• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=Reagy;50812230][img]http://horobox.co.uk/u/reag/2016-08-01_20-51-52.png[/img] :saddowns:[/QUOTE] Usually the more I install mods the more specific and gimmicky my runs become so I solve the issue by using Mod Organizer and only running the mods that are relevant to my current playthrough. That and I don't hesitate to straight up uninstall the whole game and start from scratch when I get tired of the modded build :v:
[QUOTE=nomad1;50813573]Made the interior for the main junk in a box store feel more used. The extra scavenging stations mod is going to help this feel more busy. My only complaint is I wish there was a smaller marque sign holder you could use. [t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160801181559_1.png[/t][/QUOTE] [t]http://i.imgur.com/6gY3q0x.png?1[/t] :v:
[QUOTE=SonicHitman;50811500] good name for the fort :v: in all seriousness, does it [I]could[/I] be the fort, or maybe the direction you look at the fort is also the direction of some details, say, the city across the water?[/QUOTE] Fort 30fps is the temporary name [t]http://i.imgur.com/UciwLmr.jpg[/t] There is certain directions where I can look up at it and get 60fps so I guess its not all the objects but the angle I took the screenshot from is a solid 30 There are just some spots where I look in certain directions and it tanks, it feels completely random
New interior I've been working on, only started today so I've really only finished the main layout. Unsure if I'll expand it any further yet.. [url]https://imgur.com/a/j06CA[/url]
[QUOTE=Diago21;50815299]New interior I've been working on, only started today so I've really only finished the main layout. Unsure if I'll expand it any further yet.. [url]https://imgur.com/a/j06CA[/url][/QUOTE] Wow, that's rad. That's what Vault-Tec regional offices should look like, nice work. What're you're using other than the vault tileset?
[QUOTE=Diago21;50815299]New interior I've been working on, only started today so I've really only finished the main layout. Unsure if I'll expand it any further yet.. [url]https://imgur.com/a/j06CA[/url][/QUOTE] Just a different style of setup from what's the norm in-game almost made it seem like a different game entirely, geez. In the good kind of way, I mean. :v:
I feel like I'm one of those people that just come here to complain, but seriously I usually only post to get advice or complain... anyway; Is it just me, or did they not think the settlement construction system through? I'm not talking about how they should have scratched it and spent time on something else. I just wish the interface was different. I would have liked some more tiled layout for settlement areas, and then some topdown view would be great. Having to rotate parts around for it to frustratingly snap to other pieces is so timeconsuming and annoying. Maybe I just suck. Building stuff just takes soooooo long if you compare it to other building games. It's just when you go directly from Minecraft or Factorio to playing Fallout, the last thing you want to do is build. "The game doesn't force you to build". No, but it's just convenient as hell to have a big home with all crafting stations etc.
I wish it was easier to build something rounded instead of square Another thing is I wish there was a big food processor so you didn't have to plant big ass farms. Where's the hydroponics? It could've been added with vault tec but I haven't found it [editline]2nd August 2016[/editline] Like there's huge things for water and electricity but afaik no big food thing [editline]2nd August 2016[/editline] A hunting station would've been awesome like the scrap station
[QUOTE=Beacon;50815309]Wow, that's rad. That's what Vault-Tec regional offices should look like, nice work. What're you're using other than the vault tileset?[/QUOTE] I totally agree! This is more of a pre-war take on Vault-Tec anyway though I'm not quite sure how to progress! I'm using a mixture of vault pieces from Vault-Tec Workshop and actual Vault pieces in the creation kit (: [QUOTE=RikohZX;50815312]Just a different style of setup from what's the norm in-game almost made it seem like a different game entirely, geez. In the good kind of way, I mean. :v:[/QUOTE] Right? I'm glad you like it, thank you!
You know I'm pretty sure if Bethesda simply advertised the game as a Fallout spin-off there wouldn't be as many issues. Overall Bethesda simply wanted their own sandbox game.
[QUOTE=Grindigo;50815438]You know I'm pretty sure if Bethesda simply advertised the game as a Fallout spin-off there wouldn't be as many issues. Overall Bethesda simply wanted their own sandbox game.[/QUOTE] I mean, that's pretty much how I view it. I liked Elder Scrolls games and Fallout games before Fallout 3 came along, so I didn't mind playing a Fallout-themed Betheda game. And when New Vegas came along, I felt it was the actual third installment of the franchise. The only sad part is, we'll probably only get these spin-offs from now on, and no more "real" Fallout games.
[QUOTE=Pax;50815870]I mean, that's pretty much how I view it. I liked Elder Scrolls games and Fallout games before Fallout 3 came along, so I didn't mind playing a Fallout-themed Betheda game. And when New Vegas came along, I felt it was the actual third installment of the franchise. The only sad part is, we'll probably only get these spin-offs from now on, and no more "real" Fallout games.[/QUOTE] Yeah, It's not like Bethesda's fallout games aren't [b] True Fallout Games [/b], they are. It's just that I feel there's more to fallout than emerging from a vault and exploring various american cities, while fighting a new group of super mutants, unaffiliated with the previous factions each time. The previous fallout games (and new vegas) had a constant narrative running in the background. Post war society was coming along a little, Factions were spreading out and reacting to the events of the previous games with every instalment. It's just a little sad that it seems stuff like the NCR is only going to be mentioned only in passing from now on, after we saw the faction grow and develop over the course of several games. Instead, each game we will just get a new isolated wasteland filled with it's own mutant army with it's own quirky themed town, completely unrelated to previous titles that we will never hear about again in later ones. Spin-offs are fun in their own way, and I don't mind getting little glimpses into other parts of the fallout world, but if nobody is around to make [i] "real" [/i] instalments to the main plot of fallout [i]as a series[/i] then I feel it's not going to take long to lose some of it's depth.
How advanced has the hot bod tech gotten for this game compared to skyrim? Those modders got some serious work done.
[QUOTE=Depth;50816026]How advanced has the hot bod tech gotten for this game compared to skyrim? Those modders got some serious work done.[/QUOTE] Basically the same, CBBE got ported over and its flowed from that.
Are there any mods that make the settlement menu not feel like a craptacular mod? Seriously it feels like it wasn't made professionally and is a nightmare if you have a ton of items
New 1.7 Beta update. [QUOTE]Fallout 4's 1.7 Update is up on Steam Beta today. NEW FEATURES Support for upcoming DLC, Nuka-World New store art type for Workshop settlements Ability to delete Add Ons without doing a full uninstall (PS4) FIXES General optimization and stability improvements Jun and Marcy Long are no longer essential after completing "Sanctuary" Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood Improvements to accuracy and control with picking up and placing objects (not Workshop mode) Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions) Fixed issue with companions unequipping clothing when fast traveling with player Fixed an issue with player animations not loading properly after reloading a saved game Fixed issue where certain dog armors would not equip properly on Dogmeat Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly Fixed infinite load that would occasionally occur while logging off while downloading a mod Fixed a crash related to investing in a store while trading Fixed issue where "Quartermastery" would send player to erroneous locations Fixed performance issues related to dropping certain weapons Fixed issue where melee weapon would not properly after dying and reloading the save Fixed a rare issue where Sturges and Mama Murphy would stop moving Fixed snapping issue with Surgery Center in Workshop mode MODS FIXES Increased the number of Mods that can be paged through Mods browsing menu Fixed issue where Mods images would stop displayed while scrolling through Mods menu Disable All Mods now works properly when offline NPCs that are changed in a Mod will update changes like hairstyles properly Fixed animation error related to NPCs changed in Mods who have died, and reloading the save without the Mod activated Fixed issue where sneaking would turn player invisible while running with Mods Master files no longer automatically sort above plugins in Load Order menu Localization strings moved to Interface archive Minor UI improvements to Mods menu and Mods Detail menus[/QUOTE] Special attention goes to this one: [QUOTE]Fixed issue where melee weapon would not properly after dying and reloading the save[/QUOTE]
Fuck the melee fix. [quote]Jun and Marcy Long are no longer essential after completing "Sanctuary"[/quote] Best.
[QUOTE=Pokepunch;50816458]Jun and Marcy Long are no longer essential after completing "Sanctuary"[/QUOTE] I thought this was already the case since the last update.
[QUOTE=Pax;50816491]I thought this was already the case since the last update.[/QUOTE] Still essential in my game currently, guess its bugged and they "fixed" it.
What about making the bitch stay in her pillory, that's what annoyed me was her little routine overrides it [editline]2nd August 2016[/editline] Large shipments of ceramic nice
[QUOTE=war_man333;50815359]I feel like I'm one of those people that just come here to complain, but seriously I usually only post to get advice or complain... anyway; Is it just me, or did they not think the settlement construction system through? I'm not talking about how they should have scratched it and spent time on something else. I just wish the interface was different. I would have liked some more tiled layout for settlement areas, and then some topdown view would be great. Having to rotate parts around for it to frustratingly snap to other pieces is so timeconsuming and annoying. Maybe I just suck. Building stuff just takes soooooo long if you compare it to other building games. It's just when you go directly from Minecraft or Factorio to playing Fallout, the last thing you want to do is build. "The game doesn't force you to build". No, but it's just convenient as hell to have a big home with all crafting stations etc.[/QUOTE] As weird as it might sound I'd like if the building was more like the Sims. The first person view can make building annoying, especially if you're working vertically. Plus being able to choose the texture on the walls would be nice, instead of just having 5 to work with. Simply Modular Housing looks good for solving at least that issue.
Oh you KNOW there's going to be some reason to keep those 2 chucklefucks alive for the DLC if they just let you kill em right here and now. Hopefully this patch fixes all this broken shit about settlements.
Mods textured, added a few more receivers including an armour piercing one and a .50 conversion (the one in the picture is the light frame version, fires and reload faster but reduced damage). [t]https://i.gyazo.com/ee8401e6f087539576883efcae4e9416.jpg[/t] Any scripting wizards in the thread that can help me with a few things? There were a few that posted last time I asked. I'm just about to look into if it's possible to do these things; 1) play a different firing sound on the last shot 2) add the double damage on last shot property through script rather than with a legendary effect (so it can be an inherent property, and legendaries can exist on top of that) 3) consume a shotgun shell rather than a .300/.50 round on the last shot 4) remove a small amount of AP per shot if not using the light receiver/if not in power armour As well as talking me through how to add scripts to my weapon? Thanks
[QUOTE=nomad1;50814016] Place Anywhere [/QUOTE] I use this mod, but I only use the version where simply pressing F8 makes you able to place anything anywhere, nothing else. F8 to turn it off again. Objects still snap to each other (those that do) and on surfaces, which makes it "impossible" to place item on lower shelves in a closet for example, unless you have that.. even more intrusive version of it. If only pressing F8 also disabled snapping of items, that'd be perfect. I guess I'm back to the good ol' getpos&setpos again, which is relatively simple and fast actually if you're only dealing with the the z-coordinates, aka vertical positions, aka up&down. Let me ask you though, can your bartender navigate in and out of his shop? I think they teleport automatically after 3-4 fails to navigate, or if you wait an hour, but still.. Also general question, do bartenders STILL leave their bar unattended at the same time when other settlers stop working and start drinking?
[QUOTE=The Rizzler;50816952]Mods textured, added a few more receivers including an armour piercing one and a .50 conversion (the one in the picture is the light frame version, fires and reload faster but reduced damage). [t]https://i.gyazo.com/ee8401e6f087539576883efcae4e9416.jpg[/t][/QUOTE] I think there needs to be a ribbed reciever. You know, for her pleasure.
[URL="https://www.reddit.com/r/Fallout/comments/4vsjr6/dont_know_if_this_will_be_appreciated_here_or_not/"]"I mirrored the Mona Lisa while making this, or tried to..."[/URL]
[QUOTE=Bat-shit;50816969]I use this mod, but I only use the version where simply pressing F8 makes you able to place anything anywhere, nothing else. F8 to turn it off again. Objects still snap to each other (those that do) and on surfaces, which makes it "impossible" to place item on lower shelves in a closet for example, unless you have that.. even more intrusive version of it. If only pressing F8 also disabled snapping of items, that'd be perfect. I guess I'm back to the good ol' getpos&setpos again, which is relatively simple and fast actually if you're only dealing with the the z-coordinates, aka vertical positions, aka up&down.[/QUOTE] You could just set change the ini file for it so that you only have the place anywhere and object snapping keys enabled (and maybe the ground/surface snapping one too). The mod doesn't really have different versions after all, it's all handled in the ini file that comes with it.
Made a new Fallout New Vegas save game last week with a female courier, its surprisingly cut throat when you know what you want and you know how to disrupt the other factions. Have to admit I'm confounded as to why a [sp]Female courier would want to fuck Benny after he shot you in the head under any circumstance[/sp].
[QUOTE=Genericenemy;50817251]Made a new Fallout New Vegas save game last week with a female courier, its surprisingly cut throat when you know what you want and you know how to disrupt the other factions. Have to admit I'm confounded as to why a [sp]Female courier would want to fuck Benny after he shot you in the head under any circumstance[/sp].[/QUOTE] [sp]because he's the tops, the king, the highroller, the one that makes you jingle jangle on those lonely nights when all you got is a Repconn-Rocket and nothing to do, baby[/sp]
[QUOTE=Bat-shit;50816969]Let me ask you though, can your bartender navigate in and out of his shop? I think they teleport automatically after 3-4 fails to navigate, or if you wait an hour, but still.. Also general question, do bartenders STILL leave their bar unattended at the same time when other settlers stop working and start drinking?[/QUOTE] 1. Settlers can navigate their way to the shops so long as you leave enough space. I have noticed that they will end up standing in one place but after a few minutes they usually walk to where they have to be, except for Jayden. Nothing a little being stuck in a pillory during a radstorm can't fix! 2. I've witness my bartender go wander off somewhere and other settlers come and magically get drinks. This is most apparent I think at Oberland Station where people will open up the gates I have set up and wander a good distance out and then wander back.
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