[QUOTE=GHOST!!!!;49891285]I'm using the Powerful Receiver, the only other one after this that doesn't lower damage due to the auto shit, is the Advanced Receiver.[/QUOTE]
Have you been upgrading your weapon proficiency? I'd really recommend that
[QUOTE=Lexinator;49891546]Which is a better choice in terms of characterization
Minutemen + Instute or Minutemen + Railroad?[/QUOTE]
Minutemen + institute would have been the ultimate machievelian ending, alas we don't get that satisfaction.
How good would it have been secretly to turn the minutemen into the institutes footsoldiers? It's like the idea never crossed bathesdas mind
I mean you don't even have to change much, just omit the institute battle at the castle, instead exchange that with the railroad attacking you at the castle because they find out you are the new director, then a retaliatory strike at their HQ, and follow up with the brotherhood attack
Throw in an extra scene where the institute and the minutemen meet to sign a peace treaty at the castle, and you'd have the equivalent of the house ending
A lot of stuff never crossed bethesda's mind.
I liked the Institute because they were snazzy. Didn't have the heart to annihilate the biggest science center in the wasteland.
Never talk to me or my son again.
I love the cover mechanic in this game. It's just such a functional little touch. It's great.
I just found out that settlers deposit random stuff in containers if you leave some around in your settlements, I don't know if it's randomly generated after some time or if they deposit loot you forget after attacks or anything, but yea, place some boxes around guys, especially metal ones.
[QUOTE=Hatley;49893645]I love the cover mechanic in this game. It's just such a functional little touch. It's great.[/QUOTE]
Yeah, that style of cover mechanic is something I'm glad more games are starting to do.
[QUOTE=Skyward;49893731]Yeah, that style of cover mechanic is something I'm glad more games are starting to do.[/QUOTE]
Sucks it doesn't work in third person.
Is there any mod that makes deathclaws as deadly as they were on previous games?
[QUOTE=-Iker-;49893934]Is there any mod that makes deathclaws as deadly as they were on previous games?[/QUOTE]
I think the standard deathclaws are good right now but I do think there should be more versions of deathclaws, some of which will spawn even though they're overleveled for you. More or less there just needs to be more TYPES of deathclaw. The current deathclaw types are fine in strength but the deathclaws are written out to be EXTREME THREAT-LEVEL to even experienced wastelanders.
Personally, I think some of this could have been alleviated if there was a lesser/young deathclaw variant that replaced the one you fight in the beginning, rather than having to dumb down regular deathclaws so a level 1 character in power armor could kill it.
Like, in F:NV there were 5 or so different types of deathclaw in the base game, in F:4 there's maybe 3. Regular, alpha, and chameleon.
F4 has Regular, Alpha, Glowing, Matriarch, Savage, Albino, Chameleon, Mythic
I had to deal with[sp]the savage deathclaw[/sp] in The Witchcraft Museum yesterday at ~25th level and without really preparing much, and it was actually a good challenge. This character isn't really built for that kind of enemy, though, but at taking on a bunch of low level enemies rather than one really tough one.
[QUOTE=Usernameztaken;49894128]I think the standard deathclaws are good right now but I do think there should be more versions of deathclaws, some of which will spawn even though they're overleveled for you. More or less there just needs to be more TYPES of deathclaw. The current deathclaw types are fine in strength but the deathclaws are written out to be EXTREME THREAT-LEVEL to even experienced wastelanders.
Personally, I think some of this could have been alleviated if there was a lesser/young deathclaw variant that replaced the one you fight in the beginning, rather than having to dumb down regular deathclaws so a level 1 character in power armor could kill it.
Like, in F:NV there were 5 or so different types of deathclaw in the base game, in F:4 there's maybe 3. Regular, alpha, and chameleon.[/QUOTE]
They definitely needed to make Alphas way more dangerous or maybe give them better attacks. I've not once cared when I've been grabbed by one because it seems to do less dmg than basic attacks do.
there should be a terrasque in f4 tbh
Some finally made a mannequin mod, but I don't know if it supports custom armors.[IMG]http://staticdelivery.nexusmods.com/mods/1151/images/10758-11-1457469565.png[/IMG]
[IMG]http://staticdelivery.nexusmods.com/mods/1151/images/10758-4-1457469570.png[/IMG]
[url]http://www.nexusmods.com/fallout4/mods/10758/?[/url]
[QUOTE=Mattchewy;49894540]Some finally made a mannequin mod, but I don't know if it supports custom armors.
[url]http://www.nexusmods.com/fallout4/mods/10758/?[/url][/QUOTE]
From a look at the file list, it's not a mannequin mod. It's just some outfits that the mod author put on stands/vanilla mannequin models.
So nothing particularly interesting unless you want to display the outfits that mod author chose.
The Mannequins in other Bethesda games were just NPCs IIRC.
[QUOTE=Tuskin;49895770]The Mannequins in other Bethesda games were just NPCs IIRC.[/QUOTE]
Yeah so quite often they would be in different places and sometimes some people would catch them moving around in place.
[QUOTE=css_nerd;49895786]Yeah so quite often they would be in different places and sometimes some people would catch them moving around in place.[/QUOTE]
Or they would look directly at you.
Fucking staring you down.
[QUOTE=Tuskin;49895770]The Mannequins in other Bethesda games were just NPCs IIRC.[/QUOTE]
See, there was a time when i didn't actually know this.
I had a mod for skyrim that allowed you to initiate dialogue with npcs by greeting them with one of your races generic lines.
One day i was trying to put some gear on a mannequin and by mistake my high elf dude just yelled "Hmmm!??" in it's face. I was absolutely horrified when it suddenly turned to me and said "WHAT DO YOU NEED!?"
[QUOTE=fulgrim;49895902]See, there was a time when i didn't actually know this.
I had a mod for skyrim that allowed you to initiate dialogue with npcs by greeting them with one of your races generic lines.
One day i was trying to put some gear on a mannequin and by mistake my high elf dude just yelled "Hmmm!??" in it's face. I was absolutely horrified when it suddenly turned to me and said "WHAT DO YOU NEED!?"[/QUOTE]
I would have thrown my computer out the window
I never used mannequins because of that shit
every single house mod ever has like 50 of them in a closet somewhere in the house that I never enter because whenever I do they're all walking around before they snap back into place like weeping angels
Could use some taxidermy for some placeable stuffed wasteland beasts, too.
...and why not use it on people, too?
...and then they could be our mannequins!
Wait, I just took a left turn into psychopathy, didn't I?
"It's missing something, perhaps we could add a few more earlobe lamps."
Can you finish the game with the institute and the minutemen?
[QUOTE=Lexinator;49896943]Can you finish the game with the institute and the minutemen?[/QUOTE]
Yep, you have to pass a speech check during one of the institute's later missions but it's entirely possible
[QUOTE=Lexinator;49896943]Can you finish the game with the institute and the minutemen?[/QUOTE]
It's really either or, the minutemen sit out the fight, and the speech check you have to do is totally retarded and hamfisted, like deciding to let the bunch of rednecks have their way suddenly banishes you forever, while you can fail the bunker hill battle and be completely forgiven for the rr
[QUOTE=Sableye;49897135]It's really either or, the minutemen sit out the fight, and the speech check you have to do is totally retarded and hamfisted, like deciding to let the bunch of rednecks have their way suddenly banishes you forever, while you can fail the bunker hill battle and be completely forgiven for the rr[/QUOTE]
On the first play through you try to play a double agent and play it smart, thinking the quests are super intricate, only to find out that they all are basically the same except for who doesn't get butt-devastated.
My first time initiating the final quest I started liberty prime up but then got a call on my radio that the institute were attacking castle, and I thought "Oh, cool, how responsive!" but it turns out that once I finished defending the castle I couldn't finish the liberty prime quest. And I was pissed.
[QUOTE=Sableye;49897135]It's really either or, the minutemen sit out the fight, and the speech check you have to do is totally retarded and hamfisted, like deciding to let the bunch of rednecks have their way suddenly banishes you forever, while you can fail the bunker hill battle and be completely forgiven for the rr[/QUOTE]
I wasn't even aware you could antagonize the Minutemen as the Institute seeing as how they're that one faction you seemingly can't rid yourself of.
I've maintained a friendly relationship between both, and I never realized there was some speech check for it. What is it exactly?
And are there any consequences for antagonizing them?
Sorry, you need to Log In to post a reply to this thread.