[t]http://images.akamai.steamusercontent.com/ugc/359528326405864121/57184C4D1265CF755F7810A7E5F91026AC1023A0/[/t]
this game looks fucking incredible on highest settings, goddamn
the fog added by True Storms is so good as well
[QUOTE=Cpt. Cakes;49614553]Someone should make a mod that replaces all the terminals with the pre-war terminals
[t]http://i.imgur.com/mxaEv4I.jpg?1[/t]
it looks sexy
sorry for crappy image quality[/QUOTE]
I remember there was a mod for NV that replaced all terminals with a niffty laptop
It was really cool, completely lore unfriendly, naturally but cool none-the-less
[QUOTE=Beacon;49617195][t]http://images.akamai.steamusercontent.com/ugc/359528326405864121/57184C4D1265CF755F7810A7E5F91026AC1023A0/[/t]
this game looks fucking incredible on highest settings, goddamn
the fog added by True Storms is so good as well[/QUOTE]
Rad Storms are batshit awesome with True.
Also in response to someone saying modding for fallout 4 wouldn't be as big as Skyrim because the story doesn't allow for extra quests, I really doubt that. Additional quests has never been the primary fuel of modding for any of the bethesda games, and if New Vegas' modding community is anything to go by, the majority of the mods that won't be NSFW stuff will be weapons and armor first and foremost.
Besides, as soon as the GECK is out we're going to get an alternate start mod. The framework was already perfected back in Oblivion and has only improved over time, so it's almost a matter of copy/pasting now.
How about those mods that put back cut content and quests back, it's all in the files, geck just needs to come out
[QUOTE=TheRealRudy;49617472]i thought you said previously that copy/pasting over stuff from previous engines would be really hard because of "how different the engine has become", things like "scripts and cells work completly differently, and would really bloat those savefiles."[/QUOTE]
Yeah for adding new systems and features not to make a terminal select a value and then teleport you in an area with equipped gear.
As for stuff like falskaar and NV Bounties, well, you already don't see a lot of them for these games anyway, let alone good ones.
[editline]27th January 2016[/editline]
Also I just noticed the TV host at the start of the game has some shared lines with President Eden. Nice touch.
You could easily sift through the whole lot and end up finding something that fits pretty well though.
[QUOTE=TheRealRudy;49617472]i thought you said previously that copy/pasting over stuff from previous engines would be really hard because of "how different the engine has become", things like "scripts and cells work completly differently, and would really bloat those savefiles."
also, fallout 4 will probably modding wise get a lot of focus on things like the crafting systems, settlement creator, weapons, power armor, etc. that kind of stuff. custom/newely made quests are going to be really hard without feeling really akward, because of the fact the player character is voiced now, and modders obviously don't have access to the voice actors to get them new lines in their quests. i think you won't see a lot of mods that will add new quests to the game, especially very little like Falskaar for Skyrim or New Vegas Bounties.[/QUOTE]
and that's the real kiss of death for this game's shelf life because there's like ten sidequests that are actually entertaining
[QUOTE=Cone;49617571]and that's the real kiss of death for this game's shelf life because there's like ten sidequests that are actually entertaining[/QUOTE]
Skyrim still sells to this day and is one of the most owned games on Steam so to be honest I'm really not afraid for this game's shelf life, considering Skyrim was also lacking in the quest department.
skyrim's appeal was exploring the world with the survival stuff and well, adult mods for those who wanted. it was fun walking around playing with frostfall for a while but it felt flat after a while exactly because of the lack of interesting quests and characters around (and skyrim had some HUGE quest mods/companion mods for it). i can see the same happening with Fallout 4 with a proper survival mod. without interesting content/new content there are only a few more hours of enjoyment that you can take without getting bored of it
except that fallout 4 has the built-in settlement system. i can totally see the main modding scene for F4 revolving around it because it will be what people will be doing more after exploring every inch of the map anyway. and if minecraft proved anything is that people can waste an insane amount of hours just building stuff when they get into it. with a decent way to build stuff and lots and lots of new parts i can see people totally forgetting F4 is a shooter and just playing post-apocalyptic the sims-sim city
I can already see a bunch of people trying to put together complex resource processing mods for settlements so that you can practically create factories that mass produce objects, because there's a lot of people who are really into that (Minecraft being again a good example).
If people find a way to add other resources than power, there could be some really fun contraptions to be made.
Remember tho skyrim had *a lot* more side quests, even the radiant quests in skyrim were spread out across enough quest givers and locations, with enough of a back-story from the NPC that you didn't really notice them (at least until you got the the thieves guild, fuck me) rather than them all being given to you with one of four lines of dialogue by the same awkward black dude, often in rapid succession.
I really like settlement building but i don't really want to see it in another Bethesda game tbh, or at least not on the same scale. I hope they keep the workshop for your character's house though, that was neat.
Considering the next TES is [I]very[/I] likely to take place during an altmer invasion since the aldmeri dominion were built up as a big antagonist in Skyrim, it wouldn't feel out of place to be able to rebuild a lot of destroyed villages, especially since both Skyrim and Oblivion had a destroyed city/village and mods to allow the player to rebuild them.
Yeah but in tes im always an elf, what if i want to side with all the other elves? would i have to go around knocking villages over instead? [sp] remove nord [/sp].
No but seriously letting the player build their own little fort or manor-house, and maybe hiring a small team of staff and guards from friends you have made by doing quests, is the absolute limit of building i want to see in future bethesda games, too many other features needed to be sacrificed to facilitate FO4's settlements id rather they went back to focusing on what they were doing before.
Well if they bring back hearthfire but with fallout 4's building system I'll be more than happy with it.
Also even if you play an elf I doubt you'd ever be able to join the Thalmor, the TES series never let you side with the bad guys because you'd typically always have some daedric prince and/or the nine divines watching you :v:
[QUOTE=Ganerumo;49617548]
Also I just noticed the TV host at the start of the game has some shared lines with President Eden. Nice touch.[/QUOTE]
there is also an NPC of him in the game files. There is also a TV Studio map, though it is just your PC's living room with some cameras and a map behind him
[url]http://fallout.gamepedia.com/File:Fo4_Newscaster_Pre-War.png[/url]
the texture on the TV is just an antimated texture. I'm guessing it was made using the NPC and map.
[QUOTE=TheRealRudy;49618049]no thanks i rather see dlc for fallout 4 that adds some actual new quests and such instead of focusing even more on the "dynamic radiant" gameplay elements like the settlement builder and such.
fallout 4 really needs more quest content, it's laughable compared to previous games, even fallout 3, that isn't "go to x and fetch z" or "go to x and kill z".[/QUOTE]
I meant the ability to build your own house in a new TES game, not as DLC for fallout 4.
[QUOTE=Ganerumo;49618038]Well if they bring back hearthfire but with fallout 4's building system I'll be more than happy with it.
Also even if you play an elf I doubt you'd ever be able to join the Thalmor, the TES series never let you side with the bad guys because you'd typically always have some daedric prince and/or the nine divines watching you :v:[/QUOTE]
I don't know, they seem to be really embracing multiple joinable factions now.
Even if i was ultimately disappointed with the factions of fallout 4 the very fact you could chose who to side with was a big step up from FO3 forcing you to side with a faction whether you liked it or not, and an improvement on skyrim's rather shallow civil war.
I mean the thalmor want to end reality so joining them might be a little nonsensical, but then again, fallout four did have a faction that [sp] blew up the place manufacturing the synths they dedicated themselves to liberating, rendering themselves redundant [/sp]
Joining factions was always a thing in TES, but it's always side content. The main quest follows a single story with no branching paths.
[QUOTE=Ganerumo;49618121]Joining factions was always a thing in TES, but it's always side content. The main quest follows a single story with no branching paths.[/QUOTE]
That's not really entirely true.
You had to side with a faction at the end in Daggerfall. And technically there is also the branching path in Morrowind, although it's more of a secret.
i'd be willing to take a more linear main story if it meant the factions would have self-contained questlines that weren't just radiant bullshit
[QUOTE=elowin;49618156]That's not really entirely true.
You had to side with a faction at the end in Daggerfall. And technically there is also the branching path in Morrowind, although it's more of a secret.[/QUOTE]
Daggerfall's a bit of an exception, and all of the possible paths have become one reality after some weird time-continuum fuckery.
Morrowind's branching path is more of a bonus thing and even then you still get to fight Dagoth Ur, you can't side with the bad guy, only fuck over some of your allies.
I just had the best ending to Fallout 4 ever!
[sp]So I joined up with the Railroad, me and Hancock kicking ass, up to the Brotherhood mission, we go in killing BoS assholes left and right! I planted the bombs, then got ambushed by Maxon! I killed all of them, turned around, and there was Hancock, dead. He died to keep the Commonwealth free of all oppressors. As I got into the Vertibid and flew off with Tom and Decon, I killed as many of those Brotherhood assholes as I could, then looked back and quiety said, "Of the people, for the people", as the Zeppelin erupted into flames.
One institute fight later, just as I'm about to press the button, who should I see than Hancock himself! Leg blown off, naked from me taking his stuff off him, and talking as smooth as when we first met. After sprinkling some magic fairy dust I found, he couldn't move around at all, But I was able to give him a vacation and took Nick with me instead. So yeah, I busted a gut at seeing an alive, clearly mutilated Handcock, naked talking and laying on the ground like it was nothing.[/sp]
Too long, didn't read/ didn't want to read spoiler: Bethesda, you buggy as hell, but god DAMN are they hilarious as hell bugs that add to the game sometimes.
I just realized, since the pipboy is an item that's permanently equipped wouldn't it be possible to make it modifiable directly via the armor workbench ? Being able to pick one of several textures from inside the game and upgrading the pipboy for passive effects would be neat.
Some pics!
[t]http://i.imgur.com/xXyGL70.jpg[/t]
Also a pic to prove my story above.
[t]http://i.imgur.com/OyylWMj.jpg[/t]
[QUOTE=TheRealRudy;49618219]i'm all in for customizing your pipboy, all kinds of paints and stuff, but why would[I][B] the pipboy[/B][/I] give passive effects alongside that? it's a central item for your player character to manage him entirely, it shouldn't give special effects on it's own, because that's mean if you would strip yourself totally (or get in a situation where you're stripped from all your stuff, like in that Fallout 3's the pitt) from all effects and armors and such, everything that could influence your character on the side, your pip-boy, the central item, would still influence your character in some way, and i'd imagine that's a bit OP.[/QUOTE]
You use the pipboy to access VATS and some crucial info so it's not out of the question that the pipboy could be better calibrated and offer bonuses like automatic stimpaks, better VATS accuracy, better light, etc
I always get 10 perception in all my fallout 4 runs because this shit's imperative if you're going to use rifles.
Also VATS is a vault tec invention and as such very likely uses the pipboy to run properly. The fact you can use it before getting the pipboy is purely for gameplay reasons.
If moddable pipboy becomes a thing i wanna see the prototype one that's in the concept art book
[QUOTE=TheRealRudy;49618569]also, i see obsidian doing this, and probably someone as a mod, but good luck getting bethesda to implement features like these in a future fallout game lol.[/QUOTE]
You mean how Bethesda came up with the idea to customize each individual limb of your power armor with specific bonuses ?
I don't see how adding the pipboy to the list of customizable things is something Bethesda wouldn't come up with. It was probably considered at some point in development, since there's already a sizable amount of customization you can put on your armor.
Stolen from LMAO pics:
[IMG]http://i.imgur.com/OVmnPyx.jpg[/IMG]
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