• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[t]http://i.cubeupload.com/CQXG1G.png[/t] Didn't know you could get Legendary versions of these.
[QUOTE=yellowoboe;49826207][t]http://i.cubeupload.com/CQXG1G.png[/t] Didn't know you could get Legendary versions of these.[/QUOTE] I've noticed that legendary weapons don't spawn unless you have them in your inventory. Maybe I'm just seeing things.
[QUOTE=TheRealRudy;49826206]it's still pretty hilarious to consider modders are able to get this stuff kind of working already without even the GECK, and bethesda wasn't with the actual full fledged sdk tools and everything alongside it?? can't express enough how happy i am that this mod is a thing now, and i look forward to future updates. wearing weapons on your back is just such an iconic sight to fallout.[/QUOTE] This isn't even close to actually having your weapons on your back, though. It's pretty much just equipping and unequipping a pre-made apparel item when certain actions happen. You could do that with hotkeys. It's a nice bit of scripting, yeah, but it's not that amazing, especially seeing as Fallout 4's scripts appear to be pretty similar to Skyrim's, so any knowledge that already exists for that can apply here too. It'll be more impressive when people manage to get your weapons to appear in the appropriate places on your character. Especially if they can get it to work without issue with the weapons that can change from pistols to rifles.
[QUOTE=TheRealRudy;49826206]it's still pretty hilarious to consider modders are able to get this stuff kind of working already without even the GECK, and bethesda wasn't with the actual full fledged sdk tools and everything alongside it?? can't express enough how happy i am that this mod is a thing now, and i look forward to future updates. wearing weapons on your back is just such an iconic sight to fallout.[/QUOTE] Considering every single bethesda game since Oblivion has had visible weapon sheaths I'm quite sure this an actual design decision. It was either have the weapon float unnaturally on your back without touching it to leave space for thicker outfits and armor parts, have the weapons stick to your back but have them grossly clip through everything, or just remove the feature entirely and avoid ugly as fuck clipping. They chose the latter because it's the most presentable.
[QUOTE=TheRealRudy;49826206]it's still pretty hilarious to consider modders are able to get this stuff kind of working already without even the GECK, and bethesda wasn't with the actual full fledged sdk tools and everything alongside it?? can't express enough how happy i am that this mod is a thing now, and i look forward to future updates. wearing weapons on your back is just such an iconic sight to fallout.[/QUOTE] That kind of stuff, though, is working in a very different and clumsy manner, compared to what we would expect Bethesda to be able to do with native tools. it's like if Beth was unable to produce a fully functioning set of windshield wipers, so modders created one using a mop end, metal pipe, duct tape, and a sprinkler mechanism. (I'm not disagreeing with you, just using this reply to further my thoughts about the mod.) I agree that proper weapon holstering desperately needs to come back but it probably won't be through this mod because of the nature of its workarounds. the biggest obstacle would be the need to produce separate individual apparel models for every weapon you have. these are static pre-made meshes so to accurately represent your arsenal you'd need permutation models of each weapon with different mods. The hunting rifle has 20 mods with unique models (counting an empty muzzle as one and merging identical models like scopes/night-vision scopes, mags/quick eject mags). 1 receiver, 5 barrels, 3 stocks, 3 magazines, 5 sights, and 4 muzzles. that's 900 models you'd need to produce to cover all the combinations.
I don't understand why they went out of their way to make pipe-guns absolutely disgusting looking.
[QUOTE=Zeos;49826413]I don't understand why they went out of their way to make pipe-guns absolutely disgusting looking.[/QUOTE] It's just a pretty jarring design misstep. Changing the oxidized iron texture to gun metal makes them look perfectly presentable. Thankfully it's fixable with mods, it's not like Oblivion where three quarters of the armor set are just horrible.
[QUOTE=Zeos;49826413]I don't understand why they went out of their way to make pipe-guns absolutely disgusting looking.[/QUOTE] copper pipes aren't beautiful they also turn black if not kept clean
Why would you make the entire gun diarrhea shit orange brown?
[QUOTE=Zenreon117;49826296]I've noticed that legendary weapons don't spawn unless you have them in your inventory. Maybe I'm just seeing things.[/QUOTE] My first gauss rifle was legendary (plasma infused) and held by a super mutant that killed me 3 times because I didn't even know what the weapon was lol
[QUOTE=Zeos;49826462]Why would you make the entire gun diarrhea shit orange brown?[/QUOTE] Immersive Wasteland Experience
Is 1280x720 the lowest resolution allowed by the game?
I think you can run it as low as 480p
To think the institute would've won every encounter if [sp] they just loaded gen 1 synths with explosives and had them relayed into key enemy positions.[/sp]
[QUOTE=Minelayer;49826810]To think the institute would've won every encounter if [sp] they just loaded gen 1 synths with explosives and had them relayed into key enemy positions.[/sp][/QUOTE] The Institute could have taken everything over if they would have taken their heads out of their asses.
Speaking of the Institute, I've checked everywhere and can't find one reason why they decided synths were the way to go
Every now and then the game's audio will fuck up and just start going BZZZZZZZZZZZZZZZZZZZZZZZ and I have no idea why. Reminds me of like Marble Hornets and Everyman HYBRID and such when Slendy shows up.
Can anyone else with the wasteland spawns mod thing confirm something for me? Please, go to the sentinel in the glowing sea and tell me if something close to 3 behemoths and like 20 legendary super mutant spawn for you. Because I'm literally stuck inside of the sentinel and they're camping the door outside lol.
[QUOTE=RedBaronFlyer;49826828]Speaking of the Institute, I've checked everywhere and can't find one reason why they decided synths were the way to go[/QUOTE] Basically slavery but bypassing the guilt of kidnapping people to make them slaves by essentially creating slaves from the start. Same reason they looked into super mutants and human augmentations, except these are more difficult to control than synths.
[url]https://www.reddit.com/r/fo4/comments/47visz/pro_tip_you_can_get_a_lootlockable_legendary_drop/[/url] This is a good thing to know if you're making a new character,
[QUOTE=RedBaronFlyer;49826828]Speaking of the Institute, I've checked everywhere and can't find one reason why they decided synths were the way to go[/QUOTE] Because they wanted to make to make the perfect machine. They used humans as a base for that goal, and with every new generation they visually became more, and more human-like. [QUOTE=MissingGlitch;49826821]The Institute could have taken everything over if they would have taken their heads out of their asses.[/QUOTE] Not that they really wanted to take everything over to begin with.
[QUOTE=Ghille;49808769]If they did Detroit, modern day pictures would be good for reference.[/QUOTE] I would love to see the Legion take over a Little Caesar's.
When I first heard about it in Fallout 3, I always thought that the Commonwealth would be a more...wealthy area. Zimmerman or whatever the fuck his name was made it sound like it was a large, mostly secure city where the Institute was generally in charge and made huge techological advances. I was really hoping it would be a cool, dystopian, Bladerunner-esque city surrounded by the desert wasteland, secure from monsters and radiation and full of weird technology and robots and shit but riddled with crime, gangs, and danger. Old-gen synths would be tossed out into the streets and would be treated poorly by the populance, while the newest and most realistic synths would be living as servants in the rich abodes of the wealthy bigwigs at the Institute.
[QUOTE=Schmaaa;49827233]When I first heard about it in Fallout 3, I always thought that the Commonwealth would be a more...wealthy area. Zimmerman or whatever the fuck his name was made it sound like it was a large, mostly secure city where the Institute was generally in charge and made huge techological advances. I was really hoping it would be a cool, dystopian, Bladerunner-esque city surrounded by the desert wasteland, secure from monsters and radiation and full of weird technology and robots and shit but riddled with crime, gangs, and danger. Old-gen synths would be tossed out into the streets and would be treated poorly by the populance, while the newest and most realistic synths would be living as servants in the rich abodes of the wealthy bigwigs at the Institute.[/QUOTE] I kinda did too, but I'm fine with what we got really. It still fits within Zimmer's description. He did say it was sealed, so that kinda rules out it being something like a surface city. I figured it would more likely be some sort of super-structure well hidden in the wasteland itself to be able to contain such advanced technology.
[QUOTE=TheRealRudy;49827323]such a shame the institute is largely written with the rule of cool in mind (aka apart from the top layer, there is not much depth once you want to explore further). there's just generally so much lost potential in the entire faction, and it's pretty much apparent everywhere you look. it's disappointing because the institute could have been so much more interesting with the right writing, and i absolutely love the concept of the institute so much so that's why it saddens me so much when i look at the final result. i honestly wonder how the institute (and other factions) would have turned out with obsidian in charge of the writing, especially when they're so perfectly capable to handle these kind of factions. they could explore the motives, backstory, origin, and just everything about so much more in depth than bethesda ever could, i'd honestly would have loved to see that result. oh well, atleast they have a really cool theme; [video]https://youtu.be/EKwJx1uf2X4[/video][/QUOTE] What depth were you hoping for exactly? The only thing that I really found wasn't thoroughly answered were for synth replacements, but I can hazard a pretty decent guess as to why they exist. Pretty much every other question or curiosity was answered in some way.
What exactly is there that the institute does but can't be explained in some way by the lore or by just simple logic ? They do some pretty stupid shit but that's how the faction is designed. They're intelligent people when it comes to science but not exactly smart when it comes to decision making. It's kind of a recurring theme in Fallout that all the factions you interact with have either deeply flawed ideologies or deeply flawed methods. New Vegas played on this by giving you an option to just say fuck it and go your own way (with your own flawed methods and ideologies), and 4 does it to a slightly lesser extent in the shape of the minutemen.
[QUOTE=purvisdavid1;49825326]Actually I like the .50 bolt pipe rifle because it makes the ammo capacity 1 round, which would make sense for something as big as a .50. I use it as my VATS sniper and it's accurate as all fuck. Also helps that it has the explosive legendary, and I'm at rank 5 of demo expert.[/QUOTE] I applied the .50 onto my pipe bolt action and the mag size is 6, how'd you get 1?
[QUOTE=Minelayer;49826810]To think the institute would've won every encounter if [sp] they just loaded gen 1 synths with explosives and had them relayed into key enemy positions.[/sp][/QUOTE] If I recall there is a terminal in the institute that says that [sp]the relay[/sp] consumes ridiculous amounts of power per use, even by fallout standards.
[QUOTE=Minelayer;49826810]To think the institute would've won every encounter if [sp] they just loaded gen 1 synths with explosives and had them relayed into key enemy positions.[/sp][/QUOTE] [sp]the institute couldnt spam their teleporter until they got their new reactor running though near the end of the main quest. this would just be a huge waste of precious energy for the institute[/sp]
[QUOTE=Ardosos;49827638]If I recall there is a terminal in the institute that says that [sp]the relay[/sp] consumes ridiculous amounts of power per use, even by fallout standards.[/QUOTE] they must be shitting themselves when the player just flies in and out whenever they need anything
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