• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=JesseR92;50626162]Ya first thing im going to do next play session I cannot stand to hear" uh um uh ya" another time.[/QUOTE] I find it hilarious to be honest, especially anything to do with the brotherhood.
[QUOTE=JesseR92;50626162]Ya first thing im going to do next play session I cannot stand to hear" uh um uh ya" another time.[/QUOTE] Whatever you do, [I][U]Do. Not. Kill. Him.[/U][/I] [sp]A stupid skinhead self-proclaimed businessman child takes over if you do.[/sp]
i much prefer travis pre-confidence man, i think it has something to do with the quality of lines themselves. they're funnier and more creative than generic smooth mccool dude. i also think they're more varied, but i wouldn't know. i've been genuinely curious since the release of fallout 4 to how many lines travis actually has, both before and after confidence man. did beth double their radio host lines from fallout 3, or split it in half?
[QUOTE=JesseR92;50626146]I just picked up Fallout 4 its alright the bossfights so far eh could use alot less stealthboy spamming enemies but the one major gripe I have:WHO IN THEIR RIGHT MIND THOUGHT THAT RADIO HOST WAS A GOOD IDEA. Its driving me nuts the constant stream of uhs and umss and mumbling and the overall whiney tone he constantly has. Is there a quest to replace him? Can I kill him?[/QUOTE] What are you talking about? His reporting on the monster thing at the castle and a boat in a building are brilliant.
[QUOTE=GHOST!!!!;50624838]Seriously, you haven't even completed the game and you've already modded it? :why:[/QUOTE] why is finishing the game a requirement I've got 187 hours in the game and I still haven't finished the MQ because it's [I]so fucking boring[/I] to do.
Dammit, Resurrection isn't on the Nexus anymore. :(
[QUOTE=gk99;50626611]why is finishing the game a requirement I've got 187 hours in the game and I still haven't finished the MQ because it's [I]so fucking boring[/I] to do.[/QUOTE] I say it not really for the story, but because of time played.
[QUOTE=hippowombat;50626613]Dammit, Resurrection isn't on the Nexus anymore. :([/QUOTE] hes removed it multiple times and put new versions up after my guess is that hes either working on a new one. not like you can't find an alternative, his mod needs A LOT of work and i'm sure you can find plenty of other mods that do similar "make everything green" effects.
[QUOTE=SonicHitman;50626783]hes removed it multiple times and put new versions up after my guess is that hes either working on a new one. not like you can't find an alternative, his mod needs A LOT of work and i'm sure you can find plenty of other mods that do similar "make everything green" effects.[/QUOTE] to be fair no other mod goes quite to the extreme extents of "making everything green" like resurrection does i personally don't see how you can seriously play on resurrection though. it looks pretty incredible but as far as trying to play on it practically it's annoying as fuck, with trees and bushes and grass concealing literally everything.
I hate the obvious time change in this game. It happened in Skyrim too, I notice it especially during the day; when you're just minding your own business, or in my case, sneaking, and every few seconds you notice the shadows move. Turning the timescale down doesn't really help, it just makes it happen less often, and also since I'm playing survival it makes things like thirst and hunger happen less often, too.
[video=youtube;Rh5DcBKZNxw]https://www.youtube.com/watch?v=Rh5DcBKZNxw[/video]
Any money/item resource glitches still out there? Playing on ps4.
Have they fixed the bug where you're unable to buy from robot vendors?
[QUOTE=ashxu;50626074]I haven't even opened Diamond City yet and I'm modding the fuck out of the game This thing is FO4 has a ton of problems or things that could be improved so I couldn't care less about doing what the developers intended because what they intended sucks. [editline]1st July 2016[/editline] Also FO/TES aren't games where you do "runs". They are open world lol.[/QUOTE] I mean if you haven't even done anything in Diamond City yet, you haven't even gotten to the part where the story is actually good for a while, so I can say yeah it's a shame you're already modding it. Usually I wait until peak disappointment, then I throw some mods in a Beth game to keep me going.
[QUOTE=GHOST!!!!;50624838]Seriously, you haven't even completed the game and you've already modded it? :why:[/QUOTE] God forbid someone mod a Bethesda game for a first playthrough.
[QUOTE=ashxu;50626074]Also FO/TES aren't games where you do "runs". They are open world lol.[/QUOTE] My 352 hours of gimmick characters say otherwise. Because you can't doesn't mean anyone else can't. [editline]1st July 2016[/editline] [QUOTE=JesseR92;50626146]I just picked up Fallout 4 its alright the bossfights so far eh could use alot less stealthboy spamming enemies but the one major gripe I have:WHO IN THEIR RIGHT MIND THOUGHT THAT RADIO HOST WAS A GOOD IDEA. Its driving me nuts the constant stream of uhs and umss and mumbling and the overall whiney tone he constantly has. Is there a quest to replace him? Can I kill him?[/QUOTE] I like him way more than three dog.
I kind of turned off the radio forever when I heard how good the world soundtrack sometimes becomes. Radio is cool, but there isn't a station that doesn't get repetitive.
Alright, my sniper rifle is almost done. I've got a few mesh tweaks I'll be doing tonight beofre I release it on beth.net and the nexus tomorrow, but if you can't wait and want to install it manually without documentation: [url]https://dl.dropboxusercontent.com/u/21161113/releases/LtC_ClassicSniper.7z[/url] If you download it, I could really use some pictures for the release! The gobi is in a master lock trunk in a house outside of [url]http://fallout.wikia.com/wiki/Natick_Banks[/url]
[QUOTE=Lt_C;50627691]Alright, my sniper rifle is almost done. I've got a few mesh tweaks I'll be doing tonight beofre I release it on beth.net and the nexus tomorrow, but if you can't wait and want to install it manually without documentation: [URL]https://dl.dropboxusercontent.com/u/21161113/releases/LtC_ClassicSniper.7z[/URL] If you download it, I could really use some pictures for the release! The gobi is in a master lock trunk in a house outside of [URL]http://fallout.wikia.com/wiki/Natick_Banks[/URL][/QUOTE] Just an FYI but your directory layout in that archive is wrong if you want to let people install it via a mod organizer. Remove the LtC_ClassicSniper directory and put the esp under the Data directory, stuff like NMM and MO can then install it easily, just so you're aware. [editline]1st July 2016[/editline] Also I'd recommend running your esp through FO4Edit, its showing a good amount of conflicts with other mods, you might have unintentionally edited some parts you didn't mean to causing them to clash with stuff.
[media]http://www.youtube.com/watch?v=5mlEwVnGXTU[/media]
[QUOTE=Reagy;50627853]Just an FYI but your directory layout in that archive is wrong if you want to let people install it via a mod organizer. Remove the LtC_ClassicSniper directory and put the esp under the Data directory, stuff like NMM and MO can then install it easily, just so you're aware. [editline]1st July 2016[/editline] Also I'd recommend running your esp through FO4Edit, its showing a good amount of conflicts with other mods, you might have unintentionally edited some parts you didn't mean to causing them to clash with stuff.[/QUOTE] Okay, I fixed the zip structure. I'm not sure what it could be conflicting with, its all unique, but I'll look into it.
am I the only one that thought that the radio really needed about 4 times as many songs as it had? thinking back on it I can only remember there being like 9
[QUOTE=Mining Bill;50628048]am I the only one that thought that the radio really needed about 4 times as many songs as it had? thinking back on it I can only remember there being like 9[/QUOTE] More Where That Came From is a good mod to fix this
Pretty interesting Npc idea for this mod [url]http://www.nexusmods.com/fallout4/mods/15828/?[/url] [quote]How immersive, smart, and aware can one NPC become? Scavver is a wandering merchant who loots the region, gets himself unstuck, appraises and equips the best found gear, wears protective gear in radstorms, grows a beard, teaches perks, and builds his own settlement. He is fully voiced and has a configurable mod menu. Custom Papyrus functions include navbumping over obstacles, special AI package handling in unloaded cells, learning perks by observing skills, and a status ticker for developers.[/quote] [video=youtube;IGcE4R9lRqs]https://www.youtube.com/watch?v=IGcE4R9lRqs[/video]
Hopefully the scavver mod is just a test bed for improved A.I later on in the future for every NPC, I would REALLY like it if my Settlers weren't so brain dead and would actually DO things instead of just standing around in one exact spot every time and would very much enjoy that improved ability the scavver has that stops him from getting stuck implemented into them.
[QUOTE=jonu67;50628132]Hopefully the scavver mod is just a test bed for improved A.I for every NPC, I would REALLY like it if my Settlers weren't so brain dead and would actually DO things instead of just standing around in one exact spot every time and would very much enjoy that improved ability the scavver has that stops him from getting stuck implemented into them.[/QUOTE] A good implementation of a Scavver-esque mod would be making any settlers assigned to the scavenging station turn into a mini-scavver, making routes all around the commonwealth and dumping loot back at the settlement. I really like the general idea of that Scavver mod though. Having a persistent NPC roam the wasteland and perform actions independently of you - I'm actually surprised it hasn't been made earlier for Bethbyro game, since certain features of RadiantAI just scream for something like this.
Can't wait for someone to redo Five O' Clock Shadow but for Fallout 4, that mod was great for Skyrim.
[QUOTE=Lt_C;50627981]Okay, I fixed the zip structure. I'm not sure what it could be conflicting with, its all unique, but I'll look into it.[/QUOTE] I've had a look at it since that comment, and I can't see any conflicts in the latest version of the download, outside of the obvious changes you made to the worldspace for the Gobi chest. I have made a bunch of fixes for the plugin [url=https://dl.dropboxusercontent.com/u/24970273/ShareX/ClassicSniperFixes.esp]here[/url], though. Here's the list: * Added the muzzle keyword attach point to the Sawed-Off Barrel to address the bug with muzzles not showing up - ignore this change if you intentionally don't want muzzles to be attached to it, but you'll need to note in the mod description that you can't attach muzzles (the Laser Musket does this too) * Changed one of the mod collections in the gun so that magazines should now appear on random spawns properly (instead of two sets of receivers) * Tidied up the ordering of the mods so that everything should now appear in the correct order in the workshop menu, though I had to guess the best order in some places (like the receivers) * Pointed some of the mods to the correct misc items (instead of Combat Rifle/Shotgun ones) * Renamed some of the misc items to properly reflect the mod name * Restored the Large Quick Eject Mag - it looks like you started work on this, but never got around to finishing it Also, with the download structure, make sure that you remove the ClassicSniper.esp that's outside the Data folder at the moment, I think it'll just confuse mod programs if it stays there. I might be able to have a look at getting the legendary/unique weapons to spawn in the world properly later on too, but I'm not entirely sure if I'll be able to do it right now.
[QUOTE=Mattchewy;50628092]Pretty interesting Npc idea for this mod [url]http://www.nexusmods.com/fallout4/mods/15828/?[/url][/QUOTE] Looks really really good but until that rather major bug is fixed, its not really usable. He'll run away with all your settlement resources currently.
[QUOTE=WillerinV1.02;50628161]A good implementation of a Scavver-esque mod would be making any settlers assigned to the scavenging station turn into a mini-scavver, making routes all around the commonwealth and dumping loot back at the settlement. I really like the general idea of that Scavver mod though. Having a persistent NPC roam the wasteland and perform actions independently of you - I'm actually surprised it hasn't been made earlier for Bethbyro game, since certain features of RadiantAI just scream for something like this.[/QUOTE] Technically the caravans did this in 3/NV. At least I know the caravans and hitsquads in NV moved across the map via an AI package and traveled in real time (or something to that effect).
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