• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=TheRealRudy;49644364]the whole "apocalyptic USA as its inhabitants tries to rebuild the world" is part of the story, and a running theme throughout many post apocalyptic fiction, and such is also a part of fallout fiction. what fallout's fiction makes itself stand apart from other fiction is the whole "future of tommorow" 50s future that got nuked because of an extended cold resource war. there are many post apocalyptic games that let you build/rebuild stuff, of which a popular online game has a whole subforum devoted to on this very forum. what fallout made itself stand apart, much like wasteland and other similar post apocalyptic roleplaying games, are the heavy roleplaying elements and depthy character creation, and such has been the focus of the series since the first game. adding a settlement creator as a side thingy is okay, and i can see people enjoying themselves with it, but it should stay a side thing and nothing more than that. it doesn't innovate the series, and it's especially frustrating there's more depth in this settlement creation system than the actual roleplaying part and character creation parts of the game, what the series originally was about.[/QUOTE] Well, that's more of Bethesda's fault than anything else. In ideal case, we'd get both properly implemented. We ended up with one thing completely missing from the game and the other new one kinda being there but kind of too shallow without mods to actually do something with it.
[QUOTE=The_J_Hat;49643863]It's never really been in a Bethesda game before, and for something that looked kind of tacked on it's rather impressive, imo. I never expected to do that much with the settlement building when I first saw it but after I played around with it for a while I was rather invested.[/QUOTE] It's a really neat idea, with significant amounts of expansion it could be pretty interesting part of the series. Actually going out and actively helping to rebuild settlements, and having that be a core part of the game, would be pretty cool. As it is, though, it feels like a fairly shallow money making mini-game.
So I did the battle of bunker hill quest. I just killed the courser dude and then I went on to speak with father while factions started fighting even if I hadn't informed them. After telling father to fuck off I come back to bunker hill and the main gate is still closed and the railroad people are fighting with [B]the goddamn citizens and caravan guards[/B]. I hate this mess of a quest so much.
[QUOTE=-Iker-;49644501]So I did the battle of bunker hill quest. I just killed the courser dude and then I went on to speak with father while factions started fighting even if I hadn't informed them. After telling father to fuck off I come back to bunker hill and the main gate is still closed and the railroad people are fighting with [B]the goddamn citizens and caravan guards[/B]. I hate this mess of a quest so much.[/QUOTE] I did that quest the same way, and after I came back POST-GAME, the three factions were still fighting, just because none of them had completely died off in the initial conflict. As long as one of each are left alive, they all regenerate when the map cell refreshes.
all I want in life is a roleplayer's start mod then I'll be happy
imo it's fine if they wanted to have a game be about rebuilding, but it needs to be integrated into the plot and PC's motivations a little more thoroughly than [I]not at all[/I]
video games are fun
imo the coolness factor of Settlements outweigh it's story and plot problems- but those problems are still there and definitely legitimate. [editline]31st January 2016[/editline] Bunker Hill Spoilers: [sp]Bunker Hill wasn't as bad for me. Even though the factions I didn't inform were there, I assumed that they discover the plot regardless, and just the factions you inform had extra planning time / support during the fight. For example I only informed the Railroad, who ended up having a fuckton of Gauss Rifles, while the Institute had no Coursers apart from the one, and the BoS only had a couple Paladins. [/sp]
so here's a funny thing that happened: [sp]having acquired every companion, after I sided with the minutemen to destroy the institute, I went back home because I thought now would be a great time to outfit them all with better gear so one by one I'm setting each of my companions up, then I get to X6-88 on the list this dude literally comes running into my settlement shooting up the walls, none of my settlers or turrets are giving a single fuck then he starts shooting at me after which i just blow his head off with a double-barrel then proceed to eat him and that was it, literally no one cared[/sp]
Stop saying literally.
[QUOTE=LolzMan1325;49644967]literally no one cared[/QUOTE]
So I retextured the military beret into an NCR Ranger beret to accompany the Elite Ranger Armor. [img_thumb]http://images.akamai.steamusercontent.com/ugc/608352205838663824/A389FD0D3DE60E54A6808CA0938FE7C6684477C9/[/img_thumb] What do you guys think?
[QUOTE=GHOST!!!!;49645059]Stop saying literally.[/QUOTE] I literally said it twice, calm down :godzing:
[QUOTE=QueenSasha24;49645162]So I retextured the military beret into an NCR Ranger beret to accompany the Elite Ranger Armor. [img_thumb]http://images.akamai.steamusercontent.com/ugc/608352205838663824/A389FD0D3DE60E54A6808CA0938FE7C6684477C9/[/img_thumb] What do you guys think?[/QUOTE] Okay, but the character's face looks really weird for some reason. Are you using one of those cosmetic mods?
So two days ago, after installing the [URL="http://www.nexusmods.com/fallout4/mods/8947/?"]Rebuilt Spectacle Island[/URL] mod, i noticed the once-repaired house suddenly became partially broken and pieces of it were missing in strange places. I posted a comment on the mod page and the author, Robert Dunlap, was incredibly devoted to helping me fix the problem. He asked for my load order, then for my actual mod files in a .zip archive, so he could use xEdit to find any conflicts. After a couple days of troubleshooting he sent me some very specific instructions and we found out that the Satellite World Map mod i was using was causing a conflict with that cell. I never would have thought to disable that mod, of all the dozens in my load order, to try and fix the problem, but Robert went to work and found out what the problem was on his own time. I highly recommend checking out his mods and i deeply appreciate that an author was so devoted to his community as to personally check out one individual's issue with his work. His Rebuilt series restores the homes at [URL="http://www.nexusmods.com/fallout4/mods/8333/?"]Croup Manor[/URL], [URL="http://www.nexusmods.com/fallout4/mods/8478/?"]Taffington Boathouse[/URL], [url=http://www.nexusmods.com/fallout4/mods/8603]Somerville Place[/url], and [URL="http://www.nexusmods.com/fallout4/mods/8947/?"]Spectacle Island[/URL].
[QUOTE=ElectricSquid;49645300]Okay, but the character's face looks really weird for some reason. Are you using one of those cosmetic mods?[/QUOTE] It was a glitchy pair of sunglasses actually. :v: I removed it and her face looks fine.
[QUOTE=DChapsfield;49645320]His Rebuilt series restores the homes at [URL="http://www.nexusmods.com/fallout4/mods/8333/?"]Croup Manor[/URL], [URL="http://www.nexusmods.com/fallout4/mods/8478/?"]Taffington Boathouse[/URL], [URL="http://www.nexusmods.com/fallout4/mods/8633/?"]Somerville Place[/URL], and [URL="http://www.nexusmods.com/fallout4/mods/8947/?"]Spectacle Island[/URL].[/QUOTE] All four of those mods are actually part of a [url=http://www.nexusmods.com/fallout4/mods/9285/?]pack[/url] now, so you don't have to download all the mods individually.
[QUOTE=RenegadeCop;49645490]Yeah, but 99 percent of the time, a post can be improved by taking it out. It reads a lot more coherent and precise. For some reason no one ever uses it in the correct context, it just adds more words. Example: Yeah, but literally 99 percent of the time, a post can be improved by taking it out. It literally reads a lot more coherent and precise. For some reason, literally no one ever uses it in the correct context, it just adds more words. A lot of people are just tired of seeing the word. Apologies for off-topicness.[/QUOTE] It was [sp]literally[/sp] used in the right context, though. It's become an amplifier word. Language changes, that's just how things are.
[QUOTE=LolzMan1325;49645202]I literally said it twice, calm down :godzing:[/QUOTE] Literally is being used as an emphasizer instead of it's literal definition, and a lot of people aren't happy about it I can't complain, I'm guilty of it myself, but
[t]http://images.akamai.steamusercontent.com/ugc/368535631806113399/8657166FC422506BF469D980C900FB6FD905E6EA/[/t] I really love Piper's trench coat. The 'emergency' pens taped to the wrist are a nice touch.
The most fun I have been having with Fallout 4 is installing mods, making sure they work, quitting, and then looking for more mods.
I kind of wish nexus had an auto updater for mods. Or at least the 'new update' thing was more noticeable.
Even when you check for updates. You have to check every single mod to see if it has an update. And a lot of the mods never have a change log so you are not even sure if it is worth the time to update it or not.
[QUOTE=MissingGlitch;49645794]Even when you check for updates. You have to check every single mod to see if it has an update. And a lot of the mods never have a change log so you are not even sure if it is worth the time to update it or not.[/QUOTE] And if the mods have more then one file under 'main file' it will also say new if the version number is different.
[QUOTE=MissingGlitch;49645667]The most fun I have been having with Fallout 4 is installing mods, making sure they work, quitting, and then looking for more mods.[/QUOTE] to be fair that was how i had fun with NV after beating it several times too making all the hundreds of mods work together without crashing my game, and when i finally did it i would shed a tear of joy and think "okay time to install something else" i have some quest mods in my "to install list" that i don't even think i've ever completed. just the satisfaction of making them work with everything else is enough to make me happy while i look for more crap to add without making gamebryo collapse and cry on the floor
[img_thumb]http://staticdelivery.nexusmods.com/mods/1151/images/9320-1-1454286277.jpg[/img_thumb][img_thumb]http://staticdelivery.nexusmods.com/mods/1151/images/9320-4-1454286277.jpg[/img_thumb] [url=http://www.nexusmods.com/fallout4/mods/9320/]So I decided to go nuts and make Berets of all the in-game factions, just finished it and uploaded to the Nexus[/url] [img_thumb]http://staticdelivery.nexusmods.com/mods/1151/images/9320-3-1454286277.jpg[/img_thumb][img_thumb]http://staticdelivery.nexusmods.com/mods/1151/images/9320-2-1454286277.jpg[/img_thumb]
[QUOTE=MissingGlitch;49645667]The most fun I have been having with Fallout 4 is installing mods, making sure they work, quitting, and then looking for more mods.[/QUOTE] and then you develop your own personal meta-system for maximum mod-checking time optimization
Any suggest a good realism mod for New Vegas? One that makes it more tactical so an enemy can't take 20 bullets to his face and walk away.
[QUOTE=BusterBluth;49646360]Any suggest a good realism mod for New Vegas? One that makes it more tactical so an enemy can't take 20 bullets to his face and walk away.[/QUOTE] A mod that only change [U]only[/U] the damage model like hardcore-ish or also include hunger-dehydration changes? If you want the first, then [URL="http://www.nexusmods.com/newvegas/mods/35335/?"]try this one[/URL] [editline]31st January 2016[/editline] Now with the Institute out of the picture and the railroad wiped out, there`s only the brotherhood left. Till they give out the GECK (or some info atleast), im gonna fuck some shit up. [IMG]http://i.imgur.com/IKcmEYG.png[/IMG]
[QUOTE=Dom Pyroshark;49644311]What? Excuse me but isn't Fallout primarily an RPG where you explore apocalyptic USA as its inhabitants tries to rebuild the world after a fatal mistake to their own image of how things should be because, you know, not many people enjoy sitting in the same pile of nuclear ash until the end of their days? Like, Fallout kinda has the whole 'rebuilding the society and everything else because we done fucked up' in the name so settlement building literally is one of the most logical additions to the game one could ask for. It's not perfect but it fits right in.[/QUOTE] The settlement system has some thematic resonance but as a gameplay system it comes damn close to sabotaging the whole game, it's emblematic of Fallout 4's very modern, very big budget sensibilities--prioritizing time-consuming crowdpleaser tat that marketing pimps love over elegant game design. It does nothing to complement the narrative about family, revenge, and wasteland kingmaking, and worse, it actively competes with the narrative for shares in character gameplay, driving a wedge between the two that leaves all three elements feeling only loosely and awkwardly connected to each other. The character gameplay is the key to accessing Fallout 4's new byzantine loot economy that the settlement system depends on, but once you have a home base to store all your stuff in and a farm to provide a steady stream of vegetable starch for you to cobble your weapon and armor mods together with, expansion provides almost zero tangible value except as something to grind away at for XP. The vast majority of actual quests with writing have nothing to do with the settlement system and the world does not react to their existence. The wasteland does not become any safer nor its inhabitants less miserable no matter how many fortresses you build all over the place, and the main story goes out of its way to involve the settlement system in a way that's visibly artificial. Character gameplay and story are traditionally very intertwined in Fallout games, with the outcomes of various quests being determined by the skills that the player has cultivated in their character and the reputations they have earned in the world. But because the settlement system demands that players feed the loot economy, the story has to help the player meet that demand. The payoff for quests, the payoff for resolving the story lines of the wasteland's inhabitants, no longer has anything to do with exploring your identity or seeing the effects your actions have on the world, but with gaining access to dungeons full of loot and XP which you then feed straight into the settlement system, and all of dialogue and character interaction is just an expensive charade that gets you there and occasionally rewards you with an extra trinket for your efforts. Fallout 4 isn't one game, it's three; it's a thinly-built character interaction game, attached to a bullet-spongy action game, attached to a lobotomized Rust clone, and when you're playing one, you are most certainly not playing the other, and the settlement system is part of the reason why this is.
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