I decided to dedicate a building to my settlement recruit beacon:
[t]http://i.imgur.com/FCSauns.jpg[/t]
Wish I could boost the signal and put a custom music playlist.
What mods are you using? Thats some good shit
[QUOTE=Katatonic717;49832406]What mods are you using? Thats some good shit[/QUOTE]
I'm using OCDecorator, Alternate Settlements, HomeMaker Expanded Settlements, Just Rugs. Also, Place Everywhere is almost essential for placing stuff. Remember to install Settlements Keywords, and if you're having problems with disappearing items in the menus make sure to remove SSEX.
The painting is from the Fallout 4 beta patch.
[QUOTE=Katatonic717;49832360][t]https://40.media.tumblr.com/a3ef1db95bb2526ce836d1283964caef/tumblr_o2z32mrSzb1ri6fbro1_1280.png[/t][/QUOTE]
He looks even cooler in the All Roads comic.
[IMG]http://i.imgur.com/cWyjjKf.jpg[/IMG]
Fucking Gamebryo, man.
All the main characters in 3 and new vegas should have had a full facemask like Ulysses, just to circumvent the bethesda facegen issues.
[QUOTE=Ganerumo;49832551]All the main characters in 3 and new vegas should have had a full facemask like Ulysses, just to circumvent the bethesda facegen issues.[/QUOTE]
yeah but then they'd, like, not blink
and that looks really weird
most of the characters in 3 and nv look relatively passable, just black people in 3 and nv are green for whatever reason
[QUOTE=StoneRabbit;49832497]He looks even cooler in the All Roads comic.
[IMG]http://i.imgur.com/cWyjjKf.jpg[/IMG]
Fucking [b]Potato models[/b], man.[/QUOTE]
I fix it
[QUOTE=Itauske Roken;49832732][QUOTE=StoneRabbit;49832497]He looks even cooler in the All Roads comic.
[IMG]http://i.imgur.com/cWyjjKf.jpg[/IMG]
Fucking Gamebryo (potato models), man
[/QUOTE]I fix it[/QUOTE]
Well, it's more along the lines of Bethesda using that shitty FaceGen tech, which they've now stopped using.
You'll notice that FaceGen is still around in Dark Souls and Bloodborne(I think?), and player models in those games are still ugly as sin since DeS.
[QUOTE=WillerinV1.02;49831281]Talking about priorities, what does ticking the "I use mods" box do to your priority? I would think Bethesda wouldn't want people with overly modded games (especially pre-GECK) beta testing their DLCs because that isn't exactly reliable information.[/QUOTE]
You can test how the DLC breaks the mods.
do you guys think the DLCs will be unprotected .BSAs or whatever the file is now once again? i wonder how that impacted sales for Fallout 3, New Vegas, and Skyrim
[QUOTE=Lomme;49832456]I'm using OCDecorator, Alternate Settlements, HomeMaker Expanded Settlements, Just Rugs. Also, Place Everywhere is almost essential for placing stuff. Remember to install Settlements Keywords, and if you're having problems with disappearing items in the menus make sure to remove SSEX.
The painting is from the Fallout 4 beta patch.[/QUOTE]
This post is really gearing me up for the future of modding in Fallout 4. Just imagine how many mods settlement building is going to have just by itself. All the dependencies and foundational mods...
[QUOTE=TheRealRudy;49833099]
neat little bonus for the trusty k9
[t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-2-1455083722.jpg[/t][/QUOTE]
and this post is getting me excited for all the dogmeat mods we're going to see
god damn i love dogs
that would definitely fit in the fo4 equivalent of dust
[QUOTE=TheRealRudy;49833099]goddamn, [URL="http://www.nexusmods.com/fallout4/mods/9103/?"]this mod[/URL] adds a raider power armor paintjob that looks pretty damn awesome, really digging how colorful it looks;
[t]http://staticdelivery.nexusmods.com/images/1151/938388-1455220408.jpg[/t] [t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-0-1454964326.jpg[/t]
i feel like it would go really well with this beauty from nv;
[t]http://vignette1.wikia.nocookie.net/fallout/images/6/62/BumperSword.png[/t]
[editline]edit[/editline]
neat little bonus for the trusty k9
[t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-2-1455083722.jpg[/t][/QUOTE]
Pity it falls short of getting it right, or completely flubs it with the example on the right.
[t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-1-1456125837.png[/t][t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-2-1454478344.jpg[/t]
Like I love a lot of the ideas the mod attempts, trying to bring more character and colour to the Raiders of the commonwealth that's a cool idea, like this example with the Forged, the flames on the jacket are actually a pretty good idea, makes the forged feel more unique, gives them a bit of flare.
But do you seriously have to put the fucking name on the back of the jacket in such a way that just looks completely fucking terrible? Remove that and it looks really neat.
[editline]edit[/editline]
Then you see the Tank rider outfit, you look at all that nice stuff and then you run into this crap, it's as if quality control went out the window.
I'd love to see a mod way down the line that gives more depth to the raiders. Like adds different gangs with different visuals and maybe weapon preferences. Like those forged above are a neat idea. It makes them visually distinct in a creative way.
Kinda like the Fiends, Kahns, and Jackals but for the east coast.
It won't happen, but it'd be just a neat way of making generic encounters more interesting.
I had this idea to make the different raider groups more interesting and fold it into how they attack settlements and repopulate dungeons. I don't know how hard this would be to script but here's how I'd figure it.
Basically it randomly generates different raider gangs by combining an adjective or progressive tense verb with a noun and giving them a shared list of clothing items and weapons.
So you'd wipe out a raider camp and after a while it'd be repopulated by the [B]BURNING SAWS[/B] who wear [B]ROAD LEATHERS[/B] and [B]SKULL BANDANAS[/B], who wield [B]PIPE REVOLVERS[/B] and [B]REVOLUTIONARY SWORDS[/B]
I think it'd be easier and more interesting if they weren't randomly generated.
You can add more personality to the gangs that way and you'd be able to familiarize yourself with how they all behave.
I don't think it's obvious that handcrafting a whole bunch of raider gangs would be easier than coming up with a way to randomly generate them. I'm just trying to come at this idea from the perspective of Fallout 4's design principles, which is to occupy the player's time with generic content meted out across a massive worldspace that can be dynamically generated indefinitely. If you wipe out a unique band of raiders, it doesn't make much sense if they all come back to life after a month.
Finally someone made a M1911 mod.
[url]http://www.nexusmods.com/fallout4/mods/10406/?[/url]
Wish it was higher quality but at least that will come when the GECK is out.
[QUOTE=Skyward;49833244]Bandit discussion[/QUOTE]
Rejoice, because the creator of [url=http://www.nexusmods.com/skyrim/mods/31264/?]OBIS[/url], the mod that obsessively adds more unique bandits to Skyrim than there are named NPCs in the base game, is [url=http://forums.nexusmods.com/index.php?/topic/3435360-overhauled-raiders-of-the-commonwealth-orc-discussion-thread/]already planning a Fallout 4 version.[/url]
I wish they fleshed out some of the named Raiders too, or rather "named" as in you can find out their names through the terminals like how certain raiders know about X raider group in X location. Taking them out will actually change some of the text on the terminals and stuff.
[QUOTE=DChapsfield;49833081]do you guys think the DLCs will be unprotected .BSAs or whatever the file is now once again? i wonder how that impacted sales for Fallout 3, New Vegas, and Skyrim[/QUOTE]
I feel like they won't, and that they're giving beta testers the dlc for free because they'd have it anyways.
[QUOTE=Mattchewy;49833535]Finally someone made a M1911 mod.
[url]http://www.nexusmods.com/fallout4/mods/10406/?[/url]
Wish it was higher quality but at least that will come when the GECK is out.[/QUOTE]
We just gotta wait for Millenia
[QUOTE=BusinessRed;49833809]We just gotta wait for Millenia[/QUOTE]
In case anyone missed it, he already has two reskins out that are pretty good:
[url]http://www.nexusmods.com/fallout4/mods/2211/?[/url]
[url]http://www.nexusmods.com/fallout4/mods/4046/?[/url]
[QUOTE=TheRealRudy;49829952]why does the institute replace people on the surface with synths anyway, it seems pretty pointless. i can get people like the major of diamond city for example, but even then what do they gain from it when they don't want to be involved with business on the surface anyway? especially when your average wastelanders also get replaced, what's even the point apart from wasting resources on making said synths for those kind of things, and having to hunt the down again with coursers because they occasionally become sentient and wander off? seems like a waste of time and resources.
it's so annoying the game is so vague about these kind of things when they're pretty big to the plot and game world, especially things like the entire super mutant population in boston that apparently fell out of the sky, just give explanations ffs.[/QUOTE]
Correct me if I'm wrong, I don't even read computer terminals or listen to recordings read documents etc, the Institute [sp] when I went down into their little hiding hole for the first time and went into Virgils lab and saw the FEV project with the mutants in the tubes, I kinda assumed that was what they were doing to the people they replaced? [/sp] That's how I pieced it together without any knowledge of anything else, just relied solely on how the stage was setup to give a little hint towards what happened.
What the fuck, all of my weapon and armor mods suddenly stopped working. My game crashed and on restart my character is naked and completely unarmed, but on the NMM all my mods are still installed. What the fuck happened?
[editline]29th February 2016[/editline]
Uh nevermind, NMM decided to deactivate literally all of my mods for some reason. Should be fine now.
[QUOTE=Alsojames;49834525]What the fuck, all of my weapon and armor mods suddenly stopped working. My game crashed and on restart my character is naked and completely unarmed, but on the NMM all my mods are still installed. What the fuck happened?[/QUOTE]
Are the plugins actually activated? The plugins.txt file might have gotten reset.
Recently un-installed a bunch of mods that i decided i didn't want anymore and made a new save file, but now whenever i enter the Workshop menu, it crashes whenever i hover over the "crafting" section.
Is there any way to fix this? from what i've found it seems to be a rather common bug, but i haven't seen any fixes for it yet.
[QUOTE=kibbleknight;49834677]Recently un-installed a bunch of mods that i decided i didn't want anymore and made a new save file, but now whenever i enter the Workshop menu, it crashes whenever i hover over the "crafting" section.
Is there any way to fix this? from what i've found it seems to be a rather common bug, but i haven't seen any fixes for it yet.[/QUOTE]
Refresh your ini files and verify game cache?
[QUOTE=jonu67;49833177]Pity it falls short of getting it right, or completely flubs it with the example on the right.
[t]http://staticdelivery.nexusmods.com/mods/1151/images/9103-2-1454478344.jpg[/t]
Like I love a lot of the ideas the mod attempts, trying to bring more character and colour to the Raiders of the commonwealth that's a cool idea, like this example with the Forged, the flames on the jacket are actually a pretty good idea, makes the forged feel more unique, gives them a bit of flare.
But do you seriously have to put the fucking name on the back of the jacket in such a way that just looks completely fucking terrible? Remove that and it looks really neat.
[editline]edit[/editline]
Then you see the Tank rider outfit, you look at all that nice stuff and then you run into this crap, it's as if quality control went out the window.[/QUOTE]
The Tank Rider outfit and Tanky helmet are a tribute to classic Tank Girl covers, and as such are pretty neat.
Now someone just needs to mod one of the derelict tanks into her tank home.
[thumb]http://vignette4.wikia.nocookie.net/tankgirl/images/0/0a/Hewl-Tanky.jpg/revision/latest?cb=20121002235926[/thumb]
Sorry, you need to Log In to post a reply to this thread.