• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=OzzyCockroach;49840501][URL="http://www.nexusmods.com/fallout4/mods/10446/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D10446%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3857520&pUp=1"][B]This animation mod[/B] is kinda neat:[/URL] [/QUOTE] someone mod savvy correct me if i'm wrong, but didn't animation mods like this take years to come to new vegas and 3? [editline]1st March 2016[/editline] upon further investigation its just the NPC animations applied to the player still cool though
[IMG]http://i.imgur.com/ujXA0g9.png[/IMG] Dogmeat is lucky that didn't get me the Child Killer reputation or I'd revoke his treat privileges for a whole month. :v:
[QUOTE=Starlight 456;49840401]Now all they need to do is fix the bug where your weapons don't load when you hotkey switch to them leaving you unarmed for 20 or so seconds :v:[/QUOTE] Oh wow, I thought I was just unlucky. I hate when that happens.
[QUOTE=kariko;49840601]Oh wow, I thought I was just unlucky. I hate when that happens.[/QUOTE] This is a genuinely obnoxious gameplay issue and Bethesda needs to fix it ASAP. It's not a "why is that mammoth flying lol" kind of thing, it's a "fuck I died 5 times cause I couldn't switch to my gun" kind of thing.
another thing from the update is that now, when you load a save after disabling a mod, it will tell you exactly which mods have been disabled. so you get the pop-up telling you "This save relies on content etc. etc." and underneath: $CSEmod.esp for example.
[QUOTE=OzzyCockroach;49840501][URL="http://www.nexusmods.com/fallout4/mods/10446/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D10446%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3857520&pUp=1"][B]This animation mod[/B] is kinda neat:[/URL] [t]http://images.akamai.steamusercontent.com/ugc/550933846706323808/43D5CBDC81FDCCA5A760B8BD85FE7A8381115204/[/t][t]http://images.akamai.steamusercontent.com/ugc/550933846706323928/2427AB2F04F8EA08B254DDBAD2F26404A41E1A2F/[/t] [t]http://images.akamai.steamusercontent.com/ugc/550933846706323520/ECB44836810FB6500F38BE8CF3F2D9D0C3E9FD9E/[/t][t]http://images.akamai.steamusercontent.com/ugc/550933846706323348/E5D9648A20502CA63E1F2C89DBC2639A0072FF89/[/t][/QUOTE] neat combination why isn't any of the vanilla headgear cool, except for the stuff you can't normally acquire?
[QUOTE=DChapsfield;49840612]another thing from the update is that now, when you load a save after disabling a mod, it will tell you exactly which mods have been disabled. so you get the pop-up telling you "This save relies on content etc. etc." and underneath: $CSEmod.esp for example.[/QUOTE] It's about time this feature was added.
[QUOTE=Pops;49840620]neat combination why isn't any of the vanilla headgear cool, except for the stuff you can't normally acquire?[/QUOTE] The assault gasmask is pretty neat, and the flight helmets would be a lot cooler if they had proper neck covers, something that I think the Ranger mod suffers from too.
Does anybody else have this problem with the game where Institute rifles don't make firing sounds when used by NPCs? I have had X6-88 and Nick equipped with Institute rifles in the past, but whenever they shoot at anything, the firing sound is completely absent, and I only hear the impact of the beam itself. Curiously, whenever the Institute laser is configured to be a pistol instead, the firing sound is present, but not as a rifle. At this point, I don't know if it's something wrong with my game, or it's this way for some unintended reason.
i really wish libertalia was a settlement
[QUOTE=Notanything;49841028]Does anybody else have this problem with the game where Institute rifles don't make firing sounds when used by NPCs? I have had X6-88 and Nick equipped with Institute rifles in the past, but whenever they shoot at anything, the firing sound is completely absent, and I only hear the impact of the beam itself. Curiously, whenever the Institute laser is configured to be a pistol instead, the firing sound is present, but not as a rifle. At this point, I don't know if it's something wrong with my game, or it's this way for some unintended reason.[/QUOTE] I noticed it too so don't feel like you're crazy.
The new super mutant and raider decorations makes me wish you had the option to form a raider version of the minute men, where you can recruit raiders and enslave innocent people from the commonwealth to fill your settlements and potentially sell off for a profit, in exchange for more frequent attacks from minute men and maybe the railroad (if they actually care about human slaves and not just synths). Although you'd probably still have an annoying bizzaro Preston Garvey. "There's another settlement that needs to be raided. Let me mark it on your map."
[QUOTE=Pops;49840620]neat combination why isn't any of the vanilla headgear cool, except for the stuff you can't normally acquire?[/QUOTE] I like how my character looks. [IMG]http://i.imgur.com/6LtWErC.jpg[/IMG]
Was scrolling through all the files there is no Vault Door closing animation wonder why they left it out.
[QUOTE=Lexinator;49841335]Was scrolling through all the files there is no Vault Door closing animation wonder why they left it out.[/QUOTE] Strange indeed, maybe they figured since at least half of them already start open that it didn't have any time put into making one Still an strange choice nonetheless. So, Vault 81's door stays open even if you're hostile to them?
How difficult would it be to just reverse the animation?
I installed the Power Armor Overhaul few weeks ago and I still don't understand why my T-51 got black finish instead of the usual green.
Hmm, FO4Edit worked fine with Mod Organizer before but now it's just throwing an error on startup. I'm launching it through MO like normal and I haven't really changed anything so idk what the issue is. Sucks cause it's the only way to get leveled lists from different mods to play together nicely.
[quote]Fixed issue where exiting workbenches would cause third person to stop working properly[/quote] I know it doesn't sound like much but fucking finally. It got really damn annoying exiting a workbench and when I pressed W I would fucking strafe left because my character was still facing the workbench so she would run straight into the workbench rather than where I was pointing. Only way to fix it was to go back into 1st person and then back to 3rd.
Was there a given release date on survival mode ?
[QUOTE=ChicagoMobster;49839428]I wonder if there's gonna be a big story revamp mod for 4. Like: take out lines mentioning Shaun, Nora or your military past and replace it with lines fitting for the context, and replace others lines so it all flows right. It sounds like a big task so I'm not really expecting it, I'm really hoping for one big story mod that I can consider the main story.[/QUOTE] I actually really expect this to happen at least down the line. The story is a really common complaint about the game.
So, I'm not totally sold on the DLC and Season Pass. Am I going to have to buy DLC to get content that should have been in the game but didn't make it because they ran out of time?
[QUOTE=A B.A. Survivor;49841852]So, I'm not totally sold on the DLC and Season Pass. Am I going to have to buy DLC to get content that should have been in the game but didn't make it because they ran out of time?[/QUOTE] Bethesda has said in the past that they work on DLC after the game goes gold, so before it's actually released, but after the point where they can add more content to it, so it's all pretty fresh stuff
[QUOTE=A B.A. Survivor;49841852]So, I'm not totally sold on the DLC and Season Pass. Am I going to have to buy DLC to get content that should have been in the game but didn't make it because they ran out of time?[/QUOTE] Depending on how much you scrutinize it, one could argue that every single piece of DLC ever sold in any game "should have been in the game but didn't make it because they ran out of time". I mean isn't that kinda half the reason DLC exists? At some point they need to make the decision to stop development of the main game, and switch over to post-release content. I remember when it was interesting seeing all the cut content of a game (Insomniac Museum anyone?), now it seems people just get angry over seeing what could have been. [QUOTE=Starlight 456;49841863]... after the game goes gold, so before it's actually released ...[/QUOTE] I'd imagine that time frame is longer then most people think, that's a big reason why day 1 updates exist, the content on the disk is already potentially months old. They sure as hell can't can't manufacture and ship millions of copies of a game a month before release. :v:
[QUOTE=fear me;49841746]Hmm, FO4Edit worked fine with Mod Organizer before but now it's just throwing an error on startup. I'm launching it through MO like normal and I haven't really changed anything so idk what the issue is. Sucks cause it's the only way to get leveled lists from different mods to play together nicely.[/QUOTE] Huh, apparently this was caused by having plugins in my Fallout 4/Data directory. Weird.
here's a mod I just found that I thought was pretty neat, [URL="http://www.nexusmods.com/fallout4/mods/10400/?"]it makes Valentine into a Generation 3 synth[/URL]. [t]http://staticdelivery.nexusmods.com/mods/1151/images/10400-0-1456688415.jpg[/t]
[QUOTE=LolzMan1325;49842091]here's a mod I just found that I thought was pretty neat, [URL="http://www.nexusmods.com/fallout4/mods/10400/?"]it makes Valentine into a Generation 3 synth[/URL]. [t]http://staticdelivery.nexusmods.com/mods/1151/images/10400-0-1456688415.jpg[/t][/QUOTE] you know, fuck curie I want her quest to be one of Nick's many quests. Fuck the story itself, the game should just be about Nick.
Nick spinoff when [editline]1st March 2016[/editline] Wait, could Nick logically be a Gen 3 synth? Would it be inconsistent with dialogue?
[QUOTE=fear me;49842151]Nick spinoff when [editline]1st March 2016[/editline] Wait, could Nick logically be a Gen 3 synth? Would it be inconsistent with dialogue?[/QUOTE] He's supposedly somewhere between the gen 2's and 3's. possibly after the gen 2's developments with the fake looking skin and before the more realistic looking skin [sp]like McDoughen[/sp], since he was apparently still mechanical components
So what was added in the like nearly 1 gig update to Fallout 4?
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