• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=MadPro119;45314483]Does Fallout 3 have any large quality overhauls? I havent played it in quite a while and I don't want to have to spend a lot of time getting many different mods.[/QUOTE] Biggest and best is Fallout: Wanderer's Edition. Be warned though, it's incredibly difficult and can make one rage almost as much as i was playing Misery for STALKER:CoP. There's also FOOK, which isn't as well made, but focuses more on weapons. It's also not as horrifyingly difficult as FWE. Not many things are compatible with FOOK though, so it's my second choice. Also my last, since those are the only two i remember.
[QUOTE=zombini;45314594]Biggest and best is Fallout: Wanderer's Edition. Be warned though, it's incredibly difficult and can make one rage almost as much as i was playing Misery for STALKER:CoP. There's also FOOK, which isn't as well made, but focuses more on weapons. It's also not as horrifyingly difficult as FWE. Not many things are compatible with FOOK though, so it's my second choice. Also my last, since those are the only two i remember.[/QUOTE] Looked at both and I think I'll go with FWE, seems to be most likely just what I want. (Quality and Bug Free) That being said, do I want to try this instead as I do own FNV. [url]http://taleoftwowastelands.com/[/url] Anyone play that and enjoy it? [editline]7th July 2014[/editline] Would I still want an unofficial patch with FWE? ([url]http://www.nexusmods.com/fallout3/mods/19122/?[/url])
[QUOTE=cdr248;45313059]Not without a lot of busy work. You have you check all the leveled lists and which NV ones correspond to which FO3 ones and then rewrite in into every script for the gun since the guns are added to leveled lists by scripts. Also I'm not even 100% sure if it is safe to change around the scripts without a clean save. Although that might just be for quests or something so don't quote me on that.[/QUOTE] That's for mods that have quests or states that have been changed around in the new version, meaning old states will make the next version break Changing leveled lists is fine, but you have to go to a small, preferrably empty, cell and wait for a week so the leveled lists actually update
[QUOTE=ProfHappycat7;45310270]ordered my vault 101 track jacket yesterday :rock:[/QUOTE] Really? From where?
[QUOTE=riki2cool;45316394]Really? From where?[/QUOTE] [url=http://store.bethsoft.com/apparel/other/vault-101-track-suit.html]Bethesda Store[/url] has it.
[QUOTE=Xubs;45317183]I'd love if Fallout 4 felt a little more like a standard first person shooter. [I][B]Now, in saying that, I absolutely don't mean shoving the RPG elements out the window.[/B][/I] I mean the animations being much less awkward, the shooting feeling a lot better, and the movement being a little tighter. Imagine your favorite FPS game, and then extract how the movement and shooting felt in that game, and just dump it back into Fallout's RPG mechanics and everything else. That's what I want. It doesn't have to be amazing, it's just gotta be on par with what we're used to these days. Fallout 3/NV feels awkward as [I]fuck[/I] and it felt awkward as fuck back in the day. Skyrim feels noticably less awkward with most of its animations and such, so it gives me hope maybe FO4 will be better, but what I want would surpass Skyrim. Hopefully the sales of Skyrim will convince them to upscale their animation budget and we'll get something more acceptable for the modern era with FO4. I'd like to be able to sprint, and when I sprint, I do the wiggly jiggly "RUNNIN WITH GUNS" animation that every single FPS game with a sprint feature has nowadays. I want accuracy penalties to not just be attaching the aimpoint to the model and swaying the model around, and rather be just expanding the firing cone like most games.[/QUOTE] this might sound stupid or something but I'd love battlefield type animations for the guns and such
Probably late.. [t]http://static-2.nexusmods.com/15/mods/130/images/56297-1-1404429340.jpg[/t] Fucking finally [url=http://www.nexusmods.com/newvegas/mods/56297/?]TmT - Open Broken Doors[/url]
[img]https://dl.dropboxusercontent.com/u/59389727/Screenshots/22380_screenshots_2014-07-07_00001.jpg[/img] forgive me father for i have sinned
[QUOTE=HolyCrapAWalrus;45317971][img]https://dl.dropboxusercontent.com/u/59389727/Screenshots/22380_screenshots_2014-07-07_00001.jpg[/img] forgive me father for i have sinned[/QUOTE] Massive blowjob.
[QUOTE=_Maverick_;45317765]Probably late.. [t]http://static-2.nexusmods.com/15/mods/130/images/56297-1-1404429340.jpg[/t] Fucking finally [url=http://www.nexusmods.com/newvegas/mods/56297/?]TmT - Open Broken Doors[/url][/QUOTE] What if you have 0 intelligence?
[QUOTE=redsoxrock;45318125]What if you have 0 intelligence?[/QUOTE] smash it open with your head
[QUOTE=Xubs;45317183]I'd love if Fallout 4 felt a little more like a standard first person shooter. [I][B]Now, in saying that, I absolutely don't mean shoving the RPG elements out the window.[/B][/I] I mean the animations being much less awkward, the shooting feeling a lot better, and the movement being a little tighter. Imagine your favorite FPS game, and then extract how the movement and shooting felt in that game, and just dump it back into Fallout's RPG mechanics and everything else. That's what I want. It doesn't have to be amazing, it's just gotta be on par with what we're used to these days. Fallout 3/NV feels awkward as [I]fuck[/I] and it felt awkward as fuck back in the day. Skyrim feels noticably less awkward with most of its animations and such, so it gives me hope maybe FO4 will be better, but what I want would surpass Skyrim. Hopefully the sales of Skyrim will convince them to upscale their animation budget and we'll get something more acceptable for the modern era with FO4. I'd like to be able to sprint, and when I sprint, I do the wiggly jiggly "RUNNIN WITH GUNS" animation that every single FPS game with a sprint feature has nowadays. I want accuracy penalties to not just be attaching the aimpoint to the model and swaying the model around, and rather be just expanding the firing cone like most games.[/QUOTE] I'd love if Fallout 4 controlled like Metro Last Light.
[QUOTE=redsoxrock;45318125]What if you have 0 intelligence?[/QUOTE] Accidental decapitation.
[QUOTE=Xubs;45317183]I want accuracy penalties to not just be attaching the aimpoint to the model and swaying the model around, and rather be just expanding the firing cone like most games.[/QUOTE] I'd prefer recoil and reload time to be the primary "skill" factor in fallout. If you think about it, there isn't really any "kick" to weapons in fallout new vegas or fallout 3, beyond maybe scoped sniper rifles. "cone of fire" always seems to be a ridiculous concept to me, like there's some sort of vortex in front of your weapon that despite you aiming at a target, your bullets spray outwards or some magical unexplained reason. It would be nice to have a penalty that the player can *technically* counteract just be being a good player, but at the same time still poses a significant hindrance. Another thing that irks me is damage being reliant on gun skill. That's shit makes no sense, and was ripped straight from Oblivion and has no place in fallout. Do my bullets become [I]slower[/I] if I'm less skilled, or what? Just thinking from a common sense standpoint it seems like the main detriment to an un-skilled firearms user would be uncontrollable recoil and bad reload times. Would be hilarious if you could get [URL="http://www.gamebanshee.com/fallout/optionaltraits/images/jinxed.jpg"]"critical failures"[/URL] if you didn't match either the skill requirement or strength requirement for a weapon, like loosing control of your minigun and uncontrollably emptying all of it's ammo into your companions face, or your .50 cal rifle flying out of your hands when you shoot it
New session! Next game is tomorrow, but tune in next week for more. The rebalance WIP that Ciaster posted is still being worked on. I changed and fixed a number of things, so it should be out soon. [B]Fallout NY Reboot: Session 3: Blood Red, Mutant Green[/B] [URL]http://pastebin.com/3ZPbyTMz[/URL] [QUOTE]A rather uneventful game. After besting the giant spider and its lesser giant cohorts, the gang of Sarah, Marlowe, Dez and Doc start checking other rooms. Within a number of rooms, they find a loot grand total of of 2 stimpaks, 1 3 foot coil of surgical tubing, 2 rolls of bandages, and an antidote. Dez nabs the antidote and uses it. Doc suffers through her poison. Finally, they stumble upon a room with actual conflict. 8 Giant Rats, and a Lesser Molerat, dubbed The Don of the Molerat Mafia. A long and grueling combat is initiated, and after downing The Don and a number of his goons, one of the remaining rats manages to avenge his comrades, biting through Dez' armor with a critical hit and breaking his leg. Dez stumbles, swinging his spear wildly, at which point the spear slashes through Sarah, leaving a bloody gouge. Marlowe kills this final rat, before grabbing the passing out Sarah and bolting out of the hospital, back to Terminal to get her some actual medical attention. Doc and Dez follow after, Marlowe having an obvious advantage in speed, not being saddled with a broken leg. On the way, Dez and Doc are picked up by a friendly cabbie in a yellow cab, on his way to Terminal anyway. They grab Marlowe and Sarah on the way, get to the town, and head to the hospital. After depositing Sarah in the care of a medical professional (Sarah's player dropped the game), the gang exits the hospital, at which point Doc shoots Dez in the (broken) knee with her pistol, going on about how he needs to be more careful and not act like such a jackass. Dez heads into the hospital himself, to get medical attention. After trading the rest of his caps and some spare parts to pay for the medical bill fixing his broken leg and bandaging the nub where he once had a finger (that he cut off himself, as penance for what he did to Sarah), Dez exits, and the three head to Will in his shack. He pays Marlowe his 300 caps, and tells Marlowe to tell Sarah that he will pay her when he sees her himself. Will then offers the three of them a job: since Sarah, who originally offered to repair the town's purifier, is out of commission, they need to head through raider territory and guide someone he knows who /can/ repair the purifier back safely. Pay is 600 caps for each person. Will also mentions offhand about a caravan company called YellowCab, that ferry cargo and occasionally passengers around in armored yellow cabs. The three then head out to the local gun shop, Gunz and Booletz. Inside, they make a few dealings with the shopkeep, a super mutant named Gorgutz. Doc gets a new, less shitty gun (an upgrade from a .22 pistol to a .38), and they head out.[/QUOTE]
[QUOTE=hypno-toad;45320457]I'd prefer recoil and reload time to be the primary "skill" factor in fallout. If you think about it, there isn't really any "kick" to weapons in fallout new vegas or fallout 3, beyond maybe scoped sniper rifles. "cone of fire" always seems to be a ridiculous concept to me, like there's some sort of vortex in front of your weapon that despite you aiming at a target, your bullets spray outwards or some magical unexplained reason. It would be nice to have a penalty that the player can *technically* counteract just be being a good player, but at the same time still poses a significant hindrance. Another thing that irks me is damage being reliant on gun skill. That's shit makes no sense, and was ripped straight from Oblivion and has no place in fallout. Do my bullets become [I]slower[/I] if I'm less skilled, or what? Just thinking from a common sense standpoint it seems like the main detriment to an un-skilled firearms user would be uncontrollable recoil and bad reload times. Would be hilarious if you could get [URL="http://www.gamebanshee.com/fallout/optionaltraits/images/jinxed.jpg"]"critical failures"[/URL] if you didn't match either the skill requirement or strength requirement for a weapon, like loosing control of your minigun and uncontrollably emptying all of it's ammo into your companions face, or your .50 cal rifle flying out of your hands when you shoot it[/QUOTE]speaking of the guns skill, there should be 4 different animations for reloading/fireing for each type of gun representing your skill level ie: low skill, "almost-no-experience-with-guns" animation, (0-25), avg animation, still a tad slow and clunky (26-50), that kinda thing
I agree that the guns skill should fuck with you if you're low with it. I would lose my shit if you could accidentally have your weapon fly out of your hands. Also, they need to bring back exploding guns with low luck/condition. Imagine firing an auto rifle and it explodes hurting your face!
[QUOTE=Original User;45323005]I agree that the guns skill should fuck with you if you're low with it. I would lose my shit if you could accidentally have your weapon fly out of your hands. Also, they need to bring back exploding guns with low luck/condition. Imagine firing an auto rifle and it explodes hurting your face![/QUOTE]"huh, guess i'll use this double-barreled shotgun even though it's about to break and i just crossed the path of a black cat while walking under a ladd- oh now i have no hands"
[QUOTE=RichyZ;45324768]would be rad to have an animation where you're firing an assault rifle and the barrel overheats and explodes in the middle, with the hands holding up the receiver in a shrugging motion then tossing it aside[/QUOTE] what if the animation got more casual and relaxed every time it happened like, it started off with you shitting yourself, but eventually it was just like not again
[QUOTE=Mellowbloom;45324950]what if the animation got more casual and relaxed every time it happened like, it started off with you shitting yourself, but eventually it was just like not again[/QUOTE]a sighing sound effect to go with it
I still want to duel wield fatmans (Fatmen?) at the expense of instantly crippling both arms.
As unfeasible as it may be, I would love to see a voiced protagonist in the next Fallout game. Hopefully like Saint's Row, where you have a couple choices of voice types, but that's a lot to ask for given how many lines the protagonist speaks in Fallout games.
[QUOTE=Magmacow358;45325146]I still want to duel wield fatmans (Fatmen?) at the expense of instantly crippling both arms.[/QUOTE] I want armor made only to allow safe dual wielding.
[QUOTE=Starlight 456;45325383]As unfeasible as it may be, I would love to see a voiced protagonist in the next Fallout game. Hopefully like Saint's Row, where you have a couple choices of voice types, but that's a lot to ask for given how many lines the protagonist speaks in Fallout games.[/QUOTE] I know it would work. but no one would like it. What if I wanna play a modded quest like New Vegas Bounties? The dialogue would be too inconsistent. I'd also rather have other NPCs have great voice actors instead.
I want a fucking computer controlled weapon mount for my shoulder I can stick a shotgun or some shit in
I like how Mr New Vegas on the radio always stays perfectly neutral. Even when you kill Mr House and the entire strip he's not complaining, unlike Three Dog who starts with wild theories when Megaton accidentally blows up...
[QUOTE=Morderator;45327223]I like how Mr New Vegas on the radio always stays perfectly neutral. Even when you kill Mr House and the entire strip he's not complaining, unlike Three Dog who starts with wild theories when Megaton accidentally blows up...[/QUOTE] Three dog is a douchebag You come to his place and he kisses your ass and shit While you gone though, he backtalks you
[QUOTE=coyote93;45328731]Three Dog is a dick.[/QUOTE] You can waste that motherfucker, his bandana has some really sweet stat boosts and looks cool, I wear it all the time
This is gonna be a stretch but any guesses as why my game seems to crash in the wastes? [quote] GameMode=Fallout3 Fallout3.esm=1 CALIBR.esm=1 20th Century Weapons.esm=0 Anchorage.esm=1 BrokenSteel.esm=1 ThePitt.esm=1 PointLookout.esm=1 Zeta.esm=1 CRAFT.esm=1 AWorldOfPainFO3.esm=1 DCInteriors_ComboEdition.esm=1 StreetLights.esm=1 RH_IRONSIGHTS.esm=1 RobCo Certified v2.esm=1 Wasteland Whisperer v2.esm=1 FO3 Wanderers Edition - Alternate Travel.esp=0 FO3 Wanderers Edition - Main File.esm=1 Mart's Mutant Mod.esm=1 Xepha's Dynamic Weather.esm=1 Companion Core.esm=1 DarNifiedUIF3.esp=1 BoS Diversification.esp=1 CrowdedCities_v2.esp=1 CrowdedCities_v2_lessNPCs.esp=1 Dragonskin Tactical Outfit.esp=1 DragonskinBonusPack.esp=1 Xepha's Dynamic Weather - Main.esp=1 Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=0 StreetLights - Wasteland.esp=1 MaxLevelWorkaround-BS.esp=1 MaxLevelWorkaround-HP-BS.esp=1 Dree Perks.esp=1 Dree Perks Broken Steel.esp=1 Dree Perks Mothership Zeta.esp=1 Dree Perks Point Lookout.esp=1 Dree Perks Pitts.esp=1 Dree Perks Requested by Fans .esp=1 Dree Perks Anchorage.esp=1 Realistic Interior Lighting.esp=1 Realistic Interior Lighting - PL.esp=1 Realistic Interior Lighting - OA.esp=1 Realistic Interior Lighting - BS.esp=1 RH_IronSights_Basic_AnchoragePlugin.esp=1 RH_IronSights_Basic_PittPlugin.esp=1 RH_IronSights_Pitt_NewRifleSights.esp=1 RH_IronSights_PL_NewItems.esp=1 RH_IronSights_Basic_ZetaPlugin.esp=1 RH_IronSights_Basic_BrokenSteelPlugin.esp=1 RH_IronSights_Basic_PointLookoutPlugin.esp=1 RH_IronSights_Basic_VanillaPlugin.esp=1 RH_IronSights_RemoveReticule.esp=1 Rivet City Merchants With Point Lookout.esp=1 RobCo Certified v2 FWE.esp=1 RobCo Certified v2 Version Updater.esp=0 RobCo Certified v2 Zeta Addon.esp=1 RobCo Certified v2 Impervious FWE.esp=0 RobCo Certified v2 Impervious.esp=0 RobCo Certified v2 Omnipatch.esp=0 RobCo Certified v2 EVE.esp=0 UPP - Beverage Perks.esp=1 UPP - Experience Perks.esp=1 UPP - Pack 1.esp=1 UPP - Pack 2.esp=1 UPP - Quest Perks.esp=1 WastelandMastery.esp=1 Wasteland Whisperer v2 Broken Steel Addon.esp=1 Companion Core DLC Addon.esp=1 FO3 Wanderers Edition - Main File.esp=1 FO3 Wanderers Edition - DLC The Pitt.esp=1 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0 FO3 Wanderers Edition - Optional Restore Tracers.esp=0 FO3 Wanderers Edition - DLC Point Lookout.esp=1 FO3 Wanderers Edition - DLC Anchorage.esp=1 FO3 Wanderers Edition - DLC Mothership Zeta.esp=1 FO3 Wanderers Edition - DLC Broken Steel.esp=1 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1 WeaponModKits.esp=1 WeaponModKits - FWE Master Release.esp=1 WeaponModKits - OperationAnchorage.esp=1 WeaponModKits - ThePitt.esp=1 WeaponModKits - BrokenSteel.esp=1 WeaponModKits - PointLookout.esp=1 WeaponModKits - Zeta.esp=1 Mart's Mutant Mod.esp=1 Mart's Mutant Mod - DLC Anchorage.esp=1 Mart's Mutant Mod - DLC The Pitt.esp=1 Mart's Mutant Mod - DLC Broken Steel.esp=1 Mart's Mutant Mod - DLC Point Lookout.esp=1 Mart's Mutant Mod - DLC Zeta.esp=1 Mart's Mutant Mod - Tougher Traders.esp=1 Mart's Mutant Mod - Natural Selection.esp=1 Mart's Mutant Mod - Zones Respawn.esp=1 Mart's Mutant Mod - Master Menu Module.esp=1 Mart's Mutant Mod - FWE Master Release.esp=1 Mart's Mutant Mod - FWE Master Release + DLCs.esp=1 20th Century v5 ALIVE (Vendor).esp=1 20th Century v5 ALIVE (Containers).esp=1 20th Century v5 ALIVE (Vault 101).esp=1 20th Century v5 ALIVE (RivetCity).esp=1 20th Century v5 ALIVE (Raider).esp=1 20th Century v5 ALIVE (Slaver).esp=1 20th Century v5 ALIVE (Talon_Regulator).esp=1 20th Century v5 ALIVE (Brotherhood_Outcast).esp=1 20th Century v5 ALIVE (NPC_Settler).esp=1 20th Century v5 ALIVE (TEST Container).esp=0 20th Century v5 ALIVE (Chinese Ghoul).esp=1 20th Century v5 ALIVE (SuperMutant).esp=1 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp=1 20th Century Weapons -Plus- Reborn V1_70RC-18668-ALIVE(SuperMutant).esp=1 20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE(Chinese Ghoul).esp=1 20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE (TEST Container).esp=0 20th_Century_Weapons -Plus- Reborn_v1_70RC-18668_Ironsights_v1_1.esp=1 [/quote]
[QUOTE=MadPro119;45330644]This is gonna be a stretch but any guesses as why my game seems to crash in the wastes?[/QUOTE] Probably an old-ish compatibility patch. If not, then just try disabling all your world related mods. If you still have no luck then you're going to have to disable them all bit by bit (I recommend doing it in groups of 3 or so for small addons) to find the culprit. Alternatively, you could load up FO3edit and look around to see if there are any major mod conflicts.
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