• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
in one of my playthroughs, when building up the Castle, i added a Power Armor garage and armory to justify gifting some old sets of T-45 to a few of the Minutemen who were permanently stationed on defense. It was the only way i'd be able to walk around and see the Minutemen T-45 paintjob without wearing it myself.
[QUOTE=vamper;50612233]So is TTW stable enough to play though yet? thinking about doing a playthough while i wait for Nuka World[/QUOTE] TTW is stable since a long time already, including the installer (which indeed used to suck) People are still scared of it for some reason though but don't worry
I wanted to atleast try to improve the textures of the Hunting revolver mod, because i LOVED to use that shit back in NV and i wanted to use it in FO4: [IMG]http://i.imgur.com/qUhBbwF.jpg[/IMG] But i realized that the reflection looked... odd [IMG]http://i.imgur.com/dCNu7hN.jpg[/IMG] The didnt even bother to change the reflection map to fit Far Harbor... srsly beth?
mate they didn't even bother to change the reflection map indoors
I don't think the game even supports changing the cubemap/environment map/reflections depending on the environment. A model/material/texture set generally just refers to one single texture for it, and that's the only one it will use. I guess with a lot of textures it's not super noticeable, but it becomes really obvious on items that are supposed to be really reflective (like glass/scopes or the pre-war Codsworth design). Why Bethesda haven't changed this is beyond me. It's been like this for so many different versions of the engine now, and they've had plenty of opportunities to change it, especially with the changes they made for Fallout 4. Even Source has supported changing cubemaps for years now, though I can't remember which version it was implemented in.
Hey, does anyone know how to make a proper legendary gun in FO4Edit/CK with the effect and star? I've got the gobi to the point where it triggers the legendary pickup and is non-scrappable, but it's bugging me that it's not displaying its legendary effect and the star. [t]https://dl.dropboxusercontent.com/u/21161113/Steamshots/377160_20160628190745_1.jpg[/t] It technically has the VATS enhanced perk right now but I can't get it to display. I'm following the leveled lists path that the vanilla guns use, I'm just missing the link in the chain where it says 'this gun instance is a legendary'
[QUOTE=Lt_C;50614000]Hey, does anyone know how to make a proper legendary gun in FO4Edit/CK with the effect and star? I've got the gobi to the point where it triggers the legendary pickup and is non-scrappable, but it's bugging me that it's not displaying its legendary effect and the star. :snip: It technically has the VATS enhanced perk right now but I can't get it to display. I'm following the leveled lists path that the vanilla guns use, I'm just missing the link in the chain where it says 'this gun instance is a legendary'[/QUOTE] To get the legendary mod to properly be added to the gun, you need to use a script. If it's an item in the world or an item the player is given, then you should filter all the records in the Creation Kit by CustomItem. That should show you how the base game handles that. If it's a weapon the player buys, then you need to do the same thing but just with Aspiration instead. I think that the game automatically adds the star if you have a legendary mod attached too, as long as the legendary mod option is ticked in the object mod menu (if you have a custom legendary mod).
[QUOTE=Mining Bill;50613892]mate they didn't even bother to change the reflection map indoors[/QUOTE] I first noticed that when i was out exploring a swamp area with a bunch of trees and saw the reflection in the scope was of the city thought it was a glitch at first to be honest :v:
Anyone have an issue with NMM where checking for mod updates doesn't actually tag the out of date mods? Only way for me to find out if there was an update, is manually going to the nexus page for that single mod and comparing versions.
[QUOTE=Sharp_Shooter;50614511]Anyone have an issue with NMM where checking for mod updates doesn't actually tag the out of date mods? Only way for me to find out if there was an update, is manually going to the nexus page for that single mod and comparing versions.[/QUOTE] Yes. From the Nexus forums it appears to be a known issue that they're promising would be fixed in the next release.
[media]http://imgur.com/a/kbEVM[/media] Post your set ups for whatever.
Word of recommendation for everyone wanting to use contraptions that auto recycle junk, or generally has a significant lag when entering workshop mode or simply moving items around, the workshop items that recycle will only recycle them one at a time, and even if it's placed back into the workshop the game will count that one piece of component as an entire item, which, if you have thousands of, can drastically increase loading time whenever the game needs to recound the amount of items. If you're having these freezes, I recommend removing the surplus items from the workshop into a completely separate box, then use the console commands to add that same amount of junk back as [B] shipments [/B] of the same item, then use "removeallitems" will targeting the box of surplus to clear the laggy junk, this way you'll retain your total amount of junk, but you'll eliminate a significant portion of the lag whenever it needs to access it. I spent a long time extracting all of the laggy junk out as it was taking upwards of 10 seconds to place just one item down in workshop mode, then I did that trick and suddenly it takes less than a quarter of a second (if that) to place something. In short be wary of mass producing -anything- with conveyors & contraptions, as they'll cause massive lag if you reach high amounts (which shits all over the purpose of those machines, I know), this also affects bullets, btw.
[QUOTE=Bragdras;50614701]Word of recommendation for everyone wanting to use contraptions that auto recycle junk, or generally has a significant lag when entering workshop mode or simply moving items around, the workshop items that recycle will only recycle them one at a time, and even if it's placed back into the workshop the game will count that one piece of component as an entire item, which, if you have thousands of, can drastically increase loading time whenever the game needs to recound the amount of items. If you're having these freezes, I recommend removing the surplus items from the workshop into a completely separate box, then use the console commands to add that same amount of junk back as [B] shipments [/B] of the same item, then use "removeallitems" will targeting the box of surplus to clear the laggy junk, this way you'll retain your total amount of junk, but you'll eliminate a significant portion of the lag whenever it needs to access it. I spent a long time extracting all of the laggy junk out as it was taking upwards of 10 seconds to place just one item down in workshop mode, then I did that trick and suddenly it takes less than a quarter of a second (if that) to place something. In short be wary of mass producing -anything- with conveyors & contraptions, as they'll cause massive lag if you reach high amounts (which shits all over the purpose of those machines, I know), this also affects bullets, btw.[/QUOTE] Thanks for the advice, I didn't know that was the culprit. Would moving it all to another, farther settlement work as well?
[QUOTE=Lt_C;50614000]Hey, does anyone know how to make a proper legendary gun in FO4Edit/CK with the effect and star? I've got the gobi to the point where it triggers the legendary pickup and is non-scrappable, but it's bugging me that it's not displaying its legendary effect and the star. [t]https://dl.dropboxusercontent.com/u/21161113/Steamshots/377160_20160628190745_1.jpg[/t] It technically has the VATS enhanced perk right now but I can't get it to display. I'm following the leveled lists path that the vanilla guns use, I'm just missing the link in the chain where it says 'this gun instance is a legendary'[/QUOTE] 101 Range? I'm guessing the Scout Barrel is like the shorter range area of Barrels?
Is there a mod that increases the size of shipments at all? Most of them are stupid expensive for what you get (seriously I could easily get 25 screws plus other materials for like a third of the cost of buying it in bulk why bother) but my biggest complaint is they just don't give you enough I want wood and steel and shit so I can build but without tracking down individual settlements and scrapping everything I can, the only option is to just buy about 200 wood from 3 merchants in 3 different far away settlements, and fuck that just because of how long it takes but also because of how 200 wood will build you a few wood pieces before you're already out I guess I could scrap all the wood on spectacle island but that's still a temporary solution and I don't want to make the island ugly
Go to a Settlement, scrapall, take, resources, move on.
[QUOTE=Mister Sandman;50615354]Is there a mod that increases the size of shipments at all? Most of them are stupid expensive for what you get (seriously I could easily get 25 screws plus other materials for like a third of the cost of buying it in bulk why bother) but my biggest complaint is they just don't give you enough I want wood and steel and shit so I can build but without tracking down individual settlements and scrapping everything I can, the only option is to just buy about 200 wood from 3 merchants in 3 different far away settlements, and fuck that just because of how long it takes but also because of how 200 wood will build you a few wood pieces before you're already out I guess I could scrap all the wood on spectacle island but that's still a temporary solution and I don't want to make the island ugly[/QUOTE] Dunno if this is an option for you, but I just say "fuck it" and turn on TGM whenever I build. It's such a hassle trying to get all the bullshit to build a nice sizable settlement.
[QUOTE=Ganerumo;50613728]Unless you have vertibirds, you wouldn't really benefit from power armor because travelling there would soak in so many fusion cores for just one guy.[/QUOTE] Depends on how fast you want to get there. Walking in power armor either doesn't drain the core or drains it at a significantly lower rate. The Castle could certainly deal with a few in the event another Mirelurk Queen shows up.
[QUOTE=Katatonic717;50615450]Dunno if this is an option for you, but I just say "fuck it" and turn on TGM whenever I build. It's such a hassle trying to get all the bullshit to build a nice sizable settlement.[/QUOTE] Downside to this is the lack of XP for building, you can level up a fair bit from doing so.
On the GUNnetwork, Drag has been posting progress of his new NCR overhaul and it looks so good. [IMG]http://i.imgbox.com/Jp0b6nj8.jpg[/IMG] [IMG]http://i.imgbox.com/Ty56l1tt.jpg[/IMG] [IMG]http://i.imgbox.com/6mmi4W3u.jpg[/IMG] [IMG]http://i.imgbox.com/EPh8M60n.jpg[/IMG] [url]http://www.gunetwork.org/t10117p220-fallout-screenshots-ix[/url] (You may have to go through other peoples screenshots but he posts there regularly.)
holy shit they look like real people and not potatoes
David Bowie is a colonel?
[QUOTE=Mattchewy;50615597] [IMG]http://i.imgbox.com/Ty56l1tt.jpg[/IMG] [/QUOTE] holy shit
[QUOTE=Mattchewy;50615597][t]http://i.imgbox.com/EPh8M60n.jpg[/t][/QUOTE] Looks like some sort of time-traveling young adult Nathan Drake. Good shit.
I recognize that Cassandra Moore face. It's Battery from Black Ops 3, huh pretty cool that he ported her head over I guess. I also spy a Dante or Leon in there wearing an outfit from Dying Light, and a disguised Rudi Jager from the Old Blood, wearing a cap and sunglasses.
cool now do the rest of the game so the NCR doesn't look super out of place
[QUOTE=Mattchewy;50615597][IMG]http://i.imgbox.com/Ty56l1tt.jpg[/IMG][/QUOTE] Lol, he used Battery's face from Black Ops III. [t]https://i.ytimg.com/vi/JDWixV81TdM/maxresdefault.jpg[/t]
That WIP version of Hanlon looks amazing.
[QUOTE=cdr248;50616026]cool now do the rest of the game so the NCR doesn't look super out of place[/QUOTE] That was what i was thinking Imagine talking to super detailed hanlon and two minutes later meeting trader mcpotatoface on the road outside camp golf I don't like FCO one bit but at least it affects everyone.
[QUOTE=Ruh-roh;50616225]That was what i was thinking Imagine talking to super detailed hanlon and two minutes later meeting trader mcpotatoface on the road outside camp golf I don't like FCO one bit but at least it affects everyone.[/QUOTE] I believe all these faces are for the important characters like Hanlon and Moore are used so that they stand out from other bland looking characters. Making a race that makes every single character in NV look like these would take a long time.
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