/r/Fallout4Builds

Photograph via //r/Fallout4Builds

Welcome to Fallout 4 Builds. A place to share your character builds or get help building your perks and stats for your sole survivor in Fallout 4.

This is for character builds, NOT settlement builds and NOT for mods. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting.

/r/Fallout4Builds

62,053 Subscribers

5

Doing my first run

This will be my first run through 4 as I’ve mostly just played new Vegas to death and back. I’m looking to play a shotgun/rifle/pistol build if that’s possible. I’ve looked up some other builds that are somewhat what I’m looking for with nothing quite hitting the mark. Vats isn’t necessary a priority for me but if it makes sense for the build, since I’m not really looking to use automatic weapons or lasers, then that’s fine cause vats is fun. Same with power armor, I don’t know how necessary that is but if it makes sense to invest in then I will. I just like semi-auto small arms and I want to run around and shoot bang stuff. It seems most builds I see are usually focused on like one weapon type so hopefully this can work out.

10 Comments
2024/10/30
14:44 UTC

1

Sci-Fi build theme

Would a brotherhood a steel build or caption cosmo fit best for a sci-fi theme playthrough?

2 Comments
2024/10/30
08:46 UTC

44

Holy grail: Never ending double barrel, want to change direction

Been playing since launch, first time I’ve pulled this beauty. Unfortunately it’s during my current Unarmed Only Survival run. At level 21, my current special and perks: S9 - P2 - E1 - C1 - I1 - A9 - L7

Iron fist 3 Armorer 2 Strong back 3 Rooted Rifleman (just took after getting gun) Sneak 3 Action boy 2 Blitz Idiot savant 2 Critical banker 2

Still want to keep doing unarmed, so I modified my original plan slightly, just want some opinions/advice/constructive criticism. Here’s the plan up to level 40:

22 rooted 2 23 sneak 4 24 ninja 25 armorer 3 26 rifleman 3 27 ninja 2 28 rifleman 2 29 blitz 2 30 strong back 4 31 iron fist 4 32 rifleman 4 33 ninja 3 34 idiot savant 3 35 rifleman 3 36 rifleman 4 37 bloody mess/ better crits/ moving target 38 action boy 3 39 armorer 4 40 strong back 5

Thoughts/responses greatly appreciated!

14 Comments
2024/10/29
18:06 UTC

2

Sharing a solo stealth build i've been working on

##[Nate](http://www.rpg-gaming.com/fo4.html?c=11416682Nate&k=23&l=r052r050r054r052r053r056r042r050r013r043r052r013r043r050k151515r056r053r013r042r054r043r045r052r045r042r062r050r062r045r053r062r011r043r056r011r011r011r052r042r032r045r050r013r032r032r011r062rq00rq06rq06r064r064r061r061r061r061r035r035r030r030r030rq00rq00rq00rq00r005r005r005r005rq01rq01rq01rq01rq01r018r018r017r017r017r002r002r002r002r057r057rq05rq05r059r059r003r003r003r031r031r031r010r010r010r010rq00)

decided to submit it for your approval.

The build works with the Deliverer and Vats early on but as you start getting into the higher levels that pistol isn't going to cut it anymore so I switched over to Rifles and started putting perks in Rifleman thus turning my build into a Stealth Sniper build.

Would you recommend any changes I should have done when leveling?

5 Comments
2024/10/29
17:32 UTC

4

Full Auto Sniper

Has anybody ever tried throwing a long range scope on a full auto weapon? I've already played a successful sniper with both a Rifleman and Gunslinger build, now I'm wondering if Commando is viable. I assume kickback would be the biggest problem. I've never really used assault rifles, but I read once they're great in terms of minimal kickback. Thoughts?

9 Comments
2024/10/27
15:23 UTC

3

Junkie legendary + Unyelding Build

I'm theory crafting a Junkie and unyeilding build in Fallout. I feel a long ranged sniper with Junkie effect as well as a melee build for close. Encounters where I use the drugs to remove the debuffs would be great. But I wanted to incorporate the unyeilding effect into this as well.

Any help determining perks and stat allocations would be great. I will be using mods to allow planting of wild crops as well as adding legendary effects and additional crafting options.

I am also considering being a wild animal tamer and utilizing high quality food buffs.

3 Comments
2024/10/25
23:23 UTC

4

Black-ops build

Hello everyone!

I had an idea of a black-ops build.

Starting SPECIAL would be: STR=4 PER=4 END=4 CHR=4 INT=4 AGI=3 LCK=2 (endgame would be S:9 P:8 E:6 C:6 I:6 A:8 L:6)

Perks:

Level 2: Big Leagues Level 3: Rifleman Level 4: Medic Level 5: Lifegiver Level 6: Locksmith Level 7: Sneak Level 8: Scrouger Level 9: Gun Nut Level 10: +1 PER Level 11: Rifleman 2 Level 12: +1 LCK Level 13: +1 STR Level 14: +1 INT Level 15: Big Leagues 2 Level 16: Hacker Level 17: Demoexpert Level 18: Aquaboy Level 19: Attack Dog Level 20: +1 AGI level 21: Gun Nut 2 Level 22: Hacker 2 Level 23: Action Boy Level 24: Scrouger 2 Level 25: Bloody Mess Level 26: +1 STR Level 27: Mr Sandman Level 28: Mr Sandman 2 Level 29: Sneak 2 Level 30: Sneak 3 Level 31: Science! Level 32: Science! 2 Level 33: Gun Nut 3 Level 34: Toughness Level 35: Rifleman 3 Level 36: Night Person Level 37: Demoexpert 2 Level 38: +1 PER Level 39: +1 PER Level 40: +1 PER Level 41: Science! 3 Level 42: Aquaboy 2 Level 43: Attack Dog 2 Level 44: +1 STR Level 45: Toughness 2 Level 46: Locksmith 2 Level 47: Hacker 3 Level 48: Locksmith 3 Level 49: Bloodymess 2 Level 50: Rifleman 3

Gear: Black-ops armor from Deb and Combat Rifle until i buy Splattercannon

Companion perks: United We Stand, Know Your Enemy and Killshot

Keep in mind that this is my first time doing a proper build so be kind! :)

6 Comments
2024/10/25
19:48 UTC

2

How effective is Overdrive?

I've been thinking about a non-vats commando playthrough using overdrive for the LoLs. How effective is Overdrive + better criticals? Is this a cool way to liven up a playthrough or am I just making life difficult for myself? Edit: S1 P1 E4 C5 I10 A2 L5 Special book into strength, I plan on getting all bobbleheads. Perks will include Armorer, Chem resistant, local leader, chemist, commando, better criticals

11 Comments
2024/10/25
04:15 UTC

2

I'm working on a build based off "The Judge" in Blood Meridian

As the title suggest, I'm trying to roleplay/ play as "The Judge" from Cormac McCarthy's book, Blood Meridian. Wanted to hear some ideas/ tips on how to do that?

3 Comments
2024/10/25
02:48 UTC

7

Fully adapted to the wasteland

Things like lead belly cannibalism and ghoulish are a must how should I spec a non VATS build for someone adapted to the environment of the wasteland dont question how you evolved in the vault but ya did how should I spec it at first obviously tons of endurance later.

1 Comment
2024/10/24
15:48 UTC

6

How to make a minutemen gunslinger build?

Title is self explanatory but I wanna try a build which is focuses on laser pistols and since I'm new to fallout 4 I was wondering if anyone had any suggestions tbh I got the idea after watching the ghoul from the fallout TV show and after my brother told me about the minutemen

6 Comments
2024/10/24
04:39 UTC

0

Security in workshop

Can anyone tell me how I unlock the security structures in the workshop without mods?

4 Comments
2024/10/24
02:00 UTC

2

Fist only or suggestions

I’m thinking of doing a op fist run in survival how should I speck? And this is my first survival run so I’d like to know your suggestions with what build I do!

5 Comments
2024/10/23
20:07 UTC

1

Manufacturing Tab not there

i have all the DLCs installed on my xbox one and still no manufacturing tab in power or anywhere else. not sure how to fix this, any help would be appriciated.

2 Comments
2024/10/23
19:36 UTC

3

Stealth construction for survival

I built a build without Power armor with a focus on stealth and pistols to eliminate as many enemies as possible in a short period of time (VATs). I believe that pistols work better at close range and to eliminate multiple enemies since they have more VAT shots. Facilitating group control. However, I didn't put points into luck to make better use of VATs as I needed intelligence.

S4 P3 (1+1) E1 C3 I7 A9 S1

You will use pistols, melee attacks to take advantage of the stealth bonus and use explosives to deal with difficult situations. I initially wanted to not do any crafting and invest in skills that facilitate trade. However, since I ended up putting points into intelligence to get chemicals, it would be a waste not to use the other skills in this tree. I didn't take a local leader because I think it's a pain to manage settlements, I'll just make places to sleep.

I've never actually played survival, and I don't understand why everyone values ​​the chemist skill. When I checked chemistry crafting, the vast majority of them didn't even require any skill. And even if it is necessary to make antibiotics, the resources to do that from what I remember are not that easy to come by.

Has anyone ever made a play like this? Is it functional to buy mods instead of making them? Any suggestions?

9 Comments
2024/10/23
12:25 UTC

5

Minutemen Build Help

Hey! So I made myself my own minutemen build. The build will use semi automatic rifles, and minutemen general clothes. I am having trouble deciding in which order should the perks go. Could this also be improved in any aspect? Thank you!

Build

4 Comments
2024/10/21
09:06 UTC

4

Quick question about the Nuka World perks

Hey, so I plan on making a stealth sniper build for the first time and the operators nuka world perk seems really good. Thing is, I plan on making this a minuteman play through. My question is if I complete the nuka world quest line and go back to kill them if I’ll keep the perk and make Preston no longer angry at me.

7 Comments
2024/10/20
21:59 UTC

4

Cookie monster Cannibal build

Unarmed Survival Challenge with Cookie Buffs

It's been a while since I visited the wasteland, but after watching the HBO series and seeing all the new free add-ons, I'm tempted to give survival mode a few runs.

I came up with a challenge (or maybe more like a theme) that combines a certain bug with some tough self-imposed restrictions. Here's a description of the food buff bug:

The bug allows food buffs to stack endlessly...

The idea is to exploit this food buff bug in combination with a completely unarmed survival campaign. Here's the setup:

  1. I will not use any weapons, not even fist weapons.
  2. I will use Coffe and Donuts Workshop pack from Creation Club to (slowly) buff myself to infinity.
  3. I will only wear clothing—no armor.
  4. No using settlements for an endless cookie supply. I’ll have to scavenge for the cookies.
  5. No visiting doctors.
  6. No VATS.
  7. I can only eat cookies ?
  8. I must use the Cannibal perk ?

I'm toying with the idea of either restricting all eating to cookies or incorporating the Cannibal perk to add a more sinister theme to the playthrough.

For the roleplay/background, I'm thinking of a Mutant Cookie Monster or some combination of a revenant, vampire, etc. A lot of suspension of disbelief will be required, obviously.

I know there's the Sanguinaire mod, which could also achieve a similar theme, but I want to get achievements and play with a more restrictive setup that Bethesda directly endorses.

Any suggestions or feedback would be much appreciated!

1 Comment
2024/10/19
08:05 UTC

5

The General Director - Institute and Minute men build.

I really like the Institute and Minute Men factions the most so I decided to combine them so here he is! (The build could work for a female character with some rework in the backstory). Hope you like this build! Any input I would love to hear! Enjoy <3

- The General Director -

An intelligent and ambitious man with a slight superiority complex that wants the best for the Commonwealth, ideally in his image. He loves powerarmor, explosives, heavy weapons and lever action rifles.

- Back story -

He was born into a poor family of the edge of Boston, living out of a crappy caravan. He was smart, smarter than all the kids and most of the adults he met. His parents didn't have the money to send him to a good school after finishing high school.

So the only path he saw was joining the military. He hoped get a scholarship to a good university if he did his duty well. He got way more than he ever could have asked for. He was about average in fitness, but his tactics, future planning, people skills and learning is something he excelled in. His superiors caught onto this quick. He got selected into a special program meant to put the best minds of the USA to use. Here he got taught a basis in every scienctific history were he later ended up as a weapons devolper.

This kept his mind occupied but he never felt he was doing good here. He wanted to help build a better world, not help to cause more harm. Who else but him could actually do that.

After years of serving the military he was allowed to get a honerary discharge. On his first day in town he met the love of his life and shortly after they were expecting their first kid. He got a job at the local government as an urban planner. He was truly happy and the job kind of humbled him. Then the worst happend and he was rushed into the vault.

- Role play and personality -

Completely devestated and lost he wanders into Concord. Here the first group of people he runs into are Preston and his crew at the museum. Their frantic requests for help spur him into action. Saving them is the right thing to do of course, but he could use some helpless vilagers to rescue so he just doesn't feel as powerless.

Helping them rebuild gives his large ego the rush he needed and he sticks with them, especially after he is named General. The admiration and power this position brings with it are simply to enticing for the General Director to pass up on. He will finally get the chance to change the world for the better (read in his vision) and everyone trusts his ideas for the commonwealth.

After gaining some power and boosting his gigantic ego, he will finally find the guts to actually look for his son. Here ofcourse he will discover the Institute. A group of people as educated as him. He truly found his tribe here. He will side with them during the main story and gets the biggest ego rush when he becomes director. With both the Minute Men and Institute as his beck and call he will truly be in his element. The future seems bright. After joining the Institute he will strive to make his settlements as advanced and clean as possible, using the Institute resources.

For speech options, choose the sarcastic option often, try to come across a little arrogant but helpful enough. The most "good" awnsers actually work really well if you play this character as they can also be seen as pretensious and arrogant.

Try to help as many people as you can, this gives him an ego trip but also because he sees its the right thing to do.

- Stats -

S 3 + Special book

P 4 + early bobble head

E 4

C 6

I 9

A 1

L 1

- Main perks -

Science: He has a long history being educated in and working in science.

Armorer: He worked on weapons R&D, so he has basic understanding of protection that he extends in the wasteland.

Gunnut, Heavy gunner and Demolition expert: Although after not working in weapons development, his skills dropped off after he got away from that job. The knowledge will quickly return.

Nuclear physicists: Basic eduction in physics allows him to understand more and more of radition and nuclear power.

Rifleman: He got basic training in the military and his weapons of choice were always Rifles.

Scrapper: He knows how weapons are put together, so he can take them appart.

Local leader: His confidence is inspiring and will get others to follow him.

Medic: Basic medic training and science lessons allow him a good basis.

- Gear -

Full Synth armor, with closed helmet and a minute men outfit underneath in battle scenarios.

Around citizens he will wear a militia hat instead the closed helmet.

Either institute painted or Minute men painted powerarmor, they would both fit well.

- Weapons -

Rifles: Plasma rifle and Gauss rifle. I think these two rifles are the best weapons for this character but basicly any rifle works.

Heavy weapons: Fatman, tesla rifle, missle launcher, gatling laser and any semi-futuristic heavy weapon you can get.

Explosives: Any you can find, they all work pretty well.

- Companions -

I think the next followes fit the most:

Preston, Curie (Especially Synth form) and X6-88.

I think this is it! If there is anything missing, let me know!

3 Comments
2024/10/19
01:32 UTC

2

Tesla T-60 & Atom Cats Paint Job Question

I'm working on a WH40K Salamanders inspired build with power armor. My main focuses are Power Armor related perks, Commando, and essentially making my guy as busted as possible so hes like a Space Marine. He currently has Power Armor with the following pieces: T-51 Helmet (Military paint, +2 INT mod), X-02 Torso (Green paint, Devil's Inferno & Jetpack mods), Tesla T-60 Arms (Hot Rod Shark paint placeholder, Power Attack mod), X-02 Legs (Green paint, Tesla & carry weight mods). For the guns I'm grinding to find an Explosive or Incendiary Combat Rifle that I can upgrade with a short stock, medium magazine, long scope and short barrel to resemble a WH40K Bolter.

I'd decided on Green/Military paint for the head/torso/legs and Atom Cats paint for the arms (as Salamanders are mainly Green with Black accents and are fire themed) but when I got the Tesla T-60 Arms and tried to transfer my Atom Cats paint mod from my regular T-60 Arms (I bought painted T-60 Arms from the vendor cuz the paint job document was too expensive) the mod didn't show up.

I'm currently saving up for the Atom Cats paint job from the vendor but was wondering if anyone knew if the Tesla T-60 armor even gets Atom Cats paint in the first place? The wiki isn't entirely clear about it as the Tesla T-60 pieces are listed as a variant of T-60 but only the main T-60 page shows what paints are available. Thanks in advance!

TL;DR Can the Tesla T-60 pieces be modified with the Atom Cats paint job?

2 Comments
2024/10/18
17:24 UTC

5

Building a World War 1-style Rifleman

So I’ve been away from the game for a long time. I’m debating firing it up again to do a very specific kind of build, revolving around my favorite weapon in the game: the Hunting Rifle.

Not the polymer-framed sniper rifle with the tricked out scope, though—no, this will be a wood-furnitured, probably short-barreled, non-scoped rifle, and no silencer. Fallout Silencers are silly as hell. Suppressors Do Not Work That Way.

I’m going to be doing this in Survival Mode, with maybe a mod that lets me save just to avoid losing time.

The idea is kind of simple, centered around the one long gun, the Hunting Rifle, as the main platform. I’m not going to be carrying a shotgun and an automatic rifle and a missile launcher and—

You get the drill. But to supplement this rifle, a few extra goodies are allowed, but not necessarily specced into; I haven’t decided if I’m going to perk into these, except for grenades. I need that throwing arc.

Grenades: A little artillery and pocket-sized firepower. They were heavily used in trench warfare; perhaps the Alaskan conflict had some of that.

Mines: Why not.

Pistols: Handguns were heavily used in trench warfare. The 44 and/or Deliverer could work well but I’ll need to take off the suppressor on the latter.

Melee stealth: I’m doubtful I’ll have the agility for it, but I could be persuaded.

The things that are explicitly Not Allowed are carrying other long guns, using heavy weapons, and dependence on Power Armor.

A requirement: Local Leader. I’m going to be using Sun Settlements and I want this tough survivor to have. A support network.

So is this crazy idea viable? What stats should I be using? Any other assistance you guys can think of?

Bonus points if I can avoid Lone Wanderer. I understand if I need it, but I really like Nick Valentine’s character. The writing and voice acting are just so good.

28 Comments
2024/10/17
23:01 UTC

7

Secret agent build?

So I want to play as a kind of james bond inspired agent, either go with detective or armored suit to wear but just thinking of what i should do for starting stats, I know sneak should be priortised and pistols, as for factions a bit of them all but end up railroad. Any ideas for stats or any improvements?

3 Comments
2024/10/17
16:31 UTC

3

Survival Build non-VATS but chemusing

Hi,

i want to try sth new and i think i want to try my first survival build. I dont wanna use VATS all the time and i want to try a chem-using char.

S3 P3 E10 C1 I10 A1 L1

Nerd Rage and Solar Powered, Rifleman, Scrounger, Chemist, Chem Resistant at higher Levels.

Do you think thats viaable in survival or did i forget sth?

8 Comments
2024/10/17
08:30 UTC

7

So many Power Armor builds?

I never really understood Power Armor in F4. Some issues:

- what if PA breaks down on a long dungeon run, how do you repair it?

- works against stealth

- it is sooo slooow, and running uses extra fusion

- VATS uses extra fusion

What is it really good for? 2x Ballistic Weave provides a lot of protection, you walk around in pyjamas, the kind of stealth archer from Skyrim, you off anyone before they see you. What's the point of PA?

I'm asking because I've done enough of that, what is a basic PA build?

26 Comments
2024/10/16
13:06 UTC

4

Non-Fudgemuppet Builds?

The title says it all.

I have played tons of different builds, including ton of Fudgemuppets builds, and while I love them, I’m looking for any other content creator suggestions that you all may have.

11 Comments
2024/10/14
02:16 UTC

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