Hey guys, my name’ s tomatoanus, also known
as Dongus Minimus, and this is a speedrun
to become a pirate in Fallout 4.
Now while you can’t physically become a
pirate in the game, there is a quest titled
the “Last Voyage of the U.S.S.
Constitution,” wherein you help some NPCs
get their frigate running again.
This is a speedrun of that quest.
You’ll notice right away that instead of
starting the game from the beginning, we began
the game by loading a save.
This is because this is a newer category,
and us runners didn’t want to have to do
the full intro if the category is as much
of a joke as this one.
Just because this category is a meme though
doesn’t mean it isn’t very technically
involved.
The run starts off doing typical VLC clips
and setting up a punchwarp which will teleport
us across the map, followed by some new funky
out-of-bounds stuff that’s new to the vault
segment of Fallout 4.
I’ll explain this out-of-bounds stuff in
a moment, but for now just know that it effectively
skips having to wait for the elevator and
riding it up, which saves about 30-40 seconds.
When we exit the vault, we’re immediately
going to run down to Sanctuary and trigger
our punchwarp, which will send us to the center
of the map by Greenetech Genetics.
Once we land, we’re going to quicksave and
quit to the main menu, followed by loading
that save again.
This will give us our Pip-Boy, since we skipped
grabbing it in the vault.
If you skip the Pip-Boy in the vault and somehow
are able to exit the vault, the Pip-Boy is
automatically given to you upon exiting.
The issue is that the Pip-Boy will be invisible
until you either enter Power Armor or quit
to the main menu, which is what we do in this
run to make it visible.
After we get our Pip-Boy back, we’re going
to run across Boston towards
the "harbor" (said in Bostonian accent), which is where
the U.S.S. Constitution is located.
Along the way, we’ll pick up a few frag
mines for punchwarping.
Now that we have that out of the way, it’s
time to explain how we skipped the elevator
in the vault, which is the phenomenon that
we refer to as C.O.C. 2.
C.O.C. is a mechanic in the Creation Engine
that stands for “Center on Cell.”
If you’re unaware, “cell” is the word
for the individual areas in the game.
Vault 111 is a cell, the Institute is a cell,
Fort Hagen is a cell, every individual location
you can enter is a cell.
Even the wasteland is a cell, albeit one that’s
setup a bit differently than the others, but
we’ll get to that in a bit.
If you fall out of bounds in the game, it
would be pretty unideal to fall forever into
the void.
To avoid this, Bethesda put a safeguard into
place that we refer to as the C.O.C. plane.
The C.O.C. plane is an invisible plane that
spans horizontally underneath each cell.
If the player falls out-of-bounds, the moment
they hit the C.O.C. plane they’ll then get
teleported to either a predetermined location
in the cell, or the location directly above
where they are falling, but only if there
is solid ground above the spot where they
hit the C.O.C. plane.
The thing about the C.O.C. plane though, is
that there is actually an edge to it, making
it possible to be far enough out-of-bounds
that we can miss the plane and continue falling.
Luckily, your fall would be finite, as you’d
eventually hit the floor of the out-of-bounds
of the cell, which is what we refer to as
C.O.C. 2.
If you hit this floor, you will then seemingly
get wrapped to the top of the cell/playable
area in the cell, although it doesn’t always
behave exactly that way.
Fortunately, it does behave this way if you
fall outside of the C.O.C. plane in the vault,
and then turn around and fall back underneath
the map, but below the C.O.C. plane.
This will cause for you to fall until you
hit the cell floor, and get upwarped to the
top of the playable area directly above you,
instead of just the solid ground above you.
It turns out that the loadzone to exit the
vault is at the top of the elevator, so if
we C.O.C. 2 beneath the elevator, we will
automatically hit the loadzone and exit the
vault.
This fall to C.O.C. 2 is typically very long,
but it can be shortened and skipped if you
quicksave and quickload, which is what we
do in the vault to skip the full fall.
Once we finally arrive at the U.S.S.
Constitution, we do our best “Florida man”
impersonation and take off all our clothes,
followed by scaling the side of the building
to our destination.
Once we make it above deck, we speak with
the legend himself, Ironsides, who will give
us the quest “Last Voyage of the U.S.S.
Constitution.”
We then trigger the cannons to help in the
defense from a scavenger attack, and then
fast travel away to Vault 111.
When we arrive at the vault, we’re going
to start running west to a specific tree where
we’re going to setup a punchwarp.
We’re then going to follow that by fast
travelling to Greenetech Genetics and triggering
the punchwarp, but we’re going to do something
different after we trigger it.
This isn’t going to be any ordinary punchwarp,
this is what’s called a “punchwarp interrupt.”
Do you remember how when I was talking about
cells, I mentioned how the wasteland is a
cell but it’s a bit different than the other
ones?
Well, normally when you enter a cell, the
whole cell is loaded.
Naturally, a loading screen to enter the wasteland
would take ages if you had to load it all
at once every time you entered it.
Instead of loading the full wasteland, the
game loads a small section of the wasteland
depending on your location.
These small sections are what we refer to
as “chunks.”
Chunks are pre-determined sections in the
game.
Imagine the map were divided into a big grid,
each square is a chunk.
The game only loads chunks that you are in
and/or near.
When you punchwarp across the map from one
chunk to another, the game kinda has a panic
attack.
This is what happens when we setup our punchwarp
in the far northwest corner of the map, and
trigger it in the center of the map.
Instead of just loading us in at the destination,
the game will load the final chunk of your
destination, but then for some reason have
you load the chunks along the path of the
direction you’re punchwarping in.
If you mash “M” to pull up your Pip-Boy
map while this is happening, you can actually
interrupt your punchwarp across the map, and
leave you in the location of one of the chunks
that you were loading along the way.
Sometimes though, the game’s memory will
already have certain chunks loaded which throws
off the punchwarp interrupt, so we have to
perform it twice for it to work, which is
what happened in this run.
When this punchwarp interrupt is successfully
performed, it will cause for us to load in
at the Corvega Assembly Plant.
If you’re familiar with the U.S.S.
Constitution quest, you’ll know that we
have to repair the ship in order to help Ironsides
and company return the ship to the Atlantic
Ocean.
The final item we need to repair the ship
are FLL3 turbopump bearings, which spawn inside
of the assembly plant.
By getting the bearings right away, and then
repairing the ship with them right away, we
can sequence break the quest to completion
almost immediately.
Upon entering the plant, we load a save we
made at Greenetech, and then setup a punchwarp
in a nearby location.
When we trigger this punchwarp inside of Corvega,
we’ll be teleported next to the chest that
contains the bearings.
After grabbing them, we’ll then run to a
nearby exit, and fast travel back to the U.S.S. Constitution.
When we arrive back at the ship, we’ll ride
a dinghy elevator back above deck.
We don’t really have any weapons right now
for an upcoming fight, so we need to do some
looting.
We’re going to do all of our looting when
we go below deck to install the bearings.
In order to install the bearings, we need
to get behind a locked door.
Luckily there’s a window nearby.
Attempting to melee attack an object in V.A.T.S.
on the other side allows for us to contort
to the size of a lunchbox and squeeze through
the gaps in the window.
Bethesda.
We then do some looting and use our handy
robot assistant to perform this window magic
trick one more time.
When looting the military crates below deck,
we’re looking for weapons that use different
ammo types, to be able to fully take advantage
of all the different kinds of ammo we’re
looting.
We only ended up being able to utilize two
of the ammo types, but we got super lucky
with finding a quick hair trigger sniper rifle.
This is great because it allows for us to
pick off the scavengers with great accuracy
and precision.
Or at least great accuracy and precision by
my standards.
Our goal is to be sure to pick off the scavengers
before they ever get close to the ship, because
if any get inside, the quest becomes a total
reliance on the competency of the AI, which,
I mean, come on.
It’s Fallout 4 AI.
We want to avoid that at all costs.
The rest of the run consists of my incredible
shooting ability which I’m sure many of
you are familiar with by now, followed by
some dialogue and powering up the U.S.S.
Constitution.
I also missed a jump to the circuit breaker
a couple times at the end, but that’s because
I was just so done with this speedrun category
because while it is a fun meme, it honestly
sucks as a run because of the behavior of
the robots.
Some runs they would just not help at all
and it was impossible to get a decent time,
and sometimes the scavengers just wouldn’t
stop spawning.
Overall though, the final time for this run
is solid, but definitely beatable.
That being said, I do not recommend anyone
to try out this category.
If you’re interested in trying out any Fallout
4 run, I would recommend either Any%, Glitchless,
or Sex%, which is probably the easiest of
any Fallout 4 run to learn.
Oh, by the way, if you’re new to the channel
and are wondering what the heart is in the
bottom left corner, that’s my heart rate.
During my streams, I’ll often wear a Garmin
heart rate monitor that’s connected to my
computer wirelessly via an ANT+ USB stick.
This is so that you can see what parts of
the run I’m getting most nervous during.
Also, if you’re watching this video before
July 26th, 2019, I just wanted to let you
know that I’ll be doing a Fallout 4 Any%
run live that day at ESA, which if you’re
unaware is often described as the European
version of GDQ.
I’ll be travelling to Sweden to be part
of the event, which is raising money for an
Alzheimer’s foundation that’s based out
of Europe.
As of today, my run is scheduled to be done
on their second stream at twitch.tv/ESAMarathon2
at 4:43 PM CST.
If you’d like to view the schedule yourself
closer to the date and see what time my run
will actually be at the day of, you can head
over to esamarathon.com/schedule and check
it out for yourself.
There was actually a recent re-route to Fallout
4 based on some new discoveries that save
around 40 seconds throughout the run, and
I don’t think I’ll have a video out about
it by then, so that’s the first time you’ll
be able to see the new route in action.
That is, unless you’ve been watching me
practice the route at twitch.tv/tomatoanus.
All I’ll say about it though is that coversliding
isn’t a part of the route anymore.
With that being said, I think this is where
I’ll stop rambling and let you enjoy my
awful jumping abilities that are coming up
shortly.
I’ve been tomatoanus, I appreciate you,
and I hope you have an above average day.
