Morpheine (MedX), PCP (Psycho), steroids (Buffout), booze, an inhalant that increases your AP generation (Jet), and pills that make you smarter (Mentats). These can be refined or combined in various ways. RadAway comes in an IV bag. Rad X comes in pill form.
The player character can develop an alcohol addiction, which will be referenced by other characters in the game. Several companions are implied to abuse alcohol or at least have an unhealthy relationship with it.
The player is encouraged to kill a number of mutated, often violent animals ranging from dogs to bears to deer. Dead mutants resembling dolphins are seen occasionally and dead brahmin (cows) are a common indication of danger.
wild mongrels will often come up and attack you
if you have dogmeat as your companion he will fight hostiles
with the nuka world DLC when entering the bradberton amphitheatre there is a cage in the middle with two pack animals fighting eachother, sometimes these are dogs
There are no spiders in Fallout 4. If people are voting yes they might mean the cousin of the arachnid, which is a scorpion, or a Radscorpion in Fallout's case. But since these are not ACTUAL spiders, the answer is no.
During the option quest "Confidence Man" Travis gets verbally harassed and then attacked by two men during a staged fight to try and boost Travis' confidence
it's not shown, but in the character creation menu when designing the male character shaving can be mentioned. a switchblade can also be used as a wepon.
The player can be hit by rocks or cars thrown by behemoths and deathclaws, however it does not look like you were crushed to death as it will play the default death animation
The player and several other characters are locked in cryosleep caskets and some characters die while inside. Another situation has a child getting locked inside a fridge for many years. While not necessarily burial, these might evoke similar feelings.
In super mutant camps, one can often find "meat bags" which would likely be triggering for people who don't like gore. Pickman's Gallery might also be considered excessive due to the amount of dead bodies, blood, and severed limbs inside the building.
The game starts and ends with major character death of the players family. Most NPCs can be killed by the player or the environment/hostile enemies, and death is a common theme in the game.
You can romance companions in game and can romance more than one; if a romanced companion witnesses this, their affinity towards you will go down. This is simply a game mechanic and holds no real value to the story otherwise.
In the DLC Nuka-World, some ghouls are painted to vaguely resemble clowns, and the player may apply clown paint if they wish, but there are no literal clowns shown
After searching Kellogg's memories, Nick Valentine has some "mnemonic impressions" of Kellogg. This results in one instance of him essentially being possessed by Kellogg after his death
The sidequest "The BIG Dig" involves breaking someone out of prison. You can trap raiders and gunners in cages. One of your followers has reportedly been incarcerated enough for the single in-use jail cell in the game to be referred to as her suite, however that only comes up in a throwaway line
Part of the main story includes going into Kellogg's memories, where the world appears soft and incomplete. In the optional area "Dunwich Borers" the player will experience hallucinations where the entire room looks like it did pre-war
There is a gulping noise whenever the player drinks a liquid from their inventory or from a water pump. The player will breathe heavily when their AP is low while running
Not word for word, however in the Brotherhood quest Blind Betrayal Paladin Danse will threaten to kill himself if you do not kill him first. He can be talked out of it if you pass a speech check.
Virgil is a super mutant who was once human. He hates his current body and isolates himself from the entire world because of it.
Curie is a robot who dislikes her robot form and wants to become human, though this is far less major than Virgil’s situation.
There are also several ghouls who deal with hating their current bodies.
There are definitely flashes at some points in the game, they're uncommon but I've seen small flashes when ***SPOILER*** traveling to the Institute for the first time
The main antagonist faction of the game, The Institute, has many antisemitic tropes and themes, namely being a secretive organization that runs shadow governments as well as kidnaps and replaces people. While there isn't an explicit mention of Judaism or Jewish people, it has very harmful antisemitic stereotypes
Synths are occasionally called "it" regardless of their gender. Notably (spoiler), Elder Maxson, Proctor Quinlan, and Knight Rhys will refer to Paladin Danse as "it" after learning that he is a synth
While rescuing Nick Valentine in the vault, he will comment that the name of his captor, Skinny Malone, is an "ironic" name, and later says he can "hear fat footsteps" behind the door.
Yes, *but* almost all of the hate speech is among fictional groups: super mutants and ghouls are biased against humans, and vice versa. Among real-life humans, there is some ethnic hatred towards the Communist nations, but otherwise there is no inter-human racial animus.
Grey area on account of sci-fi circumstances but your 200+ year old character can date multiple possible characters albeit all parties involved are adults and YMMV considering how the Sole Survivor is physically and mentally the same as their pre-war age on account of being cryogenically frozen
Not sure if directly, but Travis Miles' quest is about him gaining more confidence. One of his friends tells the player they want to help Travis "man up".
In addition to the comment about the player drowning, there are a few unlisted quests that lead to underwater skeletons implied or stated to have died by drowning.