• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[t]http://i.imgur.com/zw9FkbK.jpg[/t] [url=http://left4dead.wikia.com/wiki/Francis]"I hate nukes."[/url]
[QUOTE=Reagy;50630928][B]They can't[/B], his custom AI for some reason doesn't see the workshop as player owned and the items inside are not classified as owned, so he just goes and grabs shit like its inside a normal world container. Basically it was overlooked even though there is a check to say "DON'T LOOT PLAYER OWNED ITEMS, DON'T STEAL ITEMS AND DON'T KILL FOR THEM" but the workshop avoids all of those for some reason, they're working on a fix for it.[/QUOTE] I claim shenanigans. I've stored things in the workshop in Sanctuary, when things attacked every other settler took things from the workshop to battle a few ghouls, which amounted to: A gatling laser and 20 odd fusion cores A fat man and 7 shells An explosive 5.56 minigun with 3000+ rounds and that's not counting the random combat rifles and etc I've stockpiled with the intent to give them to settlers to begin with, but it's even more of a bitch to keep track of them when they take them :v:
[video=youtube;-7Fkqt7NtKE]https://www.youtube.com/watch?v=-7Fkqt7NtKE[/video] sorenova has been doing great fallout videos lately
[QUOTE=Mattchewy;50631158]Wow, so I was looking through the comment section for New Vegas Redesigned and there was a ton more voice stuff that he had done. (Possible spoilers for NV quests) [url]https://drive.google.com/file/d/0B_WqsiLWP_nLaW4yWmhtNnR2RzA/view[/url] (Some sort of Singer for the Ultra Luxe).[/QUOTE] ayy I know one of the dude's working on this. He's working on some of the new NPCs.
[QUOTE=Daemon White;50631208]All controllers (Vive wands and Oculus Touch) have an omnidirectional input on the controllers, it's up to developers on whether to use the original movement system in VR or a different one.[/QUOTE] That kinda sucks then tbh because I assume they won't have support for both.
[QUOTE=purvisdavid1;50631306]I claim shenanigans. I've stored things in the workshop in Sanctuary, when things attacked every other settler took things from the workshop to battle a few ghouls, which amounted to: A gatling laser and 20 odd fusion cores A fat man and 7 shells An explosive 5.56 minigun with 3000+ rounds and that's not counting the random combat rifles and etc I've stockpiled with the intent to give them to settlers to begin with, but it's even more of a bitch to keep track of them when they take them :v:[/QUOTE] Settlers can't access the workshop under normal circumstances. When they get attacked their AI tells them to get a weapon and they decide to ignore the "Don't touch player owned containers" rule and so they steal your weapons and ammo. If you don't have an alarm in your settlement you won't have the problem nearly as much (I never had this problem until I put up an alarm). My problem with settlers is if you have weapons out on display (not in cases) they'll just take them. For ages I though my weapons were falling through the ground until I saw one of my farmers walking around with the Rockville Slugger.
Been (finally) playing more of the main story in FO4 and got to the Memory Den. Jeez, they really pulled a Vaas, didn't they? [sp]Kellogg being a pretty interesting character with his backstory and all, but barely use him. It's like "Oh you found my lair that I conveniently have set up speakers in. I'll let you come in and I'll have a chat and then I'll kill you-" and then he dies. And then after the fact we learn how much of a cool guy he was AFTER he's dead. I mean come on.[/sp]
With that Scavver mod a couple pages back, i'm reminded of Stalker. Especially with how the devs claimed that they intentionally dumbed down AI to a degree because the AI could've played the entire game themselves. It'd be cool to find an efficient way to have a lot of AI doing this sort of thing.
[QUOTE=Jetamo;50631403]Been (finally) playing more of the main story in FO4 and got to the Memory Den. Jeez, they really pulled a Vaas, didn't they? [sp]Kellogg being a pretty interesting character with his backstory and all, but barely use him. It's like "Oh you found my lair that I conveniently have set up speakers in. I'll let you come in and I'll have a chat and then I'll kill you-" and then he dies. And then after the fact we learn how much of a cool guy he was AFTER he's dead. I mean come on.[/sp][/QUOTE] It's stuff like this that makes Fallout 4 feel... unfinished. There are just so many cool plot points that don't go anywhere, actions taken by characters or factions that don't make sense and then never get adequately explained, or loose ends that never get tied up. So after the big climactic ending all of this stuff you thought would come back and become important later in the game is still floating around and you don't really feel satisfied. Biggest example I can think of off the top of my head is [sp] Kellogg inhabiting valentines brain. They set this dead guy up to be a deep but flawed character, It feels like he's coming up for a redemption, he has his opening to be revived through nick, but then he says a single ominous line and is never mentioned again ever. [/sp] Imo, [sp] choosing between purging kellogg from valentine's mind or allowing him to take over would have been the perfect personal quest for him. Way better than that lore-massacre of a quest we got with winters.[/sp]
[QUOTE=_charon;50631335][video=youtube;-7Fkqt7NtKE]https://www.youtube.com/watch?v=-7Fkqt7NtKE[/video] sorenova has been doing great fallout videos lately[/QUOTE] she also did this really good one that I wish was canon in the game. [video=youtube;PVjRClmzGwM]https://www.youtube.com/watch?v=PVjRClmzGwM[/video]
[QUOTE=Mattchewy;50631572]He also did this really good one that I wish was canon in the game. [video=youtube;PVjRClmzGwM]https://www.youtube.com/watch?v=PVjRClmzGwM[/video][/QUOTE] this was already posted, but it really would be great the game implies three dog knows travis and i really want to see that [sp]also sorenova is a she[/sp]
[QUOTE=ClarkWasHere;50630161][t]http://i.imgur.com/9giT5LO.png?1[/t] No thanks. Beth should fuck off the edge of my dick with radiant quests unless they can re-purpose them to makes some sort of weird dynamic world where only the NPCs actually do the quests, so that way the world seems like it's living without the player interacting with it. Hey, that makes for a cool mod idea. Hidden radiant quests the game runs so that it makes NPCs have their own little quests and adventures the player isn't involved with. Maybe a group of NPCs from a settlement try to negotiate peace with a different settlement. Shit like that seems feasible with the Creation Kit quests and AI packages. Might take some work, but it'd make the world cooler.[/QUOTE] Nothing wrong with radiant quests as a concept, it's their implementation that sucks dick. Like for instance the Thieves Guild in Skyrim had some decent radiant quests since it was just odd jobs you could complete and you had to do enough of them to unlock more scripted quests, replacing Oblivion's tedious "sell this amount of shit to a fence to unlock next mission" with something that required a bit more action and was for the most part entertaining. Fallout 4's implementation is god awful because it supplants scripted quests too often and in the case of the minutemen they're shoehorned far too much. The concept itself is still good and I wish more games would try to do this kind of thing as fluff content for when you're just bored and looking for shit to do.
[QUOTE=Ganerumo;50631771]Nothing wrong with radiant quests as a concept, it's their implementation that sucks dick. Like for instance the Thieves Guild in Skyrim had some decent radiant quests since it was just odd jobs you could complete and you had to do enough of them to unlock more scripted quests, replacing Oblivion's tedious "sell this amount of shit to a fence to unlock next mission" with something that required a bit more action and was for the most part entertaining. Fallout 4's implementation is god awful because it supplants scripted quests too often and in the case of the minutemen they're shoehorned far too much. The concept itself is still good and I wish more games would try to do this kind of thing as fluff content for when you're just bored and looking for shit to do.[/QUOTE] [URL="http://www.nexusmods.com/skyrim/mods/70142/?"]This mod is the perfect example of how to radiant quest[/URL] It is all I want.
The brotherhood had heaps of radiant quests that I didn't really know about for ages haha The research trip one and the viable samples were something I didn't find until way after the main story. I guess I was overwhelmed when I first stepped on the prydwin, then just never visited those guys again.
[QUOTE=gk99;50631349]That kinda sucks then tbh because I assume they won't have support for both.[/QUOTE] mods. Time might not even freeze when you pull up the pipboy (because all you are really doing is literally pulling up your arm to access the pipboy), so those buttons might not be available for typical joypad movement Besides, have you tried that movement in VR? Because if you haven't, then you might be overestimating your ability to handle sim sickness.
The thieves guild radiant quests were closer to a decent implementation, doing a certain amount of optional quests that eventually progressed to something more complex was great, but they were still kind of shitty. you had to beat 6 jobs in each town before you could access a special quest in that town. Because the town your quest was set in was picked at random, you could do hundreds of the fucking things and only take over one or two holds. My first play through I didn't even know about the special jobs because of how badly the RNG on the towns screwed me.
[QUOTE=Mattchewy;50631572]she also did this really good one that I wish was canon in the game. [video=youtube;PVjRClmzGwM]https://www.youtube.com/watch?v=PVjRClmzGwM[/video][/QUOTE] Did she really get Erik Todd Dellums to record some lines? That is fucking awesome. Too bad we couldn't pay him to do a radio mod
[t]http://i.imgur.com/DFlbscj.jpg[/t] Now I just got to learn how to get these in game with the geck
[QUOTE=purvisdavid1;50631306]I claim shenanigans. I've stored things in the workshop in Sanctuary, when things attacked every other settler took things from the workshop to battle a few ghouls, which amounted to: A gatling laser and 20 odd fusion cores A fat man and 7 shells An explosive 5.56 minigun with 3000+ rounds and that's not counting the random combat rifles and etc I've stockpiled with the intent to give them to settlers to begin with, but it's even more of a bitch to keep track of them when they take them :v:[/QUOTE] I've never had that happen, but then again my workshops have a lot of unique flags on them so it might be confusing the AI.
[QUOTE=Mio Akiyama;50631968]Did she really get Erik Todd Dellums to record some lines? That is fucking awesome. Too bad we couldn't pay him to do a radio mod[/QUOTE] It's just clever editing of his lines from Fallout 3.
[QUOTE=BusinessRed;50631971][t]http://i.imgur.com/DFlbscj.jpg[/t] Now I just got to learn how to get these in game with the geck[/QUOTE] The T-51b in particular is my favorite (not exactly hard though considering the T-51b is the best set of power armor in the series)
T-51b always looks the best with patterns. Probably because of all that smooth space you've got to work with.
Holy shit I think someone fixed the stagnant settler problem. [url]http://www.nexusmods.com/fallout4/mods/15608/?[/url]
[QUOTE=Mattchewy;50631572]she also did this really good one that I wish was canon in the game. [video=youtube;PVjRClmzGwM]https://www.youtube.com/watch?v=PVjRClmzGwM[/video][/QUOTE] is this still a work in progress or a mod that has been released? Saw a video about it a few months back but heard nothing about a release.
[QUOTE=purvisdavid1;50632130]Holy shit I think someone fixed the stagnant settler problem. [url]http://www.nexusmods.com/fallout4/mods/15608/?[/url][/QUOTE] Thank god, I'm so tired of seeing one of my guards just standing awkwardly in the open because she can't for the life of her figure out how to climb a couple of stairs and get to the guard post.
[QUOTE=coyote93;50634115]Is there a mod that removes the legendary effects from guns?[/QUOTE] [url=http://www.nexusmods.com/fallout4/mods/03157/?]This mod[/url] stops legendary items from spawning, and [url=http://www.nexusmods.com/fallout4/mods/218/?]this mod[/url] can stop randomly spawning legendary enemies, which in turn will stop you getting any legendary items outside of ones on hand placed legendary enemies. Of course, if you just want a mod that lets you remove legendary effects from weapons, I'd recommend [url=http://www.nexusmods.com/fallout4/mods/13605/?]this mod[/url].
[QUOTE=nomad1;50632338]is this still a work in progress or a mod that has been released? Saw a video about it a few months back but heard nothing about a release.[/QUOTE] It's not ingame; it's just clever video editing.
Adds more ambient music to F4. [url]http://www.nexusmods.com/fallout4/mods/15870/?[/url] [video=youtube;Qr48ubtT9EY]https://www.youtube.com/watch?v=Qr48ubtT9EY[/video] That sniper Rifle from Ltcommander mod got released. [IMG]https://staticdelivery.nexusmods.com/mods/1151/images/15909-1-1467475053.jpg[/IMG] [url]http://www.nexusmods.com/fallout4/mods/15909/?[/url]
Okay folks, we're live! [URL]http://www.nexusmods.com/fallout4/mods/15909/?[/URL] [url]https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2138562[/url] [t]https://dl.dropboxusercontent.com/u/21161113/releases/preview_fps_variants.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/releases/preview_stats_variants.jpg[/t] Thanks everybody! You kept this mod going! Hopefully I can continue to tweak and improve it as I have time. [editline]2nd July 2016[/editline] Oh ffs I need a video to enter it into the nvidia competition. What, a mod and image and a contract that says they basically own the assets is not enough??? Whelp, there goes the rest o my weekend, time to boot up shadowplay or whatever. :cry:
So, if I'm a first time player of Fallout 4, but an experienced Fallout 3 and New Vegas hardcore mode (even with jsawyer) player, should I start out with normal difficulty or Survival?
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