[QUOTE=Reagy;50619914]Does anyone know a method to get this to run at 60fps because my physics keeps going fucking wacko because the game insists on running at my monitors refresh rate.
Tried multiple suggestions and tried limiting it via crimson but it still runs at 144fps.[/QUOTE]
MSI Afterburner / Rivatuner frame limiter.
[QUOTE=Daemon White;50619930]MSI Afterburner / Rivatuner frame limiter.[/QUOTE]
I skipped on those because they fuck with capture software so not an option.
[QUOTE=Reagy;50619934]I skipped on those because they fuck with capture software so not an option.[/QUOTE]
If you've got an nVidia card you can use Nvidia Inspector to lock framerate
iirc AMD has that built-in with thieir graphic config
[QUOTE=Reagy;50619934]I skipped on those because they fuck with capture software so not an option.[/QUOTE]
In Crimson, did you set the FPS cap in General as well? I found that to work when I played Dead Space because VSync caps it to 30 and uncapped it fucks with the mouse sensitivity.
I wonder if the creators of some of the more memorable mods of Fallout 3 and NV will at some point make something similar to what they've done for the previous two with 4.
Like weijiesen making EVE for 4, NMC making making another texture mod, and the people who made Wanderer's Edition as well as Project Nevada bringing something like that to to 4 as well.
EVE in particular I would love to see the most look, as the visual effects for energy weapons were always pretty damn cool.
[QUOTE=Notanything;50620162]I wonder if the creators of some of the more memorable mods of Fallout 3 and NV will at some point make something similar to what they've done for the previous two with 4.
Like weijiesen making EVE for 4, NMC making making another texture mod, and the people who made Wanderer's Edition as well as Project Nevada bringing something like that to to 4 as well.
EVE in particular I would love to see the most look, as the visual effects for energy weapons were always pretty damn cool.[/QUOTE]
A Mart's Mutant Mod alike (adds a lot of variants and new species that are from previous fallout games) and a Project Nevada for FO4 would be delightful, I don't know that we'll get either of those before we receive the last patch / DLc for FO4 though, seems like those mods would be a nightmare to keep updated.
That's actually something that I'm really surprised isn't around already, new enemies & enemy variants, I considered them quasi-obligatory in Fo3 / NV, but the only one I've even seen a glimpse of is that mutant faction rebalance that fixes some things like glowing hounds.. Not glowing. I'm really hoping we see the giant ants, mantises, cazadores (I want to see them in action in Fo4 to see how much easier / actually more fun it would be to fight them in a better version of the engine), centaurs, every enemies you can think of that was in fo 3 / nv / community-made models from previous FO games.
I think the biggest hurdle with that, as mentioned on the last page, is that custom animations are still incredibly hard to put ingame.
where the fuck did the mutant hounds come from, anyway
has anyone got any experience making working elevators in the CK?
[editline]30th June 2016[/editline]
never mind, I got it working - they're actually simpler than I expected, just one thing needed to be changed
panic over
So I've never really modded before, but I was thinking of trying TTW. Anyone know the best way to start that?
Why are stingwings so [I]bullshit[/I]? Whose idea was this?
They saw Cazadors and said "Hey we need something like that"
[QUOTE=Itauske Roken;50621150]They saw Cazadors and said "Hey we need something like that"[/QUOTE]
Sting-wings are soooo much worse Imo.
Cazadors are fast and dangerous, but they are also fairly huge, and it doesn't take too many hits to kill them, also shooting their wings grounds them making them far easier to dispatch.
But stingwings?
They are smaller and harder to hit, and although they move much slower they have stupid amounts of HP.
If I have to reload a double barrel shotgun more than once when fighting an insect the size of a beachball, something is wrong.
[QUOTE=fulgrim;50621723]Sting-wings are soooo much worse Imo.
Cazadors are fast and dangerous, but they are also fairly huge, and it doesn't take too many hits to kill them, also shooting their wings grounds them making them far easier to dispatch.
But stingwings?
They are smaller and harder to hit, and although they move much slower they have stupid amounts of HP.
If I have to reload a double barrel shotgun more than once when fighting an insect the size of a beachball, something is wrong.[/QUOTE]
I've never had any major problems with stingwings, actually. Like they're annoying as hell, but past the lower levels they never really posed much of a threat to me unless it was like a legendary mythical ultra stingwing
cazadors though
i still run away from cazadors to this day
Stingwings have less health than Cazadors, difference is in the Damage Resistance, from 20 - 60 Ballistic Resistance, if it takes more than 2 shots with a Double Barrel Shotgun and you're right in their face or they're in yours, you're missing them.
I don't think I've ever been threatened by a Stingwing, bastards might be hard to hit, but unless they are a high level legendary they don't really hit like a truck like normal Cazadores do and that's not even accounting for the Cazadores poison, plus Cazadores came in SWARMS of like 5-6, you only ever usually see two Stingwings together if that.
And hell, if you really have trouble hitting something VATS exists for a reason, if you can't hit it, VATS it.
[QUOTE=Mining Bill;50620523]where the fuck did the mutant hounds come from, anyway[/QUOTE]
Well, obviously the Institute is replacing them with synth dogs for the important scientific purpose of er... *cough, cough, achem*, and testing FEV on the kidnapped captives so that they can learn uh... *cough, cough, hurl, cough, achem*, and then releasing those super mutant dogs on the surface because they really like the Ang Lee Hulk movie. It's all for the betterment of mankind, don't you see?
Bugs usually die in one molotov cocktail anyway so just toss that in a group if you can't be asked to shoot them.
[QUOTE=WillerinV1.02;50621787]I've never had any major problems with stingwings, actually. Like they're annoying as hell, but past the lower levels they never really posed much of a threat to me unless it was like a legendary mythical ultra stingwing[/QUOTE]
To be honest, neither have I, but as you said they are annoying to fight. I never hated cazadores because fighting them was engaging, A huge swarm of wasps was coming at me and I had to quickly destroy them before I got poisoned into oblivion.
Stingwings are just irritating and a little boring to fight because they just soak up bullets. At my level I usually only encounter the super duper tanky silver and red ones (darters I think?) So that might explain my issue a little (although if they really are super weak to fire, that's a great help considering I always have roughly 30 Molotovs on me at all times.)
[url]http://www.nexusmods.com/fallout4/mods/15773/?[/url]
This mod is neat.
[t]https://staticdelivery.nexusmods.com/mods/1151/images/15773-3-1467267572.jpg[/t]
[QUOTE=purvisdavid1;50622491][t]https://staticdelivery.nexusmods.com/mods/1151/images/15773-3-1467267572.jpg[/t][/QUOTE]
I saw that on nexus a while ago and thought [I]meh another sanctuary restored mod[/I], but it in reality adds new and unique build sets.
The main picture and name of the mod don't do it justice.
Pretty cool, I'm going to let the bloke know so he cooks a more inviting presentation.
Oh I just chose the one picture, I kinda try not to spam pictures whenever possible.
True storms got updated to 1.4, with Far Harbor compatibility.
[url]http://www.nexusmods.com/fallout4/mods/4472/?[/url]
[QUOTE=purvisdavid1;50622732]Oh I just chose the one picture, I kinda try not to spam pictures whenever possible.[/QUOTE]
So the mod is yours? or you meant you simply chose that one picture to show here. or both.
[QUOTE=Fox Powers;50620068]iirc AMD has that built-in with thieir graphic config[/QUOTE]
... I just said I tried that.
[QUOTE=Daemon White;50620142]In Crimson, did you set the FPS cap in General as well? I found that to work when I played Dead Space because VSync caps it to 30 and uncapped it fucks with the mouse sensitivity.[/QUOTE]
Only tried setting profiles, guess I'll see if the global one applies it, just annoying as I'll have to enable/disable it each time if it works.
[QUOTE=Mattchewy;50622816]True storms got updated to 1.4, with Far Harbor compatibility.
[url]http://www.nexusmods.com/fallout4/mods/4472/?[/url][/QUOTE]
I installed it.... and the fog filter seems broken / doesnt work (i have the particle occlusion activated, in case somebody ask me about it)
Its either that or the author forgot to tell us an important step in order to make it work
snip
1.6 Beta patch out on Steam, adds ExitSave functionality where the game makes a save when you exit, then deletes it when you load
this works in Survival, [I]thank god[/I]
[media]http://imgur.com/a/Z6ORA[/media]
I like this mod already.
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