[QUOTE=Vodkavia;49871842]It annoys me that there's no way to cheer up Mr. Long[/QUOTE]
Or at the very least [sp]tell him that you killed his brainwashed, kidnapped son[/sp]
[QUOTE=QueenSasha24;49870696]Here's the [url=https://dl.dropboxusercontent.com/u/55414661/Mods/Fallout%204/Frosted%20Flakes%27%20Firing%20Fix.7z]mod[/url] to fix Golden Graham's pistol in the prologue, for whomever wanted it.[/QUOTE]
ty
[QUOTE=Minelayer;49872839]Or at the very least [sp]tell him that you killed his brainwashed, kidnapped son[/sp][/QUOTE]
Huh? [sp]His son was dead way before you even got to the minutemen[/sp]
[QUOTE=Minelayer;49872839]Or at the very least [sp]tell him that you killed his brainwashed, kidnapped son[/sp][/QUOTE]
There's terminals all around Quincy that highlight different views of the massacre and the leadup to it. The Long's terminal is in the old pharmacy, Sturges' Terminal is in the church, and Col. Hollis' terminal is in the corner building with the wood scrap wall built next to it that leads to the south.
Basically, I don't get what you mean or you're confused because in the Long terminal it talks about how Kyle was shot in the leg but lived from it, it's possible he had complications and died, either at Quincy or on the move from it. Preston did say they were originally 20 strong then cut down when they went near Lexington.
Is it wrong that I feel more empathy for robots like Mr.Handies than for synths?
[QUOTE=AdrianTheShep;49869550][IMG]http://i.imgur.com/x471Tx4.jpg[/IMG]
[IMG]http://i.imgur.com/SScjWX2.jpg[/IMG]
[IMG]http://i.imgur.com/kEEdffQ.jpg[/IMG]
the Envmap (the "reflection") seems weird tho...[/QUOTE]
Nice, where can I download?
[QUOTE=-Iker-;49873027]Is it wrong that I feel more empathy for robots like Mr.Handies than for synths?[/QUOTE]
synths are dime a dozen, Mr. Handies are forever
[QUOTE=-Iker-;49873027]Is it wrong that I feel more empathy for robots like Mr.Handies than for synths?[/QUOTE]
In fallout 4 mister handys are actually more expressive than human npcs imo.
I'm still bummed that Curie [sp]becomes a stupid synth waifu[/sp].
Hopefully the Automotron robots you build are cool.
[QUOTE=Skyward;49873131]I'm still bummed that Curie [sp]becomes a stupid synth waifu[/sp].[/QUOTE]
An Assaultron would've been sick as fuck
[QUOTE=Zethiwag;49873138]An Assaultron would've been sick as fuck[/QUOTE]
I'd take Kleo as a companion all the time.
Her not being a companion is criminal as far as I am concerned.
I hope we get more followers in the DLCs, the companions were some of the best parts of fallout 4- the good bits of them at least. I want them to mix it up a bit and give us followers we haven't already had anything like before.
[QUOTE=426_Hemi;49872478]Chose them for the main quest by accident without knowing who they were [sp](you know, when that memory scientist asks you about where to seek help).
The way RR handle the institute situation is terrible. Blowing everything and everyone up ? Seriously ? Killing more synths in the process then they ever helped ? And what about all the technology and non harmful scientists that submitted ? I'd save the place for the showers alone[/sp][/QUOTE]
[sp]As with the other Nuclear Options, you can issue the evacuation order and save all of the innocent scientists and synths in the Institute.[/sp]
[QUOTE=Zethiwag;49873071]Nice, where can I download?[/QUOTE]
Ill upload it asap (probably an hour or less, i had to modify quite a lot of files and i dont want to create a mess)
[QUOTE=Sableye;49872548]
Like [sp] Gloria bitches about implanting Curie in a brain-dead synth, but she had no qualms wiping the synths memories to begin with[/sp]
[/QUOTE]
[sp]This always bothered me about the Railroad. If you're wiping a person's entire identity away then you aren't really saving them, it's closer to killing them and replacing them with a blank copy. In a way it's almost as bad as what the Institute do. Also Gloria can fuck off, apparently it's fine to wipe the minds of others but she decided it wasn't a good idea for herself? It's her choice but she doesn't get to be a cunt about putting Curie into a lifeless body, it's better than what she was doing to her 'friend'.[/sp]
[sp]Although that's not what actually happened in game, I like to imagine I told whats-her-face taking care of the dead synth that "oy, I'm going to get into the Institute soon, I'll see if I can't make a completely empty body to put your friend in. Doc, keep the old brain on a floppy disk or some shit"[/sp]
[editline]5th March 2016[/editline]
I like to think Beth leaves these holes on purpose for people to fill in as we play, but that might be giving them too much credit
Hey, you guys got a reupload of The Armory mod for Fallout New Vegas?
Figured I'd try to get back into Fallout 3 but every few minutes an "Activemovie Window" pops up and minimizes the game. Not sure if it's caused by mods or is just the engine being crap??
Halp?
[QUOTE=fear me;49873597]Figured I'd try to get back into Fallout 3 but every few minutes an "Activemovie Window" pops up and minimizes the game. Not sure if it's caused by mods or is just the engine being crap??
Halp?[/QUOTE]
In the past, I've fixed it by using the [url=http://www.codecguide.com/download_other.htm]Codec Tweak Tool[/url]. Run the tool, click on the Fixes button under General, make sure that the two "Detect and remove broken" options are ticked, and then click Apply & Close. If that doesn't work, you might need to install a codec pack.
[QUOTE=TheRealRudy;49873751]if you got new vegas, try to play it through ttw. it's not only much and much more stable than fo3 itself (which is impressive for an alpha mod) and far easier to setup (especially on modern os), it also dramatically improves fo3's gameplay mechanics by adding nv's improvements to them.
i'd say ttw is the best way to replay fo3 nowadays[/QUOTE]
I really don't want to bother
[QUOTE=TheRealRudy;49873751]if you got new vegas, try to play it through ttw. it's not only much and much more stable than fo3 itself (which is impressive for an alpha mod) and far easier to setup (especially on modern os), it also dramatically improves fo3's gameplay mechanics by adding nv's improvements to them.
i'd say ttw is the best way to replay fo3 nowadays[/QUOTE]
I would say that TTW is the [i]only[/i] way to play FO3 now days.
[QUOTE=Omolong;49873655]In the past, I've fixed it by using the [url=http://www.codecguide.com/download_other.htm]Codec Tweak Tool[/url]. Run the tool, click on the Fixes button under General, make sure that the two "Detect and remove broken" options are ticked, and then click Apply & Close. If that doesn't work, you might need to install a codec pack.[/QUOTE]
At any rate, I think this might have worked. Thanks.
[QUOTE=Vodkavia;49872128]I think people are a bit inconsiderate when it comes to how the BoS handles synths.
What the player and the RR know but most common wealth people and the BoS don't;
>Synths are sentient and some choose to coexist or help humanity
What the everyone knows;
>Synths regularly slaughter entire communities
>Synths replace people and the institute uses them to manipulate from the shadows
Acting like the BoS are evil for seeing this as a serious threat and not wanting to take chances with an organisation that's actually cartoonishly evil is unfair and TBH subtracts from the gravity of a synth's existence. The BoS doesn't see suffering synths as oppressed peoples because that conclusion makes no sense unless you come from the perspective of the RR or the PC.
And it's why I see serious flaw with how the RR is depicted, their motives don't have the context needed to substantiate the mental gymnastics required for people who have seen nothing but grevious harm come from synths put their lives on the line and somehow gain huge following and resources. If there were some sort of tragic backstory or mythos to the RR it MIGHT make sense but their isn't.[/QUOTE]
I just find the existence of the railroad as a "major faction" kind of unbelievable.
They are literally hiding out in the basement of some church for the great purpose of... making it so gen 3 synths that escaped the institute have somewhere to go?
They are built up to be something akin to the rebel fleet, except their goals are... what? Help synths hide from Coursers? Okay, but how in any way is that anything more than just a guerilla charity organization rather than something that actually has enough influence on the commonwealth as a whole to be considered a major faction? Covenant is honestly a much more well developed faction than the Railroad and they are pigeonholed into being this side curiosity rather than something you can get involved with.
BoS, institute, and minutemen should have been the only major factions. All the effort spent on the railroad should have been spent on developing the minutemen to be a lot more substantial and believable. Covenant and Railroad should have been two opposing minor factions that you can get quests/influence from, and who you choose to work with major faction wise can influence them.
I just find it silly how the narrative builds up the Railroad to be a significant major player when they really aren't, at all. And their motives hardly qualify them to be anything more than just an "NGO" of sorts.
You can just play Fallout 3 with one of the hundred overhaul mods that exist for it and still get a satisfying experience out of it.
TTW has its issues. It practically doubles loading times and it makes implementing additional mods more complex due to having to convert them to work properly. It's not the be-all and end-all solution to playing these two games, at least not in its current state.
[QUOTE=Ganerumo;49873919]You can just play Fallout 3 with one of the hundred overhaul mods that exist for it and still get a satisfying experience out of it.
TTW has its issues. It practically doubles loading times and it makes implementing additional mods more complex due to having to convert them to work properly. It's not the be-all and end-all solution to playing these two games, at least not in its current state.[/QUOTE]
My thoughts exactly, I'd rather just use FWE and a few other mods and play the game on its own than have to jump through the dozens of hoops to get TTW working at its best.
An interesting route they could have taken would be to make it so the goals the Railroad were far more "guerilla" than they actually are. I.E. make it so the railroad aren't just for being a place for synth asylum, but borderline (aggressive) synth acceptance.
So their motives change from being this safe space for Synths to go, and more about being aggressively against anyone who is anti-synth or anyone who isn't fighting for active incorporation of synths into society. Think pretty much ISIS for synths. They actually become a major factor in the commonwealth now, with their hearts in the right place but really questionable methods. And a really extreme bent to it.
But then Bethesda would have a bunch of grey area factions and no clear good guy faction (other than minutemen), and we can't have that.
im getting this awful bug in fo4 where i can see through a ton of objects, and when i go into most interiors basically all of the walls and floors are totally seethrough too
there's NOTHING on this on the internet solution wise. am i just fucked or what
[QUOTE=KorJax;49873906]I just find the existence of the railroad as a "major faction" kind of unbelievable.
They are literally hiding out in the basement of some church for the great purpose of... making it so gen 3 synths that escaped the institute have somewhere to go?
They are built up to be something akin to the rebel fleet, except their goals are... what? Help synths hide from Coursers? Okay, but how in any way is that anything more than just a guerilla charity organization rather than something that actually has enough influence on the commonwealth as a whole to be considered a major faction? Covenant is honestly a much more well developed faction than the Railroad and they are pigeonholed into being this side curiosity rather than something you can get involved with.
BoS, institute, and minutemen should have been the only major factions. All the effort spent on the railroad should have been spent on developing the minutemen to be a lot more substantial and believable. Covenant and Railroad should have been two opposing minor factions that you can get quests/influence from, and who you choose to work with major faction wise can influence them.
I just find it silly how the narrative builds up the Railroad to be a significant major player when they really aren't, at all. And their motives hardly qualify them to be anything more than just an "NGO" of sorts.[/QUOTE]
But the railroad isn't a major actor in the story unless the player goes out of their way to help them out. The only reason the railroad has any connection with the Sole Survivor at first is because of Tinker Tom. You have to purposefully go out of your way and find them, at which point the game makes it ostensibly clear they're at best down on their luck and at worst completely falling apart by making you go through the remains of their previous headquarters. When you're out of there, your first thought about the railroad is likely not "wow, these guys are really powerful", it should be "man, these fuckers are cornered rats."
It's like Wildcard in New Vegas. If you pay attention to what House has to say, it becomes clear that Benny's plan was fucking stupid and he was going to lose right from the start - his goals were stupid, his execution was flawed, and he had a ton of unaccounted variables. Going independent is only a viable option because the courier has more agency than Benny ever had.
Man, I really hope that port of Millenia's weapons from New Vegas to 4 gets approved, his work is by far the highest quality for weapon modding and I'd kill to have his M1911A1 model from NV in 4.
okay we get it, i don't think we need a ttw salesman
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