• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=OzzyCockroach;50600066]So i dont know if anyone else is still following our [URL="https://twitter.com/DogtoothCG"]favorite modelling pal[/URL] but he's really getting into adding all of these variations of the Ranger armor and I absolutely love it :v: [t]https://pbs.twimg.com/media/Cl2CCwoVEAAV6d1.jpg:large[/t][t]https://pbs.twimg.com/media/Cl3r7AaUgAAoIyh.jpg:large[/t][/QUOTE] That leather texture is the best I've seen.
I was also pretty disappointed with the number of vaults in fallout 4 and the fact that two of them are just full of gunners is a bit cheap too. but I liked how vault 111 was so visually distinct from the other vaults due to it's purpose, and I really liked how vault 81 was inhabited and still operational, the fact that[sp] the experiment failed before the dwellers became aware of it was a nice way of making the vault a pleasant place to live without missing out on that obligatory dark as fuck vault-tec experimentation.[/sp]The vault [sp] added in Far harbour was great too [/sp]
[QUOTE=fulgrim;50600318]I definitely got the feeling that bethesda was listening to the criticism posted by players from the direction they took far harbour, and automatron was just a great idea period. But as beacon said the settlement packs feel exactly like random stuff that nobody really asked for getting released for the sake of it.[/QUOTE] Considering how one of the first mods that got big on the nexus was about weapon crafting and another one was about adding a lot of clutter and new kits, I think having DLC fulfilling exactly these things in an official fashion isn't all that random. Then again seeing as it came out of a game jam it's also possible the devs and the modders were just likeminded and ended up making the same thing. [editline]27th June 2016[/editline] [QUOTE=Beacon;50600198]except most of it is just settlement stuff that mods can do already 99% of the time :/[/QUOTE] I'd much rather see Bethesda fix things themselves and add stuff themselves than rely on mods. People have been complaining about Bethesda seemingly relying on mods to fix their games for a while now. "Most of it" is a bit disingenuous as well, there's as many non-settlement DLC as settlement-centered DLC planned/released for the game.
[QUOTE=fulgrim;50600844]I was also pretty disappointed with the number of vaults in fallout 4 and the fact that two of them are just full of gunners is a bit cheap too. but I liked how vault 111 was so visually distinct from the other vaults due to it's purpose, and I really liked how vault 81 was inhabited and still operational, the fact that[sp] the experiment failed before the dwellers became aware of it was a nice way of making the vault a pleasant place to live without missing out on that obligatory dark as fuck vault-tec experimentation.[/sp]The vault [sp] added in Far harbour was great too [/sp][/QUOTE] Unfortunately they weren't even a quality over quantity type deal either. There was like 2 good vaults in the base game.
[QUOTE=Ganerumo;50600906]Considering how one of the first mods that got big on the nexus was about weapon crafting and another one was about adding a lot of clutter and new kits, I think having DLC fulfilling exactly these things in an official fashion isn't all that random. [/QUOTE] I suppose that's one way of looking at it, but I can't help but think it's a bit redundant to emulate the direction of mods that have already been made and released. Even consoles would eventually get access to those mods this time around so it's not even that they were doing it for them. Although I suppose it makes sense that they would see all of the youtube videos about workshop shenanigans and assumed that kind of thing was really really popular before releasing contraptions. Nice to think that bethesda seems to be on the look out for what the players are interested in tho. With a lot of publishers you know there is no point complaining about elements you disliked because they will keep pushing the ideas with the most mass market appeal regardless, Far harbour especially leads me to think bethesda isn't like that.
Having an official take is always better when it comes to very broad and generic stuff like weapons crafting and whatnot. It circumvents the jankiness of having mods use other mods as APIs and different mods conflicting each other over the same systems and whatnot. It's also less stuff to add to a mandatory DL list when you start intensely modding the game.
[QUOTE=Omolong;50600361]Didn't Todd Howard say that the settlement stuff (and maybe Automatron) came out of a Game Jam they did? I can't remember where or when he said it, but I'm sure I remember reading it at some point. Probably in one of this year's E3 interviews with him. If that is the case, then I guess it sort of explains the random nature of the Wasteland/Contraptions DLC. They would just be various things that the team made in the Game Jam and then expanded upon for the DLC. I'm guessing they thought that the robot crafting had enough scope to be a whole DLC itself, and the whole idea of building a vault is obviously a focused enough idea to have a DLC itself too. I think that would probably explain why Far Harbor feels like Bethesda listened, and hopefully that trend will continue with Nuka-World, and maybe somewhat with the vault DLC.[/QUOTE] they need to do another game jam the skyrim one was fantastic, we got a lot of cool updates out of that.
I hate the "mods could do this" argument in regards to bethesda dlc. Everyone said that they were stealing mods when hearthfire came out yet no mod even came close to the quality, the two really cannot be compared.
[QUOTE=Ardosos;50601111]I hate the "mods could do this" argument in regards to bethesda dlc. Everyone said that they were stealing mods when hearthfire came out yet no mod even came close to the quality, the two really cannot be compared.[/QUOTE] Mods [I]could[/I] do this... With months of work and testing because it's one or two people over the internet, instead of a team of professional game developers
[QUOTE=Ardosos;50601111]I hate the "mods could do this" argument in regards to bethesda dlc. Everyone said that they were stealing mods when hearthfire came out yet no mod even came close to the quality, the two really cannot be compared.[/QUOTE] Yea, more often than not great mods come after great DLCs, because they offer the basis for it. Like the conveyors, I expect that some people will make great mods for them, but there's no way in hell they'd exist if Contraptions hadn't come out at all, or it would be very messy. (And on a more subjective note, I personally prefer to have official content over mods any day of the week, I've always seen mods as a "develop upon what devs have done" rather than creating outright new content)
Is it just me or are Deathclaws total wussies this time around? The other day I was settlement building when I failed a quest to solve a kidnapping, and reloaded to give myself a chance because literally no other quest had been timed up until this point so give me fair warning dammit, and I go running through the wasteland wearing military fatigues and carrying my 10mm pistol and nothing else because I forgot my companions and my gear in the settlement, So then I jump off a cliff and land next to a pond and there's a deathclaw like [I]right next to me.[/I] So essentially in pajamas and carrying a dinky little pistol and nothing else...I dominate it. I kill it in a few seconds before it can finish roaring. What the hell? And literally every time I've run in to deathclaws it's been the same story too. I've attacked an alpha deathclaw at point blank range and gotten away without a scratch. Two deathclaws attacked my settlement and got fucking creamed to the point of exploding by a few turrets. Is there any mod to make Deathclaws in specific stronger? Cause either I'm super lucky or these guys are fucking easy :v:
[QUOTE=Mister Sandman;50601155]Is it just me or are Deathclaws total wussies this time around? The other day I was settlement building when I failed a quest to solve a kidnapping, and reloaded to give myself a chance because literally no other quest had been timed up until this point so give me fair warning dammit, and I go running through the wasteland wearing military fatigues and carrying my 10mm pistol and nothing else because I forgot my companions and my gear in the settlement, So then I jump off a cliff and land next to a pond and there's a deathclaw like [I]right next to me.[/I] So essentially in pajamas and carrying a dinky little pistol and nothing else...I dominate it. I kill it in a few seconds before it can finish roaring. What the hell? And literally every time I've run in to deathclaws it's been the same story too. I've attacked an alpha deathclaw at point blank range and gotten away without a scratch. Two deathclaws attacked my settlement and got fucking creamed to the point of exploding by a few turrets. Is there any mod to make Deathclaws in specific stronger? Cause either I'm super lucky or these guys are fucking easy :v:[/QUOTE] better than in fallout 3 and nv where they instantly kill you, if not in 2 or 3 hits
[QUOTE=LolzMan1325;50601225]better than in fallout 3 and nv where they instantly kill you, if not in 2 or 3 hits[/QUOTE] I'd rather they be an actual threat tbh. If you're fucking around with Deathclaws and all you have is a 10mm you should get wasted in seconds, it isn't something you can or should ever be able to take on with a starter weapon.
[QUOTE=Bragdras;50601141]Yea, more often than not great mods come after great DLCs, because they offer the basis for it. Like the conveyors, I expect that some people will make great mods for them, but there's no way in hell they'd exist if Contraptions hadn't come out at all, or it would be very messy. (And on a more subjective note, I personally prefer to have official content over mods any day of the week, I've always seen mods as a "develop upon what devs have done" rather than creating outright new content)[/QUOTE] That's true but to me all that shit is just a waste because if I wanted to build houses and contraptions I'd just play garrysmod where I can actually show other people outside of screenshots. It's like, Fallout 4 drifted even further apart from what made New Vegas, and the previous Fallout games great, and then the DLCs just pushed that further. Far Harbor is great but I've got a bad feeling it's going to be the exception, especially with the only other major DLC being Nuka World.
[QUOTE=Ardosos;50601111]I hate the "mods could do this" argument in regards to bethesda dlc. Everyone said that they were stealing mods when hearthfire came out yet no mod even came close to the quality, the two really cannot be compared.[/QUOTE] Also the contents of Hearthfire were then used for most good player house mods, since it gave modders a framework for proper adoption. Given there is still a mod API needed to really take advantage of the hearthfire features in player house mods, but it's still miles better than the few adoption/build your own house mods people tried to come up with beforehand. I mean fuck, Real Time Settler did the settlement thing years before Fallout 4 and it can't even compare in terms of everything. [editline]27th June 2016[/editline] [QUOTE=JCDentonUNATCO;50601256]That's true but to me all that shit is just a waste because if I wanted to build houses and contraptions I'd just play garrysmod where I can actually show other people outside of screenshots. It's like, Fallout 4 drifted even further apart from what made New Vegas, and the previous Fallout games great, and then the DLCs just pushed that further. Far Harbor is great but I've got a bad feeling it's going to be the exception, especially with the only other major DLC being Nuka World.[/QUOTE] I thought the settlement system was a great idea and aside from the shitty minutemen incorporation (which is 100% optional to enjoying the settlements) it fits the theme really well. People kept complaining about the lack of rebuilding effort in Bethesda's version of Fallout and now there's an entire system dedicated to just that. And even if that was just a waste to you, the amount of mods dedicated to settlement building and the amount of settlements done by people in this thread alone and everywhere else on the internet proves that it's a really popular idea for the majority of the playerbase.
[QUOTE=hoodoo456;50601255]I'd rather they be an actual threat tbh. If you're fucking around with Deathclaws and all you have is a 10mm you should get wasted in seconds, it isn't something you can or should ever be able to take on with a starter weapon.[/QUOTE] No I agree with you there, that they should be a threat and you shouldn't be able to kill them with a starter weapon, I'm just saying they shouldn't be [I]as[/I] OP as they were in F3/NV where they kill you almost instantly no matter what you're wearing.
[QUOTE=Mister Sandman;50601155]Is it just me or are Deathclaws total wussies this time around? The other day I was settlement building when I failed a quest to solve a kidnapping, and reloaded to give myself a chance because literally no other quest had been timed up until this point so give me fair warning dammit, and I go running through the wasteland wearing military fatigues and carrying my 10mm pistol and nothing else because I forgot my companions and my gear in the settlement, So then I jump off a cliff and land next to a pond and there's a deathclaw like [I]right next to me.[/I] So essentially in pajamas and carrying a dinky little pistol and nothing else...I dominate it. I kill it in a few seconds before it can finish roaring. What the hell? And literally every time I've run in to deathclaws it's been the same story too. I've attacked an alpha deathclaw at point blank range and gotten away without a scratch. Two deathclaws attacked my settlement and got fucking creamed to the point of exploding by a few turrets. Is there any mod to make Deathclaws in specific stronger? Cause either I'm super lucky or these guys are fucking easy :v:[/QUOTE] you are right that fo4 deathclaws are hella easy, took me like 1-2 mini nukes and about 5 missiles to kill the one in salem. i don't like them being OP as fuck like in 3/nv, but given that they are about 15 feet tall and have claws the size of your torso, it does make sense.
What I miss about Deathclaws the most is in the old Fallout how you could target their eyes and you actually wanted to do that because they had poor eyesight as it was and shooting them in the eyes did way more damage and could take them down much better. I want that to be a thing again. Also speaking of targeting why can't I shoot people in the groin anymore fblrblf there was [I]nothing[/I] more satisfying than shooting someone who was particularly an asshole in the dick and having them die absolutely fucking brutally
I always carry a crippling machete with me specifically for fighting death claws with. Sure I could just nuke it from a hundred feet away but where's the fun in that.
In addition to being able to target eyes/groins and have the enemies react appropriately (nut and other targetted shots in Metal Gear games, MGS2 especially, come to mind), you know what advancement I'd like to see? I would love to see the gore system from Left 4 Dead 2 in, well, any other game really, but in Fallout, for crits, especially. Decapitation and dismemberment is fine to an extent, but having torsos and body parts exploding into little gibblets has always annoyed me. It seems like a system that belongs in an older, less technically developed game, or a more cartoony one. The way you can just blow holes out of the zombies in L4D2 has always reminded me of the critical death animations from Fallout 1/2. Of course, I've now revealed I'm a sick freak who wants to blow holes in people's groins.
I still have to beat the game (although I know what happens in the end), and go to Far Harbor and have a companion Automatron. Now there's Nuka World coming and I still haven't started my new save. Oh boy.
[QUOTE=RockyTV;50601829]I still have to beat the game (although I know what happens in the end), and go to Far Harbor and have a companion Automatron. Now there's Nuka World coming and I still haven't started my new save. Oh boy.[/QUOTE] Don't rush it. These games [I]suck[/I] if you rush it.
[QUOTE=_charon;50601832]Don't rush it. These games [I]suck[/I] if you rush it.[/QUOTE] That's why I took some months to start my game, and now it's been 2 weeks since I left the Vault. Haven't reached Preston yet.
[QUOTE=Ardosos;50601111]I hate the "mods could do this" argument in regards to bethesda dlc. Everyone said that they were stealing mods when hearthfire came out yet no mod even came close to the quality, the two really cannot be compared.[/QUOTE] I just can't see the logic in this. At least when it comes to settlement stuff, because beyond what any other DLC has ever added to Fallout/Skyrim, adding settlement objects seems the easiest. In that way, as far as adding raw building materials to the game goes, mods have already blasted any attempt Beth could make. Settlement packs containing hundreds, near thousands of building objects. Beth just can't keep up with that, and that's good, because not everyone wants hundreds of building objects and many of them don't quite fit the game aesthetic, but they're there for people who are interested. Wouldn't it be better if that's how the settlement system worked, instead of Beth releasing $5 packs with severely less content? Of course Beth's settlement objects usually have some objects that are intractable, like the cages and the conveyer belts, and I will say that I'm not sure that mods would ever do what they do, but not for a lack of trying. I just don't think any modders would have the idea to create cages that spawn creatures after a few days, or factory spawners. But if they did, I can't see them operating so much worse than Beth's DLC ones that they deserve their own DLC slots. Really my biggest problem with the Beth DLCs aside from them being a waste of time and money is the fact that most settlement mods have learned to work together and not conflict. Beth's DLC has not.
Bethesda's settlement DLCs and a lot settlement mods have very different aims. Bethesda's DLCs generally add in entirely new assets, along with a decent amount of complicated/scripted objects. Even when they do add in versions of vanilla assets, they've (generally) been reworked/adjusted to properly work with the settlement system properly. A lot of settlement mods just use assets found in the rest of the game and allow you to craft them. While this isn't the case with all settlement mods (Simply Modular Housing being an example), it is what the vast majority of them do. They're also generally just adding new objects for buildings as well, whereas Bethesda adds objects for the settlement system in general. I don't think that there are any settlement mods that add anything close to the cages and conveyor belts at this point in time. There's a place for both styles of new settlement objects, and I don't see what's wrong with that. Perhaps in future modders will manage to create new objects that rival Bethesda's work, but I don't see that happening at the moment. Bethesda probably would have been better off putting Wasteland and Contraptions into one DLC pack, or rearranging the contents so that the housing stuff was one DLC and the cages and conveyer belts and such were another, but it's not really like it matters now that it's been released. Also, the complaint about Bethesda's DLC conflicting with mods is ridiculous. Mods are always going to have the potential to break when a new patch or DLC comes out, it's not Bethesda's job to make sure they work together. And besides, all of the new categories for Contraptions has been in the game since about mid-April, it's down to the mod authors if their mods break those categories.
Anyone else using the Another Life alternate start mod? Everything is working fine up until the BOS show up, and now none of my vertibirds have any sound at all. Seems to be related to skipping the vertibird sequence at the start of the game.
Sooooo [t]http://images.akamai.steamusercontent.com/ugc/489020127333549744/A9829FC3ED300C074137D3E3A8766FF4FC8608C2/[/t] How'd I do? Forecast doesn't look optimistic on this one, and this is the most amount of time I've ever spent in the Character creator (roughly an hour I think?) Unfortunately there's no real fitting hair for the dude, so that one had to do.
[QUOTE=.Vel;50559880]That, and T-51 is pretty much a canvas when it comes to the area of what you can use for advertisement on a icon of America during war. Finally figured out how to put models from fallout new vegas in fallout 4. Took a damn long time to figure out how, too. [IMG]http://i.imgur.com/yfYkpHl.jpg[/IMG] [IMG]http://i.imgur.com/xuiNtzT.jpg[/IMG] If I had any experience, i'd start recreating the models and textures from New Vegas' weapons in higher quality so I could release it on nexus. So many weapons that i'd love to see in fallout 4 in high quality glory.[/QUOTE] Hello, I haven't really posted any progress up until this point but... I'm assisting .Vel in re-creating the bumper sword so it can be published on the nexus (and possibly other hosts) But this is what I have so far, critiques and suggestions are welcome. [IMG]http://i.imgur.com/6cUX1Ah.png[/IMG] Thanks!
[QUOTE=Captain Charles;50602905]Hello, I haven't really posted any progress up until this point but... I'm assisting .Vel in re-creating the bumper sword so it can be published on the nexus (and possibly other hosts) But this is what I have so far, critiques and suggestions are welcome. [t]http://i.imgur.com/6cUX1Ah.png[/t] Thanks![/QUOTE] I assume you're going to change the specular yes? Because in-game the sword looks weirdly glossy.
The in-game shots are using the original mesh and textures. I'm using substance painter to create the new textures, but the spec / gloss workflow isn't working as well as i had hoped, I with there was better documentation on material systems in fallout 4.
Sorry, you need to Log In to post a reply to this thread.