (and note that he REALLY needed to find a right leg to put on the frame – maybe that’s why we held off on any more Glowing Sea quests here); put all the nice upgrades from his Plasma-Infused Sniper on his new best friend the Explosive Sniper; and then ponder the Two-Shot Combat Shotgun he got last time and wonder if it was really a viable option. Because apparently this thing inspired a lot of debate in last week’s comment section – it seems that figuring out shotgun damage is not an easy calculation in Fallout 4 and that Two-Shot interacts weirdly with it. Meaning the 500+ damage the Two-Shot Combat Shotgun promised with an advanced receiver might be a lie. Plus it was waaaay less accurate than his Mighty Combat Shotgun – though Jon could get around that a little bit by slapping a big old scope on the thing. XD He decided to give it a go, at least, and added to his repertoire –
And then, after a nap, went to go test his new weapons out at the nearby Scrap Palace, since he’d already upset the local super mutant population over there by flying over them anyway. His Explosive Sniper got quite the workout, first taking out a bunch of raiders on the road there, then taking out the various super mutants in the scrapyard while the Brotherhood vertibird that rocked up to help got exploded. And he got a Never-Ending Hunting Rifle out of the Legendary in the place – which he admitted wasn’t the BEST legendary weapon (apparently Never-Ending doesn’t pair particularly well with hunting rifles), but allowed was still better than some of the stuff he got. Bottom line, Bob and Jon have a whole new respect for the Perception-based perk tree in Fallout 4 after all of this. As well they should – probably should think about bumping up Victor’s Perception in my game at some point!
III. Playtime with the new favorite gun over, Bob then made his way to HQ, where – after noting that the front hall was now actually starting to look like a proper front hall with seating and cigarette machines and everything, and getting the facilities team to start working on some exterior defenses for the place – he went to track down Aiden. He found the guy hanging out with Jake near a newly-exposed door in the wall, behind a bunch of recently-broken bricks – Jake and Aiden explained that while Bob was off Fixing Capitalism, they and the other department heads have been working hard trying to make sure HQ was ready for the incoming Gunner invasion. Which led to Mansfield, of all people, crawling through air ducts looking for “structural deficiencies” – and falling down into a sealed-off area none of them knew existed before (it wasn’t even on the blueprints The Ron got for them). Someone eventually heard his cries, and they were able to successfully rescue him – but he reported hearing “strange noises” while he was trapped in there. Jake thought there was some sort of electrical or plumbing problem and sent some engineers in to take a look – but then they went missing. Aiden then sent a security team in to look for them, only for THEM to go missing as well. So now Aiden wanted to personally go looking for everyone in the new spooky area, and wanted Bob to help watch his back. Bob agreed, and they headed inside, Bob getting out his new Two-Shot Combat Shotgun to see how it did –
And cue the mod suddenly turning into a creepy horror game! Started off with a little baby “a dead body getting yanked into a vent” jumpscare and just proceeded to ratchet up the tension from there. The area that Aiden and Bob were exploring proved to be some sort of secret spooky hangar area that got sealed off ages ago, full of dark rooms and locked doors that needed special keycards to open. Bob was suddenly very glad he had the old Minuteman flare gun in case he needed it to light up any areas! At any rate, Aiden and Bob explored the opening area until found the corpse of one of Aiden’s security guards with the keycard they needed, then found their way through the locked door into another dark and spooky area –
With someone named “Muriel” sobbing away somewhere. Bob managed to locate them in what looked to be some sort of kitchen, huddled up near the fridge – they proved to be one of Jake’s engineers, who – after managing to calm themselves down a bit – explained that they and their team were exploring the place when they encountered “it” – a mysterious creature stalking them through the area. They tried to hide in a big empty room, but ended up instead caught in the world’s worst staring contest with the thing...and when the security team arrived looking for them and shined their lights on it, it went absolutely berserk. Muriel got bit, panicked, grabbed the nearest keycard, then ran and sealed the doors behind them before making it to the kitchen. As you might imagine, now that the initial terror had worn off, they were feeling really guilty about trapping the others in there and begged Bob to save them. Bob said he’d do his best, and got Aiden to bring Muriel up to the main level so they could get some proper medical treatment. Muriel handed over their keycard, and Bob went to go open the main control room –
Where he was briefly but significantly attacked by SOMETHING. O.o Something very much invisible. Fortunately it didn’t do much more than rattle him a bit, and he was able to get into the control room for the main hangar area, where he encountered a radio, with one Neil – another one of the engineers – on the other end. Neil was trapped in the main hangar area, hanging out under one of the main lights, and desperate for some help to escape. He warned Bob to keep his voice down and not make any sudden movements (as those attract and agitate the creature), then asked for his help in guiding him over to the door. You see, the creature was apparently afraid of light, meaning that as long as Neil stayed under his light, he was safe – but if it was exposed to TOO MUCH light, then it would go bonkers, like the poor security team found out. So Bob had to find a way to daisy-chain Neil over to the door without ever having more than two lights on at a time, to avoid upsetting the monster. Bob agreed to help (ignoring the option to extort Neil for cash, because that was too far even for HIM) and – after studying a nearby floor plan with all the lights marked on it carefully – proceeded to very carefully guide Neil across the room by getting him from spotlight to spotlight. It wasn’t an easy task – Bob had to dissuade Neil from trying to get supplies from a bag along the path, then encourage him to stay silent and still when the creature ended up RIGHT IN FRONT OF HIM – but he got him to the door, and got him to push the right button to get through. Neil thanked him, and – after checking the room beyond and finding no sign of the creature – Bob went to guide him out –
And, naturally, encountered the monster – a deeply mutated Albino Ghoul with the bulky “charred” body and apparently the Chameleon ability, as it seemed to go invisible a few times during the fight. Bob’s shotgun didn’t really do the job, sadly (mostly because he went into the scope accidentally once and somehow ended up looking at the ceiling? Though I don’t know if that was his fault or if the creature did something), but the Deliverer certainly did, taking the damn thing down so hard it fell through the floor. XD Aiden showed up then, having hurried back as quick as he could – Bob assured him the creature was dead, and went back to check in with Jake. Jake thanked him for saving the two engineers, then hesitantly asked Aiden if he’d found any of his guys –
Cue the camera going weird as Aiden wasn’t actually in the room with them – he was still trying to get there but was having pathing issues. XD He made it there in the end, with a little help from Bob. But yeah, the short of it was the entire security team died down there, and Aiden considered it his fault because, well, he’d trained them as security guards, not military personnel. They hadn’t been properly prepared for a threat like that. Bob told him not to blame himself, but Aiden was like “I’m Head of Security, who else DO we blame?” –
And that’s when Lupe showed up with the news that Theresa (no, I don’t remember who that is) was back and wanted a meeting with all Department Heads and the Chief as soon as possible. And so the episode ended with Bob checking in on the status of his new defenses before he went in to attend the meeting with everyone – next time, we’ll see what Theresa’s found out, and what the next step in the main questline will be! Should be fun – and hopefully involve less Albino Ghouls with invisibility powers.
Workout: Back on the bike, and back with another GrayStillPlays compilation – “When you hit max score in every mobile game,” which I believe is meant to be a compilation of games where things get very ridiculous very fast. Pedaled my way through the Idle Bicep video (a clicker game where you click to make an arm do curls and then pump it up in various ways – Gray messed with the files to get some truly nonsensical numbers before the end) and most of the Hoop World! video (a game where you must dunk the basketball in increasingly ridiculous locations and ways – leaping off buildings, bouncing off trampolines, going through portals – doing as many flips along the way as possible; Gray was a master at both getting the max number of flips and faceplanting painfully just shy of the basket). We’ll see what other strange games made it into this particular compilation tomorrow!
*nods* Not bad. And now it is time for me to hit the hay and prepare for another week at work. Final week before my vacation, in fact -- we will see how it goes! Night all!