I have to say, I disagree with what seems to be the general consensus that Beth draws a lot of ideas from their modding community. I just don't see it.
Fallout 4 has a lot of features that existed as mods for Fallout 3 and NV, but were also just logical, next-step evolution mechanics like sprinting, or grenade hotkeys. The biggest example is the settlement mechanic itself, which a lot of people seem to believe draws inspiration from the Real Time Settler mods of 3/NV, but Beth seemed to be experimenting with the idea of player-constructed houses since the Skyrim DLCs, and the settlement mechanic has gameplay loops that are much more similar to minecraft than they are anything the RTS mod had.
76's expansion on the settlement mechanics, imo, don't really seem like they're drawing their roots from the community mods either. Building settlements anywhere is one of those next step evolution steps that we could kind of predict would be there even without the existence of the Conquest mod, and the idea of blueprinting your settlements seems to be more of a response of the gameplay demands of 76 (constantly changing overworld, players launching nukes, etc) than it does a response to the Transfer Settlements mod.
I only point all this out, because if Beth were to take inspiration from the modding community, it really ought to be drawing from popular quest mods rather than gameplay overhauls, since gameplay overhauls are so subjective and sometimes even niche that it wouldn't make sense to look at them and say "yup, the popularity of that mod is why the next game has so and so mechanic." I mean, RTS is such a ridiculously obscure mod in comparison to some of the other modding giants that I'd be surprised if Beth even knew it existed.
The introduction of mechanics to the Fallout series by Beth is definitely more them experimenting in general rather than listening to the community modding scene in any significant way.
i guess I was remembering older info. thanks for the correction.
A genius idea would have been for them to remaster the game and make it available on mobile assuming it could run pretty well.
Well I'm lucky it wasn't that
It was just because it default down to 720p for some reason, changing it fixed it
after I uninstalled every
Gonna finally dive into New Vegas
What are must-have community patches or bugfixes?
I believe YUP might be the best one, but i'm not totally sure.
I've installed most of what Oxhorn uses.
NV Anti-Crash(if you're on Win10 be careful), New Vegas Stutter Remover, YUP and JSawyer Ultimate. Aside from those, look through these for stuff that might catch your eye. These lists are low on 4K GRAFX, more focused on consistency, fixing, cleaning up, QoL and adding a bit more depth to the game without turning it on its head
Rika's guide to FNV modding
https://docs.google.com/spreadsheets/d/1lEQRvxLzFYvoOvo7hkxCrzOFEdS9D5ptJEk5to3BJuM/edit#gid=290600193
The latter is out of date but it includes stuff that the former should eventually use, but Rika's is a WiP
The system uses some hidden values and some shit is not very clear so I'll break it down here.
The minimal chance to get attacked per day, no matter what, is 0.2%. The upper cap is unknown but assumed to be 100%
You will increase your chance to get attacked via the following:
0.1% per unit of food production
0.1% per unit of water production
0.1% per food/drink item stored inside of your workbench. This is the real kicker as people tend to forget healthy settlements will churn out lots of water and food on the daily.
You will decrease your chance to get attacked via the following:
1% per defense point
0.5% per settler, regardless of whether they are assigned to a defensive role or just going about their business.
If you do get attacked, the chance for your settlement to get through unscathed is not random per say. The game runs the fight as if you were there, and your allied AIs fight the enemy AIs until one or the other cleans house. This means that while certain turrets provide higher defense values, if they fire slower they may end up killing less hostiles and this loss of effectiveness can translate into a loss for your settlement. Mines do not work if you are not around so do not attempt to use them in order to increase your settlement values; if you have Automatron, putting a couple of defense robots into your settlement with high rate of fire weapons will help.
In essence: stack up on fast-firing turrets and robots and empty your workbench and safekeep/sell the goods regularly.
I think the Van Buren AP system being fleshed out more, where combat is in real time, would work for a remake.
Is there a way to scrap power armour frames? I have way more than i'll ever need at this point and can't be bothered moving them all to different settlements.
I can see that my general feeling towards Fallout 4 haven't changed much since my last run with it.
There are some things I think the game does masterfully, other things I think it implemented extremely poorly and, above all else, I'm constantly wondering why am I not playing New Vegas instead
Is that a fuckin' ELCAN? <3
I had planned to use the Summer Sale to buy Fallout 4 on Steam, but for 30€, I'll keep waiting.
So... is Titty Wasteland finally out? I thought it was ready to release months ago.
As far as I know it has been ready for months, but they had to completely redo the installer for some reason they never specified, and development on that is what's taking so long.
I just finished fallout 1, and I'm planning to get New Vegas during the summer sale. Is my NV experience going to be improved if I play Fallout 2 first? I enjoyed fallout 1 but I wouldn't mind moving on from the jank of it all, unless doing things chronologically is really going to help me appreciated the story. Also, is there any reason to play fallout 3 before fallout NV?
Okay so I'm clearly stupid... HOW am I supposed to install mods to Fallout New Vegas? Where do I put the files? Seems like every goddamn Nexus page just thinks I already know how
The Data folder is where everything goes besides NVSE (which still has a folder that goes in Data, mind you).
If you open up the mod's archive or folder or whatever you're using and it has the following folders/files in them:
Models
Textures
Sounds
Menus
Interface
NVSE
esp files
esm files
So on and so forth, then it goes into Data.
If you're not used to modding at all you may want to get a hold of NMM or a similar mod manager so you don't mess up too badly.
Yeah I think so, Fo2 introduces a pretty major NV faction.
I think NV is a lot cooler if you don't know anything about the existing factions that were brought back from FO1/FO2 because it makes learning about what they used to be and how they evolved a lot more organic and interesting.
Being an all-seeing spectator who has the facts on how things used to be and eventually got is a bit more boring and does rob you of a big sense of exploration. If you don't have nostalgia or the long time to process all the information you don't really have anything of value to trade for the discovery factor.
Okay so installed NVSE manually cause that's the only way, installed the other three I felt necessary with Mod Organizer, launched the game from Steam alright... But how do I know if the mods actually are active?
yeah I was confused about why he just kinda was downed but not out but unarmed
Okay so, if I try and launch New Vegas from the Mod Organizer with NVSE it just crashes with an error due to Steam forcing the stupid fucking RU version on me. Apparently NVSE (and I assume the other mods I installed) should be working if launched from the Steam UI, too? But I have no way of checking that whatsoever, because a Hungarian keyboard doesn't have the ~ key to bring up the console
Na you just have to give him a hand.
I started playing FO2, and I think I fucking hate it. I legitimately enjoyed FO1, but the beginning of Fallout 2 is the worst fucking thing I've ever played. You start out fighting with only a melee weapon. How on god's irradiated earth was I supposed to know that I had to spec into melee? In the first game you start out with a pistol and a knife, so whether you spec into melee or light arms you're good to go. It's not like forcing the player to melee when they likely didn't put points in it makes the game hard. It's easy to juke the enemies to force them to walk to you every turn, so you never take damage. It's just incredibly tedious. Then they force you to fight someone unarmed. Why in the fuck would I have ever put points into unarmed? So now I'm taking 20% potshots against someone too fast to juke, reloading two dozen times until I get lucky.
Then, after getting out of there I still don't get a gun (granny had a revolver in the cutscene, that piece of shit's holding out on me), and there doesn't seem to be any easy way to get one in the next town short of grinding with melee until you have enough junk to sell for 500 caps.
This game is just super boring and frustrating in the beginning if you don't pick the exact build that they want you to pick, which is almost certainly sub-optimal later game, and which they don't clue you in on when you're building your character. So much for player choice. I'm sure it gets better later on but I don't think I'll be touching this game after such an awful, awful first impression.
there's a free pipe rifle (single shot 10mm rifle) in the first map of klamath, and a free 10mm pistol in the caves underneath
you can also get through arroyo without throwing a single hit, run past the ants and talk down the dude at the end of the temple with an easy speech check.
After that you can get a .44 revolver in Den pretty easily and that gun can carry you through the whole game depending on your character build. I think 1's better on the whole but you are really missing out if you skip fallout 2.
If you don't mind slight modding, killap's unofficial fallout 2 patch has a bunch of QOL stuff like holding shift to highlight items on the ground and general bug fixes.
I want to say there's something you're missing here, but It's been a while since I played so I can't say exactly what. I'd be keen to agree the "tutorial" in fo1 makes more sense however.
Only mod you really need to apply it fully is NVSE. After that use Nexus Mod Manager.
No, that is pretty much how it goes, because my beginning experience was pretty much the same as Mart's, except I hadn't played Fallout 1 previously, so I had no expectations. To me, it was a damn godsend whenever I got the pipe rifle in Klamath, and nearly a religious experience when I got my first automatic weapon a little later. I was so excited I tried it out on the nearest brahmin, which turned out to not be a great idea. It's funny, because when I did go back and play Fallout 1, I was disappointed that they handed you a gun - and a decent one, at that! - right off.
But no, the beginning of Fallout 2 is notoriously awful, for all the reasons he described. Yeah, there are ways to cheese the beginning, use speech to get past the fights, etc, but most of that stuff isn't obvious or easy to pull off the first time through, and like he said, there's no warning that half the starting character options aren't going to be useful until later in the game. A huge misstep, to be sure, but I'd encourage anyone to power through it, because the game beyond is much bigger and better than the beginning.