I assumed it was like payday where you get more inaccurate over high ranges
[QUOTE=VenomousBeetle;50929414]I assumed it was like payday where you get more inaccurate over high ranges[/QUOTE]
I think that's already covered by accuracy.
Suppressors seem to really effect the damage at longer ranges. I don't think you get as much recoil reduction either compared to a muzzle brake but I might be wrong.
[QUOTE=Tuskin;50928976]people have posted pictures and videos in this thread.[/QUOTE]
Yeah, let me rephrase: are there any showcase videos hosted anywhere demonstrating the ins and outs? Like on dailymotion or vimeo, from leak/beta players
Huh, My small mod got Hot-Files.
I don't feel like I really deserve that but yay, I guess? :v:
[URL="http://reddit.com/r/Fallout/comments/4ymc1w/nuka_world_info_compilation/?ref=search_posts"]So this source has a lot of Nuka World info[/URL]
[sp]The Hub's Alien Blaster is a critical monster[/sp]
[QUOTE=cdr248;50929134]why does your wife look like a blonde bjork[/QUOTE]
I think she looks pretty nice.
I always spend ages customising the wife at the beginning, I try to make her look like a character worth playing as.
Like, I know that she dies 20 minutes into the game but It would honestly make my disconnection to the the constant "my poor wife!!! :'(" shit a thousand times worse if I didn't at least get invested in making her look cool.
[QUOTE=fulgrim;50930190]I think she looks pretty nice.
I always spend ages customising the wife at the beginning, I try to make her look like a character worth playing as.
Like, I know that she dies 20 minutes into the game but It would honestly make my disconnection to the the constant "my poor wife!!! :'(" shit a thousand times worse if I didn't at least get invested in making her look cool.[/QUOTE]
Should've given us the option the bring back our spouse as a synth companion.
That's one of the many things I expected to come out of the whole synth business that never did.
Daily reminder that the nuka world vending machines come in two types.
Empty and packed to the brim with bottles that fall out when you open them.
[t]http://images.akamai.steamusercontent.com/ugc/447367065324808876/60646BD8046B4CE7209B6173A0B01EDD47B6D70C/[/t]
:v:
[QUOTE=jimbobjoe1234;50930264]Should've given us the option the bring back our spouse as a synth companion.[/QUOTE]
There is the cut quest that might have been to do with having a synth version of your spouse, but there's only the icon left for it, so it's hard to tell.
It might have been cut because of the change to allow for female PCs, or it could have been to do with the voiced protagonist, because of how many extra lines both voice actors would have to record for each side of it. It was likely cut because of something relatively early in development, because as far as I'm aware, there's nothing left in the game other than the quest icon.
The story so far...
[img]http://i.cubeupload.com/RbaaqF.jpg[/img]
Awaken + 0
Charlotte emerges from the vault to find the world destroyed
Awaken + 1 Week, 2 days
After searching for a week Charlotte finally confronts the man who kidnapped her son.
Awaken + 3 Weeks, 5 days
Learning that the Institute has her son, Charlotte follows the trail and later takes down a Courser.
Awaken + 2 Months, 3 weeks, 4 days
Building a teleporter and finding the leader to be Shaun is too much and they part at bad terms.
Awaken + 4 Months,
After fighting extensively against incresing Institute synths sent to the surface, Charlotte launches an attack against the Institutes base and destroys it.
Awaken + 6 Months, 2 weeks, 1 day
By the time Charlotte reaches Far Harbor, she was in deep depression and only came due to Valentines insistence. After returning Kasumi to her parents she felt once again like she could make a difference.
Awaken + 8 Months, 6 days
Finding vault 88, Charlotte finds a new purpose and since she leads by example has to gussy up for her new position of overseer.
??? Awaken + ???
Charlotte enters Nuka World... ?
woke af
[QUOTE=Stroheim;50925772]What mod do you guys feel like HASNT been made for FO4 that should be made?
I think there should be a ability to have power armor showcase things from Contraptions be power armor benches.[/QUOTE]
Many thing..
New enemy mods..
Graphical overhaul (real one) mods..
Port from previous game.. (Fallout classic weapon mods)
Porting cloth from previous games..
Maybe once bethesda will finish with fallout 4 and move on the next elder scrolls?
ah yes
the porting of cloth
mr crumbles found a nice lil place for himself near the ol drive in theater.
[t]http://i.imgur.com/NVmMyIc.jpg[/t]
[t]http://i.imgur.com/iuYhFyb.jpg[/t]
[t]http://i.imgur.com/DSJfBmh.jpg[/t]
[t]http://i.imgur.com/J3dUB6g.jpg[/t]
[t]http://i.imgur.com/YQkVeA6.jpg[/t]
he event found a purebred out in the wastes
[t]http://i.imgur.com/SaM9u15.jpg[/t]
[QUOTE=cdr248;50930443]ah yes
the porting of cloth[/QUOTE]
I MEANT OUTFIT !
Stuff has been ported from previous/other games but you'l hardly ever see it on the Nexus because of their content policy
[QUOTE=ApertureXS200;50930434]
Port from previous game.. (Fallout classic weapon mods)
[/QUOTE]
Well there's the guy who did the New Vegas weapons pack that I rough-translated to English from Russian, I use his pack alongside a few other individual gun mods and I like the variety it gives me.
[url]http://www.moddb.com/mods/new-vegas-weapons-fallout-4-edition[/url]
I don't think that stuff ported from Fallout 3/New Vegas will look very good in the Fallout 4 engine without being modified, anyway. Plus there's no guarantee that they'd really fit any of the changes in Fallout 4. Mods might work fine if the mod author still has the source files, though.
It probably is best that things get recreated instead. At least that way the models and textures will be up to the Fallout 4 standard and they'll hopefully support the modding systems.
It'd honestly be such a shame if someone just ported the weapons straight over
the whole appeal of Fallout 4's weapons is the crafting system
like nigga if you're gonna recreate the AMR at least give me the option to make it an obrez with some chinese repeating crossbow type action for maximum bullshit
[editline]22nd August 2016[/editline]
fuck that's actually an excellent idea
loading giant ass high caliber bullets into a top loading pump-fired magazine
So how hard would the creation kit be to understand for someone who made TF2 items back when you had to compile everything yourself?
I want to make a settlement mod to give them more importance and personality, make it worth building them. Basically you meet a faction member, invite him to your settlement, build stuff related to that faction, he gives you little quests and cool reward, that kind of stuff.
Like a Hubologist that would need a research center, makes you find proof of alien contact, and in the end gives you the F03 style alien blaster that the alien automatrons use in nuka world (which is currently unobtainable and bugged as fuck when you spawn it.)
So that, but applied to multiple factions.
[QUOTE=ApertureXS200;50930489]I MEANT OUTFIT ![/QUOTE]
wow calm down. Take a joke.
[t]http://images.akamai.steamusercontent.com/ugc/447367065325388980/17BE2F0C6EF8E585B7092C45A31EAA20542E8EE4/[/t]
I think I broke my stats again.
[QUOTE=NapyDaWise;50930823]So how hard would the creation kit be to understand for someone who made TF2 items back when you had to compile everything yourself?
I want to make a settlement mod to give them more importance and personality, make it worth building them. Basically you meet a faction member, invite him to your settlement, build stuff related to that faction, he gives you little quests and cool reward, that kind of stuff.
Like a Hubologist that would need a research center, makes you find proof of alien contact, and in the end gives you the F03 style alien blaster that the alien automatrons use in nuka world (which is currently unobtainable and bugged as fuck when you spawn it.)
So that, but applied to multiple factions.[/QUOTE]
You'll be better off than a beginner but it sounds like Bethbryo is a real pain to work with compared to Source
[URL="http://www.nexusmods.com/fallout4/mods/17374/?"]http://www.nexusmods.com/fallout4/mods/17374/?[/URL]
Giving all of this a read, I like a lot of what this guy is doing and it seems well thought out.
[editline]boop[/editline]
Some of it I disagree with though, like putting the purified water recipe at the 3rd rank of a perk.
[QUOTE=NapyDaWise;50930823]So how hard would the creation kit be to understand for someone who made TF2 items back when you had to compile everything yourself?
I want to make a settlement mod to give them more importance and personality, make it worth building them. Basically you meet a faction member, invite him to your settlement, build stuff related to that faction, he gives you little quests and cool reward, that kind of stuff.
Like a Hubologist that would need a research center, makes you find proof of alien contact, and in the end gives you the F03 style alien blaster that the alien automatrons use in nuka world (which is currently unobtainable and bugged as fuck when you spawn it.)
So that, but applied to multiple factions.[/QUOTE]
Making mods for FO4 is completely different to making TF2 items, really. The only similar bit I'd say is textures, seeing as you have the actual textures themselves, and then you've got BGSM files, which function similarly to VMTs, though you make them completely differently (and I think they're less customizable, but I'm not sure on that). As far as I'm aware, models are a pain to do, because unless you have the 64 bit version of 3DS Max 2016, you have to go through multiple programs to get it into the game.
A lot of the Creation Kit itself is pretty self-explanatory, though it can be hard to work out how certain things link up (or why certain things have broken). Making/editing locations is a pain, I think that doing things with dialogue is a pain, and quests/scripts can be pretty awkward too (like having to make a quest just to run a script once). You'll have less problems with relatively simple quests, though. I think that the Creation Kit is closer to Hammer than anything related to TF2 items (especially considering there's no good official FO4 equivalent of HLMV), but even then they're still pretty different tools.
I sure wish the baseball uniform came in multiple patterns and armor didn't clip so badly with it. :(
I wanna do a Furies themed raider group for Nuka World lol
Clock
So far maxed out relationship with Codsworth and McCready,Getting Nick Valentine to Tag along was kinda dissapointed it doesnt seem like you can get him to change oufits was hoping to get him to wear The Yellow Trenchcoat to match my Silver Shroud Outfit.
Also I think I will start setting up mannequins in an unused settlement and dress them as people I have killed.
[editline]22nd August 2016[/editline]
Also It seems that despite the fact that I repel attacks on a settlment they manage to trash the place anyways.
In Vualt 88 there is only one way to get to the farm and despite the enemies dying well before that I still have to go and repair all the corn.
Sorry, you need to Log In to post a reply to this thread.