Man, I powered through the end of the Brotherhood storyline last night. Made me a little ill, like when I play through an RPG as a bad guy. Hmm...
[QUOTE=Tuskin;49610549]Is it out yet, or just a preview image?[/QUOTE]
It doesn't look like that set of armour is out yet, but the regular NCR Ranger armour [url=http://www.nexusmods.com/fallout4/mods/9034/?]came out[/url] earlier.
[QUOTE=Omolong;49610663]It doesn't look like that set of armour is out yet, but the regular NCR Ranger armour [url=http://www.nexusmods.com/fallout4/mods/9034/?]came out[/url] earlier.[/QUOTE]
Love how he separated the mask from the helmet, I hadn't thought of doing that.
I still wish the coat was separate/there was a separated version of the coat and a coatless version of the armor, since a) the coat is exceptionally badass and would look good on top of anything and b) it would be nice to have a version of the original riot armor without the Desert Ranger's uniform on it.
[QUOTE=Ganerumo;49610256]I edited my post to clarify. Judging by the size of the railroad, nobody who contests Desdemona would be kept around.
Moreover, the Railroad doesn't have the capacity to run the institute to any extent, and their goal has always been to save all existing synths, not to safeguard their means of birth.[/QUOTE]
Ya except they [sp] took over the institute and there are plenty of hints that more than a few scientists shared in their views on synths[/sp]
I always found it annoying that they wanted to save the older gen II and I synths though, both are usually dumb as rocks just because one looks humanish doesn't mean they have a mind, Nick being the only noteable exception
Then they would always talk about it.
Ya maybe the railroad has very few members by the time you launch the final attack but they could have taken and held onto the institute and nowhere does it come up that you plan on nuking it till you are in the heart of the institute and suddenly its the same canned ending
If you never learn Dogmeat's name, he just stays as 'Dog' on the UI.
Though other NPCs will call him Dogmeat.
[editline]26th January 2016[/editline]
[QUOTE=Omolong;49610663]It doesn't look like that set of armour is out yet, but the regular NCR Ranger armour [url=http://www.nexusmods.com/fallout4/mods/9034/?]came out[/url] earlier.[/QUOTE]
Ah thanks
[QUOTE=TheRealRudy;49610800]i don't like how dogmeat is necessary for that one part in the main quest where you need to track down kellogg, you should never force companions into quests like these.
like, if they really wanted to incorporate dogmeat into that quest, they should have made it if have dogmeat you would get something like an advantage or something because it's easier for dogmeat to locate him or something, and that without him it's still possible but there's more of a challenge to it. it's so silly you'll never be able to track down kellogg without the help of dogmeat.[/QUOTE]
it's also a really jarring way to bring him in
up until that point I had never had dogmeat with me when I saw valentine, so there is literally no reason for him to know I have a dog, nevermind that I have dogmeat
and yet he refers to him by name as your dog and he magically shows up
[QUOTE=Mellowbloom;49610812]it's also a really jarring way to bring him in
up until that point I had never had dogmeat with me when I saw valentine, so there is literally no reason for him to know I have a dog, nevermind that I have dogmeat
and yet he refers to him by name as your dog and he magically shows up[/QUOTE]
What happens if you completely avoid Dogmeat?
[editline]26th January 2016[/editline]
Woo
[t]https://i.imgur.com/y5lLXZV.png[/t]
[QUOTE=TheRealRudy;49610868]i haven't tried that mod out myself yet, how does it work. is it like a replacement for another armor, or is it just an item of its own?[/QUOTE]
Based on the screenshots, it's a standalone item.
It is standalone yes
I really have no idea why Bethesda thought it would be a good idea to have companions try to run alongside you, apart from games with fixed formations like Dragon Age it's never, ever worked and usually just results in more annoyance than anything. It probably won't work until we have completely sentient AI and even then that'd be a terrible idea :v:
Get the FUCK out of the way, Dogmeat.
[QUOTE=fear me;49611036]Get the FUCK out of the way, Dogmeat.[/QUOTE]
I don't understand how they still haven't had some sort of thing to have them back up, for crying out loud Half Life 2 had it and I'm willing to bet some earlier games had it to
[QUOTE=Ruh-roh;49610526]No, it isn't.
How is the quality of the writing "irrelevant" when people are complaining about how stupid and unfulfilling the ending for Fallout 4 felt? The quality of writing (being shitty) is [I]directly relevant[/I] to this feeling
You said it yourself that the endings don't differ that much and you can't avoid the big conflict and yadda yadda (strongly disagree, but let's follow your train of thought for now) but none of the previous games felt so empty and unrewarding in their endings before, even with the same "theme" behind them.
This is something exclusive to Fallout 4, and the weak factions/the weak motivations and relationships between them/the stupid idea of reusing Liberty Prime and bombing the Institute regardless for a *8*cool setpiece*8* are part of it and all of them are pretty much related to the weak writing the game had overall, specially regarding anything on the main quest.
If quality of writing is irrelevant and the endings are basically the same thing with different actors, how could New Vegas, 1, 2 and to an extent even 3 (it's a stupid ending, but it's a proper closure to the stupid and convoluted story that was presented) pull it off and why people are only complaining about Fallout 4?
If you want to call something irrelevant, call how fun and nice to play the game is "irrelevant" instead and judge it for it's own plot and specially, the way the story ends and tell me it's a proper, good and satisfying closure that made justice to the Fallout name. I dare you.[/QUOTE]
The discussion isn't whether or not the ending is well written but whether or not it would have been thematically fitting to have the ability to peacefully resolve the conflict.
And in a discussion about how thematically fitting it would have been, the quality of the writing is not relevant at all, because that's another issue for another conversation entirely.
[QUOTE=TheRealRudy;49611146]new vegas had an option in the companion wheel to back them up, [B]as well as all the classic games[/B].[/QUOTE]
Actually vanilla Fallout 1 never had that option. Mods like FIXT add an option to literally scream at your companions. I think Fallout 2 had the same problem.
You can still tell your companions to back up in Fallout 4 by the way, just interact with them and tell them to go to a far away spot.
[QUOTE=Tuskin;49610856]What happens if you completely avoid Dogmeat?[/QUOTE]
If you've never encountered the Dog, Valentine tells you he's bringing in a specialist, and then introduces you to him.
[QUOTE=TheRealRudy;49611180]My bad, I usually play only Fallout 1 with FIXT so that's probably why I forgot about it.
I don't know what you mean with Fallout 2 having the same problem? Fallout 2 definitely had an option to move companions out of the way.[/QUOTE]
I wasn't sure from memory if Fallout 2 had the issue by default which is why I said "I think".
I still love Skyrim's "back up" button - repeatedly ram into them while sprinting.
Sadly dogs were unstoppable titans who could not be conquered by the Dovahkiin's mighty sprint.
[QUOTE=Sableye;49610728]I always found it annoying that they wanted to save the older gen II and I synths though, both are usually dumb as rocks just because one looks humanish doesn't mean they have a mind, Nick being the only noteable exception [/QUOTE]
Not all of them want to save gen 1 and 2s, Deacon explains it's a pretty big debate that causes a lot of conflicts whenever it's brought up. I'm pretty sure the ones in favor of saving Gen 1 and Gen 2 synths are in the minority.
I think Fallout 4 is the first game where you can take over more then one major faction. That is where the "Peaceful ending" talks came from. You couldn't be put in charge of the NCR and Legion. So you don't have any power over the groups to bring peace. Fallout 4 you can be in control of the Minutemen, Institute, and before it got cut the BOS. Possibly all at the same time.
[QUOTE=Ganerumo;49611141]The discussion isn't whether or not the ending is well written but whether or not it would have been thematically fitting to have the ability to peacefully resolve the conflict.
And in a discussion about how thematically fitting it would have been, the quality of the writing is not relevant at all, because that's another issue for another conversation entirely.[/QUOTE]
If a writer ignores putting effort into logical reason why things happen and just says "it's the theme bro", they're a lazy writer
You can't just say the writing is irrelevent when it's the root cause of everyone's problem with it
[QUOTE=MissingGlitch;49611226]I think Fallout 4 is the first game where you can take over more then one major faction. That is where the "Peaceful ending" talks came from. You couldn't be put in charge of the NCR and Legion. So you don't have any power over the groups to bring peace. Fallout 4 you can be in control of the Minutemen, Institute, and before it got cut the BOS. Possibly all at the same time.[/QUOTE]
You can foster peace between the Minutemen and the Institute if you play your cards right, which are the only two factions you lead at some point in the game. For the BOS and the Railroad you're an asset and the sole reason you're around is because you can get shit done, not because you're a tactical advisor or a diplomat. Neither Desdemona or Maxson are willing to let you roll all over them for obvious reasons.
[QUOTE=TheRealRudy;49611282]yet there isn't much impact if you're put in control but cannot do anything other than sitting through the linear story with freedom of "choice". sure, you might could only pick one faction to side with (which you later in the story could betray most of the time anyway), but they at least give you a great amount of control troughout the main quest, and even actually gave you [B]stuff and such like the ncr backup radio in case things got pretty hot[/B].[/QUOTE]
You get this from the minutemen, the BOS and the institute in Fallout 4.
[QUOTE=TheRealRudy;49611295]do you have any footage or something about it, because i litterly have never heard about such a thing.[/QUOTE]
You get a flare gun from Preston right as you join the minutemen. You get teleport grenades from the Institute. You get flare grenades from the BOS to summon a vertibird to your location.
[QUOTE=TheRealRudy;49611295]do you have any footage or something about it, because i litterly have never heard about such a thing.[/QUOTE]
Minutemen give you the flare gun that calls nearby minutemen and Institute gives you the grenade that spawns in a bunch of synths, dunno about the BOS one.
I literally never used the backup radio in New Vegas, or the flare gun and other such backup items in Fallout 4. They're just gadgets that I never found very useful, mostly because I could typically deal with the situation myself.
"There are no nearby Minutemen"
[QUOTE=Ganerumo;49611338]I literally never used the backup radio in New Vegas, or the flare gun and other such backup items in Fallout 4. They're just gadgets that I never found very useful, mostly because I could typically deal with the situation myself.[/QUOTE]
I never used the backup radio because the only places it works are the places I don't need it.
Never used the flare gun in Fallout 4 because I installed a mod to let it change ammo types and that totally broke the barrel on it.
[QUOTE=TheRealRudy;49611362]they're all on radiant missions to save settelements[/QUOTE]
No, they're on missions to look for settlements that need YOUR help.
[QUOTE=MissingGlitch;49611357]"There are no nearby Minutemen"[/QUOTE]
spoilers: you ARE the only minutemen
double spoilers: you are really Preston's soldier
I think we all realised it didn't have alternate ammos a long time ago
The vertibird summoning grenades are a godsend on a no fast travel playthrough.
Sorry, you need to Log In to post a reply to this thread.