Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
[QUOTE=Sergeant Stacker;45867560][IMG_thumb]http://cloud-4.steampowered.com/ugc/555387975642906006/DB6925ED6CAFF4ACC2605DC802769B3B91D38446/1024x768.resizedimage[/IMG_thumb]
What S.P.E.C.I.A.L stats should I choose for this playthrough?[/QUOTE]
S (4)
P (5)
E (6)
C (1)
I (7)
A (3)
L (2)
Seems like you may have extra points but I was thinking lik,e an incredibly ugly and unlucky person who's super smart.
[QUOTE=_Maverick_;45867371]Two-Step Goodbye, would like a word with you[/QUOTE]
two-step goodbye can kiss my high gunskill and eat it's bullets
ten charisma ten luck; lady killer
[QUOTE=Starlight 456;45867763]S (4)
P (5)
E (6)
C (1)
I (7)
A (3)
L (2)
Seems like you may have extra points but I was thinking lik,e an incredibly ugly and unlucky person who's super smart.[/QUOTE]
so basically a nerd
[QUOTE=Sergeant Turtle;45861448]Even longer, Morrowind was Gamebryo too.[/QUOTE]
It's not as obvious as it is in Oblivion, Fallout, and Skyrim.
[QUOTE=_Maverick_;45867371]Two-Step Goodbye, would like a word with you[/QUOTE]
Try getting the caps to buy it when you're level 5.
[QUOTE=seano12;45868062]It's not as obvious as it is in Oblivion, Fallout, and Skyrim.[/QUOTE]
Skyrim uses their in-house Creation Engine, not Gamebryo.
(which is why you can walk diagonally, man I'll never get over that)
If gamebryo is a large swine, Creation is a large swine with a wig, lipstick, and a string of pearls around its neck with some perfume to boot.
[QUOTE=BananaFoam;45851193]Yeah, the shooting in general needs an overhaul pretty desperately.
Bethbryo's Fallout games' weakest aspect was always the the shooting. It never felt like playing a real FPS. It always felt like playing a bad Elder Scrolls mod with guns thrown in. Fallout 3 and New Vegas (too a lesser extent) disappoint me for that reason; they aren't FPSs with RPG mechanics, they are RPGs with shooting mechanics.
Hopefully Creation (or whatever they use next) will use updated mechanics to make the gunplay more exciting. And if not, I would still be excited for the jump because of the graphical upgrades and less buggy/crash-happy nature of the new engine. Skyrim crashes half as often with well over twice the mods.
Still, I doubt we will get any of that. Bethesda has succeeded in pulling off amazing games in every installment, yet they [I]always[/I] have the same issues as their predecessors. Bugs and glitches are chief among them.
One of my bigger issues, upon replaying Fallout 3 and New Vegas, is that the settlements feel pint-sized. Megaton is supposed to be a major trading hub in the center of the wastes, and while it is the largest city in the game, that isn't saying much. Rivet City is a cramped, hard to navigate joke. Canterbury Commons, the center for [I]all[/I] the caravans in DC, is 6 fucking dudes held up in some old storefronts who can't even fight off [I]mock superheros.[/I] Tenpenny Tower and Underworld are alright; they are big enough to evoke the feeling of a decent sized settlement but not large enough to be taxing on the computer. Paradise Falls is supposed to be the slave capital of DC, but it is a shack of some 16 fucking yokels and maybe 5 slaves at most.
It all just feels small and trimmed down, and so many concessions were made because of obvious engine and console limitations. Even DC being broken up was likely motivated in part by these limits (that and Bethesda's begrudging unwillingness to make a game without dungeons of some variety).[/QUOTE]
Making settlements larger is a good idea. Heck, look at New Vegas. Las Vegas was supposed to the crown jewel of the game, but the strip was three measly areas separated by a loading screen walls.
But I think the key to making settlements feel better is to make them more lively. Citizens should have good animations. They should have a variety of tasks they can perform throughout the day. They should have varied dialogue (while funny in a meme worthy way, hearing about arrows in the knee GETS OLD FAST). They should interact with the rest of the game world in a dynamic manner.
Citizens shouldn't feel like lumps of polygons and textures that stand around all day long with canned dialog.
It's very easy to miss that the casinos in New Vegas are larger than they first appear or seem to be from the inside. I kept wondering where the hell everyone was staying until I saw the rest of the buildings. Like most of The Fort they're also inaccessible to the player for the most part.
So I started FO2 for the first time and i'm getting my ass handed to me. I'm gonna re create my character and give him more perception so he can actually land attacks. Any other general tips?
[QUOTE=Col. Mandrake;45869708]So I started FO2 for the first time and i'm getting my ass handed to me. I'm gonna re create my character and give him more perception so he can actually land attacks. Any other general tips?[/QUOTE]
Talk to NPCs all the time. Far more NPCs have dialogue than in the previous game, some of them will give you skill boosts, side quests and followers early on with little effort on your part. There's about eight such before you even leave Arroyo.
The size of your party is limited by your CHA/2, this is what happens if you ask someone to come with you and they say it's too crowded. Drugs only stack twice, but you can get perks you don't qualify for by taking drugs. You might need Rad-Away once, but it's not that important and you can sell it all if you like.
This game heavily favours Small Guns as a combat skill. I'd tag that, Speech, and Lockpick for an easier time. STR 5 is needed for most guns; late game guns might require 6 or 7 but by then you will have increased your strength to 9 or 10 permanently.
The easiest way to beat Golden Geckos is by crippling their legs.
[QUOTE=Sergeant Stacker;45864586][IMG_thumb]http://cloud-4.steampowered.com/ugc/579027346567434781/D5DB94F0CE41F1E62DD0D16A53AF9ADB69E18B8B/1024x768.resizedimage[/IMG_thumb]
NOPE.[/QUOTE]
That's the moment where I'd close the game.
[QUOTE=ElectricSquid;45869001]If gamebryo is a large swine, Creation is a large swine with a wig, lipstick, and a string of pearls around its neck with some perfume to boot.[/QUOTE]
Everything makes sense at that moment when you realize the creation engine is slightly updated and less buggy gamebryo engine.
When you open a door in Skyrim and hear the same sound as in Oblivion, when you jump on a bucket over a locked gate using "Havok" physics or when you compare the fallout 3/NV, Oblivion or Skyrim ini files. Then you realize it's all the same engine where there are still events hardcoded to certain uGrids settings and what not.
[QUOTE=cqbcat;45869079]Making settlements larger is a good idea. Heck, look at New Vegas. Las Vegas was supposed to the crown jewel of the game, but the strip was three measly areas separated by a loading screen walls.
But I think the key to making settlements feel better is to make them more lively. Citizens should have good animations. They should have a variety of tasks they can perform throughout the day. They should have varied dialogue (while funny in a meme worthy way, hearing about arrows in the knee GETS OLD FAST). They should interact with the rest of the game world in a dynamic manner.
Citizens shouldn't feel like lumps of polygons and textures that stand around all day long with canned dialog.[/QUOTE]
Remember that the loading screen walls were because of console restrictions, most modern-day computers can handle the Strip in its entirety, that's not Gamebryo's fault. Also, I'd also wager part of the reason the Strip was smaller than intended was probably time constraints and not necessarily because "that was their vision." But that's about as much as I can defend.
Even within Gamebryo's mess of code, it'd be perfectly possible to do what you said (look at Oblivion, this is the [I]best[/I] example of how possible it is, [url=http://www.uesp.net/wiki/Oblivion:Tanasa_Arano]look [/url] [url=http://www.uesp.net/wiki/Oblivion:S%27Krivva]at [/url] [url=http://www.uesp.net/wiki/Oblivion:Gorgo_gro-Shura]these[/url] almost random guys). The only issue is that these NPCs have [I]very[/I] specific routine in order to not conflict with the other characters routines (I think, it might be more flexible than that). I'm not quite sure exactly what you'd need to do, but if you wanted to make sure there were always random gamblers coming in and out of the playable Strip (as opposed to areas that you can't go into but are assumed are there, e.g. floors of the hotel where gamblers would be staying), you'd have to code for the gamblers to return to one of the elevators at one of the hotels and have them go to a dummy cell (much like at The Fort, with the inaccessible gate). There, you could do something like this (except with real code and assuming GlambersOnStrip is a global and handled by another script when they enter the dummy cell and are deleted):
[code]
scn StripNPCControllerExampleMaybe
; just a possible example in psuedocode how it can be possible to regulate the amount of citizens on the Strip
short random
float timer
Begin GameMode
if timer <= 0
if GamblersOnStrip < 30 ; (doesn't have to be 30, just making up a number)
Spawn GamblerID ; don't know what the actual command for spawn is, if there is one
Set GamblersOnStrip to ( GamblersOnStrip + 1 )
Set timer to 10
elseif GamblersOnStrip >= 30 && GamblersOnStrip <= 60
Set random to GetRandomPercent
if random >= 50
Spawn GamblerID
Set GamblersOnStrip to (GamblersOnStrip + 1)
Set timer to 10
elseif random < 50
Set timer to 10
endif
elseif GamblersOnStrip > 60
Set timer to 10
endif
elseif timer > 0
set timer to ( timer - GetSecondsPassed )
endif
end
[/code]
That way you can have a consistent stream of Gamblers with random looks and such, but then you'd need to do AI packages for some, perhaps make different "sets" of gamblers based on "income" (e.g. rich gamblers have better suits, poorer gamblers have rags), have a set amount of gamblers that can be at a certain casino or certain part of a casino at a certain time, and then blah blah blah etc etc etc. The point is it's messy, but absolutely possible that you can do it. I can imagine why they [I]didn't[/I] though, because it can be very difficult to get working properly and, given the time constraints that New Vegas had, it's not a surprise they didn't have time for more detail oriented work like that.
Any good ENBs out there? I got Blackout enb which is ok but im looking for something new.
[QUOTE=ZestyLemons;45868888]Skyrim uses their in-house Creation Engine, not Gamebryo.
(which is why you can walk diagonally, man I'll never get over that)[/QUOTE]
Creation engine is just another fancy term for Gamebryo.
[QUOTE=seano12;45872661]Creation engine is just another fancy term for Gamebryo.[/QUOTE]
No, Creation is WAY more powerful than Gamebryo. I mean it has animations for walking up [i]and down[/i] hills.
[QUOTE=Fhenexx;45871582]Remember that the loading screen walls were because of console restrictions, most modern-day computers can handle the Strip in its entirety, that's not Gamebryo's fault. Also, I'd also wager part of the reason the Strip was smaller than intended was probably time constraints and not necessarily because "that was their vision." But that's about as much as I can defend.
Even within Gamebryo's mess of code, it'd be perfectly possible to do what you said (look at Oblivion, this is the [I]best[/I] example of how possible it is, [url=http://www.uesp.net/wiki/Oblivion:Tanasa_Arano]look [/url] [url=http://www.uesp.net/wiki/Oblivion:S%27Krivva]at [/url] [url=http://www.uesp.net/wiki/Oblivion:Gorgo_gro-Shura]these[/url] almost random guys). The only issue is that these NPCs have [I]very[/I] specific routine in order to not conflict with the other characters routines (I think, it might be more flexible than that). I'm not quite sure exactly what you'd need to do, but if you wanted to make sure there were always random gamblers coming in and out of the playable Strip (as opposed to areas that you can't go into but are assumed are there, e.g. floors of the hotel where gamblers would be staying), you'd have to code for the gamblers to return to one of the elevators at one of the hotels and have them go to a dummy cell (much like at The Fort, with the inaccessible gate). There, you could do something like this (except with real code and assuming GlambersOnStrip is a global and handled by another script when they enter the dummy cell and are deleted):
[code]
scn StripNPCControllerExampleMaybe
; just a possible example in psuedocode how it can be possible to regulate the amount of citizens on the Strip
short random
float timer
Begin GameMode
if timer <= 0
if GamblersOnStrip < 30 ; (doesn't have to be 30, just making up a number)
Spawn GamblerID ; don't know what the actual command for spawn is, if there is one
Set GamblersOnStrip to ( GamblersOnStrip + 1 )
Set timer to 10
elseif GamblersOnStrip >= 30 && GamblersOnStrip <= 60
Set random to GetRandomPercent
if random >= 50
Spawn GamblerID
Set GamblersOnStrip to (GamblersOnStrip + 1)
Set timer to 10
elseif random < 50
Set timer to 10
endif
elseif GamblersOnStrip > 60
Set timer to 10
endif
elseif timer > 0
set timer to ( timer - GetSecondsPassed )
endif
end
[/code]
That way you can have a consistent stream of Gamblers with random looks and such, but then you'd need to do AI packages for some, perhaps make different "sets" of gamblers based on "income" (e.g. rich gamblers have better suits, poorer gamblers have rags), have a set amount of gamblers that can be at a certain casino or certain part of a casino at a certain time, and then blah blah blah etc etc etc. The point is it's messy, but absolutely possible that you can do it. I can imagine why they [I]didn't[/I] though, because it can be very difficult to get working properly and, given the time constraints that New Vegas had, it's not a surprise they didn't have time for more detail oriented work like that.[/QUOTE]
Please make this mod.
[QUOTE=Janus Vesta;45872677]No, Creation is WAY more powerful than Gamebryo. I mean it has animations for walking up [i]and down[/i] hills.[/QUOTE]
Creation is more powerful than Gamebryo but it's still Gamebryo and has a lot of Gamebryo's problems. Creation's improvements are like the improvements made from Oblivion to Fallout NV
I'm sorry if this is a dumb question, but is it possible to port FO3 armor into FNV?
[QUOTE=Hatley;45874642]I'm sorry if this is a dumb question, but is it possible to port FO3 armor into FNV?[/QUOTE]
It's been done multiple times, including in things like TTW.
[QUOTE=Hatley;45874642]I'm sorry if this is a dumb question, but is it possible to port FO3 armor into FNV?[/QUOTE]
Converting items from FO3 to NV? Besides the DLC items most if not all of the Armour in FO3 exists in New Vegas, why bother?
If you did mean the DLC armour, we have a mod that solves that whole problem. (Obviously requires FO3 though)
[url]http://www.nexusmods.com/newvegas/mods/34987/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodimages%2F%3Fid%3D34987%26user%3D1&pUp=1[/url]
[QUOTE=jonu67;45875447]Converting items from FO3 to NV? Besides the DLC items most if not all of the Armour in FO3 exists in New Vegas, why bother?
If you did mean the DLC armour, we have a mod that solves that whole problem. (Obviously requires FO3 though)
[url]http://www.nexusmods.com/newvegas/mods/34987/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodimages%2F%3Fid%3D34987%26user%3D1&pUp=1[/url][/QUOTE]
He might mean armor mods from FO3. Which is also totally possible.
[QUOTE=CrucialSeBBi;45872227]Any good ENBs out there? I got Blackout enb which is ok but im looking for something new.[/QUOTE]
[URL="https://dl.dropboxusercontent.com/u/24398250/ENBFNV.rar"]https://dl.dropboxusercontent.com/u/24398250/ENBFNV.rar[/URL]
Loadingue made this awhile ago. It has dynamic shadows and runs really well. Make sure you use .249 series.
New Fallout PnP for your enjoyment, with loot galore.
[B]Fallout NY Reboot: Session 11: Cathy Carbine[/B]
[url]http://pastebin.com/qL8Adgva[/url]
[quote]Starting the session where we left off, they begin looting the raiders, netting themselves:
[1] 5mm-chambered Kalashnikov AKM CND: 14/50, [1] Air Force Survival Rifle CND: 12/50, [1] Colt 6520 10mm CND: 20/50, [1] Wondernine CND: 22/50, [1] Lead Gloves CND: 25/50, [1] Leather Jacket CND: 22/50, [1] Leather Jacket CND: 20/5, [1] M65 Field Jacket CND: 18/50, [1] Leather Armor CND: 16/50, [1] Metal Armor CND: 12/50, [23] 5mm FMJ, [25] .22 Long Rifle FMJ, [4] .410 Buckshot, [18] 10x25mm FMJ, [19] 9x19mm FMJ, [2] Bandages, [1] Band-Aids (10 uses left), [1] Healing Powder, [3] Radfruit, [1] Donut, [2] Booze, [3] Beer, [1] Nuka Cola, [1] Jet, [1] Pre-War Money, [1] Box of Matches (9 uses left), [1] Pack of Cigarettes (6 uses left), [1] Bic Lighter, [1] Pack of Cards, [2] Set of Dice, [1] Harmonica, [1] Electronic Parts.
That's a lot of loot for doing pretty much nothing, but I digress.
Since Marlowe's player Ciaster was absent, Marlowe watched the truck while the others ventured deeper into the parking garage, the lower ramp of which was blocked off for vehicles by barriers that would take more than the lot of them can lift.
So they walk down, Machinegun Kelly's head in tow, to see three raiders chatting amicably. They all have shrunken heads hanging from their belts.
Surd attempts diplomacy, showing Machinegun Kelly's head, and asking where they can go to get it shrunk. He critfails, and accidentally punches the raider in the face while extending his arm to display the head.
This leads to combat with the three raiders, which ends soon after, though not before a raider with a pair of spiked knuckles gets more than a few good hits onto the party, and giving a shit-eating grin.
They dispatch the raiders, earning even more loot:
[11] .22 Long Rifle HV rounds, [1] Baseball hat CND17, [1] Raider Armor CND14, [2] Generic .22 Revolvers CND20, [1] Pre War Money, [1] Radfruit, [1] Import Beer, [1] Whiskey, [2] Stimpaks, [3] Molotov Cocktails, [1] Colt 6520 10mm CND12, [1] .38 Snubnose Revolver CND22, [20] .28 Special FMJ, [21] 10x25mm FJM, [1] Leather Jacket CND20, [1] Harmonica, [1] Spare Parts, [1] Larry's Shining Finger (Unique Spiked Knuckles) CND16, [1] Leather Jacket CND16, [1] Leather Flight Cap CND20, [2] Blamco Mac 'n Cheese, [1] Bug-on-the-shell, [1] 5 meter coil of rope
After they settled the loot, they hear a bitchy voice call out, asking what's taking so long. In walks a lady in metal armor, Cathy Carbine. The exchange with Cathy went something like this:
9:51 PM - Moderate to Severely Unstable GM: "You got 5 seconds to explain this shit."
9:51 PM - Dez: "We gunna murder your ass."
9:51 PM - Surd: "We were having a barbecue"
9:51 PM - Dez: "That."
9:51 PM - Surd: "And a gun convention"
9:52 PM - Surd: "Things got ugly."
9:52 PM - Dez: "And a shoveling."
9:52 PM - Dez: Dez does the shovel dance
9:52 PM - Dez: "Scoop to the left, left.. scoop to the right, right...."
9:52 PM - Surd: "You have to dig a proper barbecue pit, after all."
9:52 PM - Moderate to Severely Unstable GM: "I'm gettin' mixed signals, so I'll just mix up your insides."
9:52 PM - Moderate to Severely Unstable GM: She pulls out her carbine. This is definitely Cathy!
They proceed to have a heated shootout, quite literally, as Flint hurls a more than a few fireballs. After a bit, they finally off Cathy, and loot her corpse.
Inside the breastplate of her metal armor was a bunch of pipes and doodads wired into her, which intermittently healed her during the combat. Flint does some Science and manages to think up a blueprint similar to the design she sees inside the armor (which itself is no use because the device is slagged thanks to the fire) which can be crafted.
Their loot from Cathy: [1] Metal Armor CND16, [1] Cathy's Carbine (M1 Carbine), [17] .30 Carbine FMJ rounds, [2] Stimpaks, [1] Nuka Cola, [1] Med-X, [1] Cathy's Head
The entire session's worth of combats netted them 1600xp, as well.
Remaining heads to collect: Laser Larry, Humvee Huey.
End session.[/quote]
[url=http://facepunch.com/showthread.php?t=1266694&p=45195079&viewfull=1#post45195079]Session 1[/url] [url=http://facepunch.com/showthread.php?t=1266694&p=45257747&viewfull=1#post45257747]Session 2[/url]
[url=http://facepunch.com/showthread.php?t=1266694&p=45320718&viewfull=1#post45320718]Session 3[/url] [url=http://facepunch.com/showthread.php?t=1266694&p=45401663&viewfull=1#post45401663]Session 4[/url]
[url=http://facepunch.com/showthread.php?t=1266694&p=45468797&viewfull=1#post45468797]Session 5[/url] [url=http://facepunch.com/showthread.php?t=1266694&p=45591834&viewfull=1#post45591834]Session 6[/url]
[url=http://facepunch.com/showthread.php?t=1266694&p=45591834&viewfull=1#post45591834]Session 7[/url] [url=http://facepunch.com/showthread.php?t=1266694&p=45661209&viewfull=1#post45661209]Session 8[/url]
[url=http://facepunch.com/showthread.php?t=1266694&p=45808800&viewfull=1#post45808800]Session 9[/url] [url=http://facepunch.com/showthread.php?t=1266694&p=45808800&viewfull=1#post45808800]Session 10[/url]
[QUOTE=jonu67;45875447]Converting items from FO3 to NV? Besides the DLC items most if not all of the Armour in FO3 exists in New Vegas, why bother?
If you did mean the DLC armour, we have a mod that solves that whole problem. (Obviously requires FO3 though)
[url]http://www.nexusmods.com/newvegas/mods/34987/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodimages%2F%3Fid%3D34987%26user%3D1&pUp=1[/url][/QUOTE]
Specifically I'm after the [url=http://fallout.wikia.com/wiki/Raider_commando_armor]Raider Commando Armor[/url] because I fucking love the design of it. It looks like something from an 80s action movie
[QUOTE=Aperture fan;45876075]New logs! And there aren't 5 of them this time, so that's nice.
[B]Fallout NY Reboot: Session 11: Cathy Carbine[/B]
[QUOTE]9:52 PM - Dez: Dez does the shovel dance
9:52 PM - Dez: "Scoop to the left, left.. scoop to the right, right...."[/QUOTE]
[url]http://pastebin.com/qL8Adgva[/url]
[/QUOTE]
Shovel dance in action:
[IMG]http://cdn1.akamai.coub.com/coub/simple/cw_gif_big/bca0caa6d45/fb4e1128f8e0a51316d62/1386473142_u3f0u8_yiwc5ai.gif[/IMG]
[QUOTE=Original User;45875937][URL="https://dl.dropboxusercontent.com/u/24398250/ENBFNV.rar"]https://dl.dropboxusercontent.com/u/24398250/ENBFNV.rar[/URL]
Loadingue made this awhile ago. It has dynamic shadows and runs really well. Make sure you use .249 series.[/QUOTE]
Nice, I will check it out later
[QUOTE=seano12;45872682]Please make this mod.[/QUOTE]
Trust me, I can come up with psuedocode all day, but when it comes to actually making a mod like that I wouldn't know what the hell I'm even doing :v:
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