• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
Reminder that Manhunt 2 was 9 years ago. [editline]a[/editline] And that no, not all ratings systems follow similar guidelines. The Aussie rating board flips out over anything that isn't Splatoon while the ESRB has been generally pretty reasonable in recent years, assigning only three games the AO rating since Manhunt 2 (which, by the way, is rated M on PSP, PS2, and Wii. It's only the Windows version that's AO), and one of those is Hatred. [editline]a[/editline] And afaik Germany's still a bit up-tight as far as violence goes and anything that directly references the Nazis is still banned in games.
[QUOTE=gk99;50825259]The Aussie rating board flips out over anything that isn't Splatoon [/QUOTE] Oh for fucks sake, it's been 6 years since we chucked out Michael Atkinson and people are still under the impression that we're still uptight about this stuff
[QUOTE=gk99;50825259]Reminder that Manhunt 2 was 9 years ago. [editline]a[/editline] And that no, not all ratings systems follow similar guidelines. The Aussie rating board flips out over anything that isn't Splatoon while the ESRB has been generally pretty reasonable in recent years, assigning only three games the AO rating since Manhunt 2 (which, by the way, is rated M on PSP, PS2, and Wii. It's only the Windows version that's AO), and one of those is Hatred. [editline]a[/editline] And afaik Germany's still a bit up-tight as far as violence goes and anything that directly references the Nazis is still banned in games.[/QUOTE] Hatred being AO is pretty fucking silly, it's not even that graphic. GTA 5 and MGS5 both have way worse shit, like the chopper scene in Ground Zeroes and the numerous torture scenes between the two of them. And yeah it's pretty much just a sexual content thing, there's a grand total of three video games in existence that have been rated AO by the ESRB solely due to violence. One of them was straight up cancelled, one of them had the content edited out, and the last was Hatred.
[QUOTE=Ruby_Axe;50825479]Oh for fucks sake, it's been 6 years since we chucked out Michael Atkinson and people are still under the impression that we're still uptight about this stuff[/QUOTE] And it's been five years since Syndicate was refused classification due to gore, five years since The Witcher 2 was censored due to sex as an incentive, three years since State of Decay was censored because of drugs providing bonuses, three years since they forced Volition to remove a side mission from Saints Row IV due to "alien narcotics" which broke coop between aussies and non-aussies, and one year since Hotline Miami 2 was banned for a rape scene that was actually part of a movie being filmed in-universe. When the news about Australia censoring shit happens every few years, it's hard to assume your board's taken a laid-back stance. [editline]a[/editline] [QUOTE=elowin;50825814]Hatred being AO is pretty fucking silly, it's not even that graphic. GTA 5 and MGS5 both have way worse shit, like the chopper scene in Ground Zeroes and the numerous torture scenes between the two of them.[/QUOTE] I assume shit like the executions on civilians and the context of "you're a mass murderer and that's the entire point of the game is to do a mass murder-suicide" is probably what pushed them over the limit, not the gore or anything. In any case, since the game created so much controversy and is still purchasable on Steam, I'm hoping the AO rating becomes less of a stigma for retailers. Ratings sure as shit don't many anything to anyone else unless you can't buy a game because you're under 17 and have to get someone else to do it for you or you're an older religious parent not wanting to buy your kid anything above E.
The AO rating is effectively just the ESRB's way of flipping off a developer, with very little weight to it due to its occasional misuse to bash on violent games that aren't even that violent compared to the kind of shit you can find that are rated M. Hatred was pulled from steam for a moment due to the AO rating (as well as Steam being tight up their own ass for this one situation in particular, despite how painfully lax they usually are about everything) but brought back due to backlash and popular demand. Also Bethesda had to censor their games in multiple occasions to fit specific markets. The drugs come to mind but there's also the entire Megaton quest that was cut in the Japanese release and the name of the Fat Man altered to a generic counterpart. Also the ESRB description for their M rating of Fallout 4 does emphasize the fact that the drugs are fictional [I]and[/I] that they hurt the player if abused, so there is a certain importance given to these details and I don't think the ESRB would let it fly as easily if the drugs were depicted any other way, including having real names.
Could someone more intelligent than me please help me out with this nifskope formatting stuff? [t]http://i.cubeupload.com/PRPDnT.png[/t] Here in this picture I have two meshes: The one on the right is my custom mesh, freshly exported from outfit studio. The one on the left is the vanilla weapons workbench mesh from the game, both meshes come in 3 parts; the bench, the drill and the cylindrical tanks. All I want to do is replace the vanilla parts with my custom parts and get the textures/materials set up. I have the .DDS texture files and the .BGSM material files set up and ready to go in my game directory, I just don't know how to do it in nifskope. I've watched about 6 nifskope tutorials on mesh replacements but I just can't get this thing to work and it's really destroying my motivation on this project. Sorry if I look like a dumb asshole but I'm really struggling here, if someone could ELI5 what I need to move across to where, and what I need to delete then I'll be forever grateful, if I eventually make this sort of thing into a mod I'll credit whoever can help me, even if it's not by much.
[QUOTE=WJS;50826938]Could someone more intelligent than me please help me out with this nifskope formatting stuff? [t]http://i.cubeupload.com/PRPDnT.png[/t] Here in this picture I have two meshes: The one on the right is my custom mesh, freshly exported from outfit studio. The one on the left is the vanilla weapons workbench mesh from the game, both meshes come in 3 parts; the bench, the drill and the cylindrical tanks. All I want to do is replace the vanilla parts with my custom parts and get the textures/materials set up. I have the .DDS texture files and the .BGSM material files set up and ready to go in my game directory, I just don't know how to do it in nifskope. I've watched about 6 nifskope tutorials on mesh replacements but I just can't get this thing to work and it's really destroying my motivation on this project. Sorry if I look like a dumb asshole but I'm really struggling here, if someone could ELI5 what I need to move across to where, and what I need to delete then I'll be forever grateful, if I eventually make this sort of thing into a mod I'll credit whoever can help me, even if it's not by much.[/QUOTE] Expanding the name columns would help us figure out what's going on Isn't the workbench ingame animated? That would suggest it has a lot of NiNodes, with TriShapes nested inside. It's those TriShapes that you want to replace - your drill lever needs to go where the vanilla drill lever is, etc. You have to, for example, right click and copy branch of your custom workbench lever, go to the vanilla bench and right click the NiNode that holds the vanilla lever, then paste branch inside it. Change the TriShape value to the same as that of the vanilla TriShape. The vanilla TriShape likely has a BSLightingShaderProperty nested inside it, and you need to copy that as well. Click on your pasted TriShape and in the block list at the bottom of the screen, scroll down till you see BS Properties, open it then put the number which appears next to the BSLightingShaderProperty in the vanilla lever into it. Lastly, block > remove the original vanilla lever (Don't remove branch, as this will remove the LightingShaderProperty as well, but you want to use it) For materials, those are in headers - you could probably just go in and replace the strings. In order to get the path in a nice pasteable string, find your materials/textures in explorer, hold shift and right click, then copy path. This gives you the string. Paste it in the the address bar then copy everything starting from Materials/. not including quotation marks. You can then paste this into the strings instead.
So, recently I tried F: NV again, with some mods I had left in. Never have I realized how infuriatingly difficult the early levels are. Enemies are bulletsponges pinging you with 10% damage weapons, there's more than 5 enemies and ammo+supplies are [b]EXTREMELY[/b] scarce. Not to mention, coming from Fallout 4, the combat is freaking atrocious. No feedback if you're doing damage or not. Any advice on what to do? Camp the starting areas to get xp from weak enemies to level up a bit more? Reduce difficulty?
Anyone using the [URL="http://www.nexusmods.com/fallout4/mods/8802/?"]Traits and More Perks[/URL] mod by Cirosan? I'm thinking of going for the Gifted and Small Frame traits on my next run to maximise my SPECIAL stats early on. Not super sure on how to offset the XP reduction. You can negate it entirely with Memento Mori but then you take double damage from weapons and that sounds extremely frustrating and painful on survival. I've read through that reddit post which claims that Idiot Savant is always worth getting, but then they talk about save-scumming to maximise gains and that just sounds crap. 2% chance to proc for 3x (or 5x) the XP at 10 intelligence doesn't sound super useful, but with how often you gain XP it must be worth at least having the chance. I guess if I keep my INT at 7 for a while, that's a 5% chance with every XP gain.
[QUOTE=brenz;50827109]So, recently I tried F: NV again, with some mods I had left in. Never have I realized how infuriatingly difficult the early levels are. Enemies are bulletsponges pinging you with 10% damage weapons, there's more than 5 enemies and ammo+supplies are [b]EXTREMELY[/b] scarce. Not to mention, coming from Fallout 4, the combat is freaking atrocious. No feedback if you're doing damage or not. Any advice on what to do? Camp the starting areas to get xp from weak enemies to level up a bit more? Reduce difficulty?[/QUOTE] Find a weapon that takes armour piercing ammo, and some armour that has relatively High DT. Seems obvious but the amount of times ive died repeatedly, then put on something stronger and cheesed the whole area with ease makes me think it's worth mentioning. also I always try to focus on levelling up Sneak at lower levels so I can thin the numbers from a distance before having to deal with the terrible combat of fallout 3/nv. If you still struggle then there's no shame in lowering the difficulty until you get through a few levels.
[QUOTE=fulgrim;50827401]Find a weapon that takes armour piercing ammo, and some armour that has relatively High DT. Seems obvious but the amount of times ive died repeatedly, then put on something stronger and cheesed the whole area with ease makes me think it's worth mentioning. also I always try to focus on levelling up Sneak at lower levels so I can thin the numbers from a distance before having to deal with the terrible combat of fallout 3/nv. If you still struggle then there's no shame in lowering the difficulty until you get through a few levels.[/QUOTE] I already have freaking Metal Armor on, and my current strongest weapon is a Cowboy repeater, which I'm very low on ammo with.
IMO New Vegas' gameplay is much more fun stealth style, less damage sponginess, more tactical
Living anatomy is a good perk when you want to see how much damage you're doing to an enemy.
[QUOTE=brenz;50827109]So, recently I tried F: NV again, with some mods I had left in. Never have I realized how infuriatingly difficult the early levels are. Enemies are bulletsponges pinging you with 10% damage weapons, there's more than 5 enemies and ammo+supplies are [b]EXTREMELY[/b] scarce. Not to mention, coming from Fallout 4, the combat is freaking atrocious. No feedback if you're doing damage or not. Any advice on what to do? Camp the starting areas to get xp from weak enemies to level up a bit more? Reduce difficulty?[/QUOTE] Try JSawyer's mod. It's meant to make the game a little harder but reduces the health of NPCs as well so they're not so spongey.
[QUOTE=RocKRebel;50821123]Are there any quest mods for Fallout 4 that are worth it yet? Ive found a few that look promosing but since Im already using a lot of mods, Im afraid theyll just bloat my save[/QUOTE] Tales from the Commonwealth seems pretty solid imo.
So after a horrible day and a half of trying, I finally understand Levelled Lists and now BoS Knight-Commanders and above have about a 50/50 chance of spawning with a magnum rifle rather than a laser rifle. Just a few more things to sort out before launching it! [t]https://i.imgur.com/lNxg91a.jpg[/t][t]https://i.imgur.com/xFaNF7M.jpg[/t] (there's no way that I know of to spawn them in power armour, so as goofy as it looks, these are very pleasing pictures to me)
[QUOTE=Mining Bill;50827680]IMO New Vegas' gameplay is much more fun stealth style, less damage sponginess, more tactical[/QUOTE] Anything that makes combat shorter is better in Fallout 3 and New Vegas. With high sneak and high perception you can breeze through most encounters by just locking onto enemies and one hit killing them from VATS. As far as the difficulty curve goes NV also has the inconvenient of DT getting in the way and some (most) of the weapons you get early on will just plink right off enemies with little to no damage, which further encourages min-maxing and bullshitting one's way to higher levels.
[QUOTE=Ganerumo;50828218]Anything that makes combat shorter is better in Fallout 3 and New Vegas. With high sneak and high perception you can breeze through most encounters by just locking onto enemies and one hit killing them from VATS. As far as the difficulty curve goes NV also has the inconvenient of DT getting in the way and some (most) of the weapons you get early on will just plink right off enemies with little to no damage, which further encourages min-maxing and bullshitting one's way to higher levels.[/QUOTE] Not really considering practically all the enemies in the early game barely have any armor sans the boss in Primm and when I mean no armor I mean like DT ranging from 0 to 1.
[QUOTE=Ganerumo;50828218]Anything that makes combat shorter is better in Fallout 3 and New Vegas. With high sneak and high perception you can breeze through most encounters by just locking onto enemies and one hit killing them from VATS.[/QUOTE] I had most fun in nv/3 sneaking around with a sniper rifle, and popping people's heads outside of VATS. The actual gunfights might be complete ass, but if you one shot everyone with a perfect head explosion, especially from really far away, it can be immensely satisfying. [QUOTE=Ganerumo;50828218] As far as the difficulty curve goes NV also has the inconvenient of DT getting in the way and some (most) of the weapons you get early on will just plink right off enemies with little to no damage, which further encourages min-maxing and bullshitting one's way to higher levels.[/QUOTE] Yeah but you have to remember that works both ways. I loved DT because A: It made more sense, B: striding through walls of bullets unharmed because you have made yourself into an armoured juggernaut was amazing, and C: It added more depth to the game because it encouraged you to craft and use the different ammo types. Shame the crafting interface was a bit [i] uhhhhhhh [/i] in NV, it's fine once you get used to it tho
[QUOTE=Ganerumo;50828218]which further encourages min-maxing and bullshitting one's way to higher levels.[/QUOTE] What? No. The different ammo types are there specifically for this. If you want to shoot someone armored with a 9mm pistol without even changing to AP bullets at least and its just "plinking" the enemy you have no one else to blame but you. Many people that complain about "bulletsponge enemies" never bother to change ammo types, so of course you will need to grab stronger weapons if you want to damage them properly. And there's also the fact that you dont need to fight everyone you see in NV anyway. You don't need to min-max anything, you can pick your fights when you want - its not like you're forced to 100% your combat skill every single save just to deal with the freaking albino radscorpions everywhere like in F3. In fact i min-max way more in Fallout 4 where i rush shit i don't really want just because i need it to cheese combat (like gun perks or stuff like local leader for settlements), just because the game becomes unbearable without them.
what really bothers me is how weapon damage was designed in general. Both in NV and 3 the guns are all designed on the assumption that they're at peak quality and the player has 100 guns. So they'll look at it and be like "Alright so this starting pistol has 10 damage and we'll give these enemies like 40 health, so it'll only be 4 shots to kill." But what they miss is that the player will probably be hovering around 30 in their weapon skill and their weapons will be anywhere from 25% condition to 75%, so time to kill will practically triple even if it's not at all intended. [editline]4th August 2016[/editline] like shit I apprectiate the complicated formulas and all Beth but sometimes they don't work in oblivion the health of enemies scales drastically faster than the amount of damage you can do and eventually damage caps off before it can even catch up, meaning the only way to close the gap is through relying on poisons or enchantments.
[QUOTE=cdr248;50828411]what really bothers me is how weapon damage was designed in general. Both in NV and 3 the guns are all designed on the assumption that they're at peak quality and the player has 100 guns. So they'll look at it and be like "Alright so this starting pistol has 10 damage and we'll give these enemies like 40 health, so it'll only be 4 shots to kill." But what they miss is that the player will probably be hovering around 30 in their weapon skill and their weapons will be anywhere from 25% condition to 75%, so time to kill will practically triple even if it's not at all intended.[/QUOTE] The difference between 3 and NV for weapon condition is that NV didn't require you to be at a certain skill level to fully repair something, and it need to be more than or equal to 75% to be at peak performance. A high repair in NV meant it restores more of your weapon's condition than it normally would if you had a low repair skill. It's your responsibility to take care of your weapons, so you should always try to maintain them every time you exit combat. You should always be repairing your weapons. 3 restricted the amount you can repair by the number of skill points you had in repair. You can only repair 50% of a weapon's condition if you had 50 points in repair.
[QUOTE=The Rizzler;50828148]So after a horrible day and a half of trying, I finally understand Levelled Lists and now BoS Knight-Commanders and above have about a 50/50 chance of spawning with a magnum rifle rather than a laser rifle. Just a few more things to sort out before launching it! [t]https://i.imgur.com/lNxg91a.jpg[/t][t]https://i.imgur.com/xFaNF7M.jpg[/t] (there's no way that I know of to spawn them in power armour, so as goofy as it looks, these are very pleasing pictures to me)[/QUOTE] It's a nice gun but yeah, it looks goofy as fuck for anyone not wearing Power Armour, need to get some shit going with that so only Power Armour users can use it, if that's even possible.
[QUOTE=cdr248;50828411]what really bothers me is how weapon damage was designed in general. Both in NV and 3 the guns are all designed on the assumption that they're at peak quality and the player has 100 guns. So they'll look at it and be like "Alright so this starting pistol has 10 damage and we'll give these enemies like 40 health, so it'll only be 4 shots to kill." But what they miss is that the player will probably be hovering around 30 in their weapon skill and their weapons will be anywhere from 25% condition to 75%, so time to kill will practically triple even if it's not at all intended. [editline]4th August 2016[/editline] like shit I apprectiate the complicated formulas and all Beth but sometimes they don't work in oblivion the health of enemies scales drastically faster than the amount of damage you can do and eventually damage caps off before it can even catch up, meaning the only way to close the gap is through relying on poisons or enchantments.[/QUOTE] This kind of thing is probably why they dropped the condition mechanic in Skyrim and later. In NV I just use Project Nevada's rebalance module, at default settings except levels actually mean something again (and occasionally I'll dumb something back down), and that's been pretty much the perfect balancing for me.
might just have to make it craft only and have the pieces be apart of the leveled lists, kinda like masamune or something [editline]4th August 2016[/editline] [QUOTE=lavacano;50828592]This kind of thing is probably why they dropped the condition mechanic in Skyrim and later. In NV I just use Project Nevada's rebalance module, at default settings except levels actually mean something again (and occasionally I'll dumb something back down), and that's been pretty much the perfect balancing for me.[/QUOTE] I'll try messing with some of the formulas myself because honestly it'd probably work fine if they were just made to be in an S-curve instead of a linear detriment. so if the weapon is at 50% condition and the player's skill is 50 then the weapon will be at it's base damage. If the condition or skill is higher then the player gets some bonus damage
Bah, update is out, meaning broken mods and waiting a couple of days for them to be updated.
F4SE update plx
[QUOTE=cdr248;50828295]Not really considering practically all the enemies in the early game barely have any armor sans the boss in Primm and when I mean no armor I mean like DT ranging from 0 to 1.[/QUOTE] There's good chances you'll meet scorpions near the NCR Mojave outpost and scorpions have stupid DT for early game. You can meet others on the way up to the BOS bunker which isn't that far off path. Not to mention the hordes of radscorpions and deathclaws you'll be welcomed with if you go in any direction but Primm from Goodsprings. It isn't as bad as Fallout 3 where you'll be greeted with stupidly tanky Supermutants like two hours into the Main Quest, and if you don't take the time to do a few side quests you get thoroughly fucked against them and need to step back and let the BOS kill them one by one. [QUOTE=fulgrim;50828312]Yeah but you have to remember that works both ways. I loved DT because A: It made more sense, B: striding through walls of bullets unharmed because you have made yourself into an armoured juggernaut was amazing, and C: It added more depth to the game because it encouraged you to craft and use the different ammo types. Shame the crafting interface was a bit [i] uhhhhhhh [/i] in NV, it's fine once you get used to it tho[/QUOTE] I would have liked bullet types more if there were designed the same way they are in Bioshock, where they deal more damage against specific types of enemies and less against other types rather than refer to DT. The electric buckshot was radical in Bioshock. [editline]4th August 2016[/editline] [QUOTE=lavacano;50828592]This kind of thing is probably why they dropped the condition mechanic in Skyrim and later.[/QUOTE] I like the way Skyrim does tempering but I wish there was some form of reward for doing it frequently on one weapon, similar to how you can sleep to get bonus XP. The Witcher does that with being able to sharpen your weapon for a short time (even though it still has one of the worst weapon condition systems I've seen in a game since Dark Souls 2).
[QUOTE=Ganerumo;50828729]There's good chances you'll meet scorpions near the NCR Mojave outpost and scorpions have stupid DT for early game. You can meet others on the way up to the BOS bunker which isn't that far off path. Not to mention the hordes of radscorpions and deathclaws you'll be welcomed with if you go in any direction but Primm from Goodsprings.[/QUOTE] If you're a low level player the last thing you should be doing is fighting deathclaws and cazadors. You can easily sneak through there and take the shortcut to NV but fighting them is kind of out of the question. But yeah there are some outliers, like I said, only [I]practically [/I]all enemies have no armor. The ones that do are non-hostile, bosses, or are slow enough to run away from. My point is the problem isn't the DT system isn't to blame for general sponginess, in fact it's more likely that the DT system will help the player more than it would help enemies. [editline]4th August 2016[/editline] I'll admit I do wish the ammo system was a little more transparent. AP rounds were always useful, but HP rounds were just not very attractive. Not that hollowpoints were bad, but you kinda had to do some mental gymnastics in order to figure out whether it was worth using or not.
Witcher's condition system is bad because while you're low level your weapons get broken just by looking at them but 10 levels later you don't ever need to use a repair kit ever again. I had some many of the damn things without ever needing to use them that they started to take a good portion of my carry weight Also, the radscorpions near the NCR Mojave outpost in that camping area are completely avoidable (and you're intended to avoid them - the only way to actually find them is leaving the road, going up past the ghouls and reaching the camp~the abandoned gas station where you can find the first mayor something log) and the BoS bunker is really out of the way and you have to pass through the aptly named "scorpion gulch" to get there. If that's not a tip about what kind of problem you're going to face then i don't know what it is. And it make perfectly sense for the BoS to hide out in the middle of a valley full of scorpions - they have energy weapons and big armors, the scorpions are no threat to them, just to curious outsiders poking around their camp, and by the point you decide to work/antagonize them you should already have a handful of ways to deal with them. [QUOTE=cdr248;50828821] I'll admit I do wish the ammo system was a little more transparent. AP rounds were always useful, but HP rounds were just not very attractive. Not that hollowpoints were bad, but you kinda had to do some mental gymnastics in order to figure out whether it was worth using or not.[/QUOTE] The problem with hollowpoints is that, yeah, they're good against unarmored critters, but so are normal bullets. It's just not worth the hassle changing to them specially because they're kind of rare to find lying around or for sale. Also most of the stuff that HP is good for dies quickly enough. Still had a handful for nightstalkers and cazador-wing shooting though.
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