• Fallout 4 V25: Le Sujet Terribles
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[QUOTE=tyanet;49772652]On a semi related note, I always get super disappointed when I look at Fallout 3 concept art. It was so good but the game ended up nothing like it, besides the obvious vague similarities. [img]http://vignette4.wikia.nocookie.net/fallout/images/d/d9/MegatonCA02.jpg/revision/latest?cb=20120220221408[/img][/QUOTE] that would've been awesome, but unfortunately it wasn't possible back in 2008 to do stuff on that scale unless they went for a STALKER semi-open world approach (big-ish levels separated by loading screens), but it would've been tough to make the world as seamless as it was. I would say Bethesda did a pretty decent job translating the general feel of the concept art if not the grandiosity and scale of it.
[QUOTE=Schmaaa;49773214]that would've been awesome, but unfortunately it wasn't possible back in 2008 to do stuff on that scale unless they went for a STALKER semi-open world approach (big-ish levels separated by loading screens), but it would've been tough to make the world as seamless as it was. I would say Bethesda did a pretty decent job translating the general feel of the concept art if not the grandiosity and scale of it.[/QUOTE] Bethesda's large scale concept art can't realistically be converted into proper video game format because of the whole "you can enter every single house" policy, meaning the time spent on making that many houses each with handcrafted interiors would be enormous.
honestly I would be absolutely fine if they went for an Assassin's Creed approach to city-building with autogenerated crowds the cities in bethesda games always slaughter immersion for me - they always have unrealistically massive walls and elaborate setpieces, but <30 citizens and only a handful of houses.
[QUOTE=Sector 7;49773290]honestly I would be absolutely fine if they went for an Assassin's Creed approach to city-building with autogenerated crowds[/QUOTE] Assassin's Creed has a 99% static world with generic, randomly generated NPCs fumbling around though. It doesn't fit at all with Bethesda's usual design when it comes to RPGs And NPCs.
[QUOTE=Ganerumo;49773304]Assassin's Creed has a 99% static world with generic, randomly generated NPCs fumbling around though. It doesn't fit at all with Bethesda's usual design when it comes to RPGs And NPCs.[/QUOTE] Skyrim was packed full of generic fumbling NPCs, except there are so few of them that they stand out painfully. I'd much prefer no-name citizens to be quieter and more anonymous. The uninteractive world would be a loss, but I think it would be worth it to actually craft believable worldspaces; especially since modders could make up for the loss with bulk interior work. I mean, come on - think about Whiterun. The place is supposed to be the keystone of northern commerce, but it's basically just a neighborhood on a hill. The "cloud district" literally has one building in it.
Actually Skyrim only has named characters, as far as cities go. When you go outside you find more generic characters, but those don't have a complete schedule like city residents. Since the games revolve so much around freedom of action, it's a given that the world will have to be downscaled to an extent to fit with this kind of gameplay. It's much more prevalent in TES than in Fallout, but it's visible in both series.
[QUOTE=Ganerumo;49773337]Actually Skyrim only has named characters, as far as cities go. When you go outside you find more generic characters, but those don't have a complete schedule like city residents.[/QUOTE] I meant 'generic' in the sense that they're bland enough to contribute nothing to the game (save for annoying repeated VO lines)
[QUOTE=Sector 7;49773344]I meant 'generic' in the sense that they're bland enough to contribute nothing to the game (save for annoying repeated VO lines)[/QUOTE] But if they were just unnamed NPCs that do nothing the cities would be even more bland. Each character has their own little schedule and habits, you can follow them around and see what they're up to and that adds a lot to the immersion, more than having marginally bigger towns.
[QUOTE=Ganerumo;49773362]Each character has their own little schedule and habits, you can follow them around and see what they're up to and that adds a lot to the immersion, more than having marginally bigger towns.[/QUOTE] They've been doing this since Oblivion, and I really like it. On a better engine, though, that could handle way more densely packed environments without sputtering and dying, we could have the best of both worlds. But they won't switch engines cause they're lazy and using a 16 year old engine takes no effort, apparently.
Classic fallout has always had cities with generic NPCs, and Fallout 4 as well. Goodneighbour, diamond city are all packed with "goodneighbour resident" and "diamond city resident" npcs with canned courtesy responses, at this point it wouldn't matter if they just had generated crowds so bigger cities were possible. Basically the current resident npcs just meander around all day and sleep on a dirty mattress, I wouldn't exactly call it much of a shedule
[QUOTE=Pvt. Martin;49770983]Just saying, it would have been a better twist than Danse being a [sp]synth[/sp][/QUOTE] i liked that because he's [sp]buzz lightyear[/sp] still wished he karate chopped something, at least a wooden door or something
Why doesn't anyone clean anything? It's like the easiest way to make your post nuclear community look different from all the psychos, and everyone is waddling around in vomit covered slacks.
[QUOTE=A B.A. Survivor;49773716]Why doesn't anyone clean anything? It's like the easiest way to make your post nuclear community look different from all the psychos, and everyone is waddling around in vomit covered slacks.[/QUOTE] before Spring Cleaning and other settlement improvement mods came out it genuinely aggravated me that the urban settlements had few patches of earth in which to build water pumps. it only fueled my hatred of the settlers system to be forced to pump up water from piles of garbage on the ground, which count as dirt. "god, go drink your garbage water and get the fuck out of the way, i'm trying to build you some damn stairs!!" -me, too many times
So like, imagine a FO4 total conversion taking place in the STALKER universe It could work pretty well since both games are more shooter than rpg [editline]afsd[/editline] Also the xray engine was slightly more garbage than gamebryo so it'd almost be an improvement
[QUOTE=A B.A. Survivor;49773716]Why doesn't anyone clean anything? It's like the easiest way to make your post nuclear community look different from all the psychos, and everyone is waddling around in vomit covered slacks.[/QUOTE] how else would you know you're in a post apocalypse unless everything was shit covered garbage?
[QUOTE=hypno-toad;49773633] Basically the current resident npcs just meander around all day and sleep on a dirty mattress, [B]I wouldn't exactly call it much of a shedule[/B][/QUOTE] Maybe if you're not from Goodneighbor. [editline]20th February 2016[/editline] Stay free, man
[media]https://youtu.be/8-OjaE528m8[/media] I love that extra spawns mod.
[QUOTE=Tuskin;49772701]Todd says there is a secret no-one has found yet. Or at least he hasn't heard of anyone finding it [URL]http://gamerant.com/fallout-4-secret-terminal-617/[/URL][/QUOTE] A secret, huh? Damn, if there is something more hidden that the Mass Fusion terminal and safe at the very top inside the building, I'd be pretty damn impressed. I still feel so proud that was something I found on my own. It really made me appreciate how well Bethesda builds their worlds. I was honestly just expecting a generic hole in the wall, but I found a pair of leg armor that makes me immune to fall damage, a neat little story on their creation, and why they're all the way up in some obscure room.
I think it would be cool if every NPC in a city would be an unnamed generic '[Settlement name] Resident' until you either talk to them (in the case of quest initiating NPCs and merchants) or get told to find them by another NPC (in the case of quest NPCs that you don't interact with until the end. I think it would allow quests and cities to be more engaging by having you actually try to find certain people based on description, location, and daily habits. It would also make it easier to pass off a settlement filled with a majority of generic unimportant NPCs and a minority of actual named NPCs by disguising the named ones until they become relevant.
[QUOTE=tyanet;49776162]I think it would be cool if every NPC in a city would be an unnamed generic '[Settlement name] Resident' until you either talk to them (in the case of quest initiating NPCs and merchants) or get told to find them by another NPC (in the case of quest NPCs that you don't interact with until the end. I think it would allow quests and cities to be more engaging by having you actually try to find certain people based on description, location, and daily habits. It would also make it easier to pass off a settlement filled with a majority of generic unimportant NPCs and a minority of actual named NPCs by disguising the named ones until they become relevant.[/QUOTE] Check out "People are Strangers" for skyrim
You go up to an NPC, and they do this [media]http://youtu.be/FRzIMWm9lkc[/media]
So I was at the end of the Human Error mission where you have to make the choice with the doctor. I exited the dialog to go grab the Destroyer's Helmet (already had Justice) in Covenant before things get heated, came back and decided to talk to Amelia before I chat with the Doc. For whatever reason, the game decided that I had rescued her. I went to Old Man Stockton and finished the quest. Went back to Amelia to find out she is still there, while things are still peachy with Covenant. Moral of the story, who needs morals when the game is buggy?
I hope that, if they add the ability to [sp] call in synthetic gorrilas[/sp] that raiders and such freak out because they've never seen anything like it before.
[QUOTE=Tuskin;49772701]Todd says there is a secret no-one has found yet. Or at least he hasn't heard of anyone finding it [url]http://gamerant.com/fallout-4-secret-terminal-617/[/url][/QUOTE] i bet $5 it has something to do with this [url]https://www.reddit.com/r/Fallout/comments/3sm2kg/beantown_brewery_mystery_possible_minor_spoilers/[/url] seems too deliberate to me to be a glitch
[QUOTE=Minelayer;49776494]I hope that, if they add the ability to [sp] call in synthetic gorrilas[/sp] that raiders and such freak out because they've never seen anything like it before.[/QUOTE] That would be really cute. Like, raiders and general wastelanders deal with horrific, mutated monsters on a daily basis but freak the fuck out at a [sp]gorilla[/sp]. It's such a neat idea I really wish it was implemented in the vanilla game. "What the fuck is that?!" "I can't believe my eyes - what [I]is[/I] that?" "The Institutes gone too far with this muscle-bound freak of nature!"
[QUOTE=Ninja Gnome;49776730]i bet $5 it has something to do with this [url]https://www.reddit.com/r/Fallout/comments/3sm2kg/beantown_brewery_mystery_possible_minor_spoilers/[/url] seems too deliberate to me to be a glitch[/QUOTE] if the encrypted holotape he's talking about is one of the beer recipe ones, then that's what you give to Buddy to let him make you different kinds of beer. that's why they're not able to be opened in the Pip-boy or terminals. my guess is the terminal directory glitch is just a glitch, though. there are buggier things in this game
[QUOTE=Minelayer;49775490][media]https://youtu.be/8-OjaE528m8[/media] I love that extra spawns mod.[/QUOTE] Which mod is it again?
[QUOTE=DChapsfield;49773758]before Spring Cleaning and other settlement improvement mods came out it genuinely aggravated me that the urban settlements had few patches of earth in which to build water pumps. it only fueled my hatred of the settlers system to be forced to pump up water from piles of garbage on the ground, which count as dirt. "god, go drink your garbage water and get the fuck out of the way, i'm trying to build you some damn stairs!!" -me, too many times[/QUOTE] You must not have ever noticed you can put water pumps ontop of greygarden's roof, the steel beams apparently register as dirt. I don't fucking know why, but its also where I can put my big heavy artillery pieces, on top of that thin glass roof
i can't wait for a mod that lets me make a settlement wherever i want. if it could let me designate inside areas as part of a settlement that would be extra neato
[QUOTE=Ninja Gnome;49777220]i can't wait for a mod that lets me make a settlement wherever i want. if it could let me designate inside areas as part of a settlement that would be extra neato[/QUOTE] I'm sure the first one that will be made will be a crude version of the spawning a workshop method.
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