[QUOTE=GHOST!!!!;50828655]Bah, update is out, meaning broken mods and waiting a couple of days for them to be updated.[/QUOTE]
Damn, just when I was finally figuring out a good vault layout and downloaded something to brighten the lights too.
That's why I've been waiting since the release of Far Harbour to pick this game back up again after patch support has finished.
Fallout 4 or Doom? I got 40 bucks
[QUOTE=GHOST!!!!;50828572]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]
I don't want to go that drastic, because I don't want to limit people using my mod. But it'll have a significant effect on your AP unless you're using the light receiver at reduced damage
[QUOTE=Ermac20;50829125]Fallout 4 or Doom? I got 40 bucks[/QUOTE]
Well F4 is definitely longer than Doom4
[QUOTE=Ermac20;50829125]Fallout 4 or Doom? I got 40 bucks[/QUOTE]
I feel like Fallout 4 isn't worth it without all the DLC so if you just want to play something with that much money right here and now go for Doom.
[QUOTE=Ganerumo;50828729]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.
[/QUOTE]
ew ew ew EW EW
that sounds awful
All this talk about New Vegas really makes me miss ammo types, Damn did I love that feature, it would be a welcome addition to the weapon modding.
[QUOTE=elowin;50829188]ew ew ew EW EW
that sounds awful[/QUOTE]
It's a system that both System Shock 2 and Bioshock use and it's really good, because it provides depth while being streamlined enough to actually be usable on the spot without having to run any maths or play a guessing game with how much DT an enemy has and how much it would be with the modifiers from ammunition types.
[QUOTE=Ganerumo;50828729]
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.
[/QUOTE]
Nah I really just like it the way it is. Having [i]the armour itself[/i] block your shots instead of some simple abstract "this enemy is strong to X weak to Y" classification feels more realistic and satisfying, especially considering you can gain those resistances for yourself by looting the armour from your fallen foe.
The system you are describing just sounds like a dumbed down version of what we already got, we already use different ammo for different situations- hollow-points for unarmoured opponents, AP for armoured. hollow-points were kinda meh tho, they sound great in theory but in practice I only really used them to assassinate named legion character's with headshots.
Besides, GRA added more, exotic, out there ammo types like Pulse slugs and dragons breath rounds, that's pretty close to electric rounds.
[QUOTE=Ganerumo;50829230]It's a system that both System Shock 2 and Bioshock use and it's really good, because it provides depth while being streamlined enough to actually be usable on the spot without having to run any maths or play a guessing game with how much DT an enemy has and how much it would be with the modifiers from ammunition types.[/QUOTE]
The current system also works on the spot tho? If you are getting a red shield icon pop up as you attack, your bullets aren't getting through the mobs DT, so press 2 to swap to AP rounds and try again. I like the way DT makes you think on your feet beyond the typical borderlands 2 style "Yellow-healthbar-means-I-use-acid-red-healthbare-means-I-use-fire" gig.
Realistically I never used ammunition types because the majority of the Non-GRA ammo had literally no visual or audio differences and the damage difference was ultimately minimal considering how absurdly rare the ammunition would be early on, and how irrelevant the damage increase would be later in gameplay when you actually have opportunities to buy these ammo types in bulk or make them yourself.
Meanwhile in Bioshock the changes actually have an impact right from the start, you can nearly one hit kill enemies if you use the right ammo type and the feedback is both instantaneous and satisfying. Enemy is a robot or has large amounts of armor plating ? Pop AP rounds and fuck him up. Enemy has visibly no armor, has exposed skin and body parts, and is organic ? Pop HP rounds and fuck him up.
No need to fire test rounds to test the waters and see how they react, no need to probe for red shields and waste ammo and time figuring out what works best against enemies who don't give a fuck and pelt you with bullets or charge you full on with melee regardless of what you're trying to accomplish. It's a quick system made for quick decisions, while NV's ammunition system is too slow for how fast everyone around you reacts.
And there's no perks that add DR/DT/other such values to VATS in New Vegas so it's not like you can actually take a second make an educated guess by using the game mechanics as presented. The fact you need to probe for damage and fumble around in a real time game is a bad decision no matter how you put it.
It's a system that was handled considerably better in Bioshock simply because of how efficient and quickly you can use ammunition without having to rely on probing and fumbling around in the dark hoping the enemy doesn't murder you before you manage to get the right ammo for the target.
I like how Metro dealt with Ammo in being that Military Grade Ammo was also used as the currency of the game, or you could just demolish enemies with it.
Personally I feel It added to the element of survival- If you show up unprepared and try to fight a legion centurion with a 9mm pistol, you are going to die.
If you encounter a new enemy you have never come across previously, probing for it's weaknesses and scrambling to exhaust your options before you get killed is the natural realistic option. Or you could take perks like Living anatomy that display the health and DT of enemies in VATS.
I feel the system encourages you to prepare yourself for any eventuality before heading out into unknown ground, and also to learn on your feet and from your mistakes.
However I agree The ammo types could only have been improved by visual or audio cues beyond the shield icon, Having hollow-points cause visible and bloody wounds in unarmoured targets etc would have been a neat little touch.
NV already did this when you hit guys in power amour or robots with pulse weaponry, They would visibly spark short-out while taking massive damage.
[QUOTE=Ganerumo;50829418]Realistically I never used ammunition types because the majority of the Non-GRA ammo had literally no visual or audio differences and the damage difference was ultimately minimal considering how absurdly rare the ammunition would be early on, and how irrelevant the damage increase would be later in gameplay when you actually have opportunities to buy these ammo types in bulk or make them yourself.
Meanwhile in Bioshock the changes actually have an impact right from the start, you can nearly one hit kill enemies if you use the right ammo type and the feedback is both instantaneous and satisfying. Enemy is a robot or has large amounts of armor plating ? Pop AP rounds and fuck him up. Enemy has visibly no armor, has exposed skin and body parts, and is organic ? Pop HP rounds and fuck him up.
No need to fire test rounds to test the waters and see how they react, no need to probe for red shields and waste ammo and time figuring out what works best against enemies who don't give a fuck and pelt you with bullets or charge you full on with melee regardless of what you're trying to accomplish. It's a quick system made for quick decisions, while NV's ammunition system is too slow for how fast everyone around you reacts.
[B]And there's no perks that add DR/DT/other such values to VATS in New Vegas[/B] so it's not like you can actually take a second make an educated guess by using the game mechanics as presented. The fact you need to probe for damage and fumble around in a real time game is a bad decision no matter how you put it.
It's a system that was handled considerably better in Bioshock simply because of how efficient and quickly you can use ammunition without having to rely on probing and fumbling around in the dark hoping the enemy doesn't murder you before you manage to get the right ammo for the target.[/QUOTE]
oh my god just stop
you couldn't be more wrong dude
[editline]4th August 2016[/editline]
and like honestly if you can't tell the difference between a dude wearing a shitty leather vest and a dude wearing metal or combat armor then
i don't really know what to say man
So I finished the vault tech quest line. [sp]Clem is such a gullible idiot, I also love how Vault Tec hates whoever Ted is for doing exactly what he was supposed to.[/sp]
Jesus fuck how long does it take for the SE team to recompile the damn thing.
[QUOTE=cdr248;50829587]oh my god just stop
you couldn't be more wrong dude
[editline]4th August 2016[/editline]
and like honestly if you can't tell the difference between a dude wearing a shitty leather vest and a dude wearing metal or combat armor then
i don't really know what to say man[/QUOTE]
Maybe it's my play style, But ive honestly never had a problem identifying targets Id need to use AP rounds on.
You sneak up to a group, take note of their equipment from a distance, Prioritise the guys with the best ranged weapons, equip the right ammo for their armor- open fire. Swap back to standard rounds when the heavies are down, hit the ads while they look for you.
If you feel there are enough melee guys around that them rushing you could be a problem, set up some mines before you take the first shot.
[QUOTE=The Rizzler;50827051]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.[/QUOTE]
I realised that I don't need to do anything with the drill because it's totally unchanged in my custom version, so all I need to do is replace the tanks and the bench, I'm gonna give it a try now, thanks for the help man
[QUOTE=cdr248;50829587]oh my god just stop
you couldn't be more wrong dude
[editline]4th August 2016[/editline]
and like honestly if you can't tell the difference between a dude wearing a shitty leather vest and a dude wearing metal or combat armor then
i don't really know what to say man[/QUOTE]
for the sake of argument, I'm pretty sure he meant more the different animals and mutants that aren't visibly armored
Is there a way to just not automatically update games on Steam? FO4 has scheduled itself for an update in three hours.
The options for "auto-update" in steam are ironically very similar to choices in FO4:
[IMG]http://puu.sh/qq8aL/7570d23129.png[/IMG]
Just seems like my choices are "Yes", "Maybe later, but Yes" and "Very Yes"
For the magnum rifle creator, the captain america shield in this mod has properties where it CAN'T be used in power armor, so maybe you could find something by reverse engineering it?
[url]http://www.nexusmods.com/fallout4/mods/9871/?[/url]
[QUOTE=venom;50830303]Is there a way to just not automatically update games on Steam? FO4 has scheduled itself for an update in three hours.
The options for "auto-update" in steam are ironically very similar to choices in FO4:
[IMG]http://puu.sh/qq8aL/7570d23129.png[/IMG]
Just seems like my choices are "Yes", "Maybe later, but Yes" and "Very Yes"[/QUOTE]
No, they removed that feature ages ago.
[QUOTE=BusinessRed;50830337]For the magnum rifle creator, the captain america shield in this mod has properties where it CAN'T be used in power armor, so maybe you could find something by reverse engineering it?
[url]http://www.nexusmods.com/fallout4/mods/9871/?[/url][/QUOTE]
I think that works because it's technically a power fist/unarmed weapon
[editline]4th August 2016[/editline]
[QUOTE=jonu67;50830340]No, they removed that feature ages ago.[/QUOTE]
Goddamnit. Whyyy
[QUOTE=venom;50830366]Goddamnit. Whyyy[/QUOTE]
Because companies are run by Cybermen. You will be upgraded. :v:
[QUOTE=jonu67;50830340]No, they removed that feature ages ago.[/QUOTE]
I'm fairly sure that it never actually worked properly, and they pretty much just renamed the option to say what it actually does.
In the case of Fallout 4, I think you can sort of stop it updating, though. If you set the game to only update when you start it, you'll be able to start the game either through something like F4SE. Because you're not starting the game through Steam/the launcher, it lets you get around having to start the update. I've never tried it myself, so I can't say if that's how it works for definite, but I think I've seen other people suggest doing that.
[QUOTE=Mining Bill;50830233]for the sake of argument, I'm pretty sure he meant more the different animals and mutants that aren't visibly armored[/QUOTE]
He specifically said there was nothing that shows you DT values in VATS, which isn't true. And furthermore there aren't really any animals that have DT outside of Deathclaws, Radscorpions, and maybe Lakelurks(?)
[QUOTE=Ganerumo;50829230]It's a system that both System Shock 2 and Bioshock use and it's really good, because it provides depth while being streamlined[/QUOTE]
It didn't really need streamlining, it was just complex enough to be rewarding without being immensely tedious. In the base game you basically have just two types of ammo aside from default. You have HP and AP. HP is for humans in clothing, or soft-skinned animals. AP is for anybody you see wearing armor, or the occasional [clearly dangerous abomination] like deathclaws and tunnelers. You're conflating it to be much more complicated than it actually is. There was a completely optional perk for people who are obsessive about hand-loading ammo, but that wasn't forced on anybody or even necessary to use.
[quote]to actually be usable on the spot without having to run any maths or play a guessing game with how much DT an enemy has[/quote]
That wasn't very hard to do though. It's basically a matter of is it wearing armor or is it a freakish scaly abomination creature = AP is best, or is it clothed human or a thin-skinned critter = HP is best. If you went bioshock style you'd still have like 3+ types of ammunition to change through, it'd makes no difference and wouldn't streamline anything. Arguably I'd find that even more annoying since it'd just clutter your inventory, half the fun is deciding to use HP/AP and getting that sense of smug self satisfaction when you rip apart your opponent because you planned ahead and switched at the right moment. If it was bioshock style it'd just be a rather humdrum activity of switching to the patronizingly labeled ammunition designed specifically for binary/ternary x type of enemy, no decisions to be made or judgement used, rather you'd just have to reference a list instead of deciding with your judgement.
I'll concede that New Vegas did suffer from some rather ambiguous armor protection choices that muddle the system a bit, but that was more an issue with just the generally strange choice of armor values (which caused balance issues in general), it wasn't an issue with the ammo itself.
6 hours since update and still no new SE build, they're normally faster than this jesus.
I don't know whether it was a mod stealthily changing things under my nose, or if it's just how thing were, but the most annoying thing about the way defense worked in New Vegas was that it made shotguns, if you were using any ammo other than slugs, feel worthless.
I swear, I remember just repeatedly hitting humanoids in the head with various pellet-shot, and it would do fuck all to hurt them. Slugs are fun and all, but it just felt like it was the only thing I could use at times whenever I wanted to use a shotgun.
[QUOTE=Notanything;50830912]I don't know whether it was a mod stealthily changing things under my nose, or if it's just how thing were, but the most annoying thing about the way defense worked in New Vegas was that it made shotguns, if you were using any ammo other than slugs, feel worthless.
I swear, I remember just repeatedly hitting humanoids in the head with various pellet-shot, and it would do fuck all to hurt them. Slugs are fun and all, but it just felt like it was the only thing I could use at times whenever I wanted to use a shotgun.[/QUOTE]
Shotguns were mediocre at first, but they had a lot of really fantastic perks like Shotgun Surgeon that made them shine.
Any fast firing shotgun could be silly overpowered with And Stay Back!
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