• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=AdrianTheShep;50683171]You mean the one from the old version? I could include it as an option[/QUOTE] I mean the ones you made for the NCR Ranger helmet and I think the desert ranger helmet too, you released those a long time ago but i didn't get a chance to download them because i didn't use the ranger armor yet
Hard at work on the next version of the Glowing Vault [t]http://puu.sh/pWAYg/c4bfb4b851.jpg[/t] This area is still WIP, thinking I'll add some ruined fences and maybe a Vault-Tec billboard. [editline]10th July 2016[/editline] I also got a custom voice-acted distress call working to lead the player to the vault organically rather than just have them teleport, so that was pretty awesome to get in game and hear.
[QUOTE=Janus Vesta;50678495]I just can't get over her terrible fake accent. She must have taken lessons from Moriarty.[/QUOTE] [URL="https://twitter.com/thecheekyscot?lang=en"]Katy Townsend[/URL], the VA for Cait is actually Scottish. [IMG]https://pbs.twimg.com/media/CccA1OAUkAAr7nI.jpg[/IMG]
[t]http://puu.sh/pWFPL/d129f93f79.jpg[/t] oh yeah, that's definitely better
I really like the fact you can merge boxcars and wood shack kits when building shit. [t]http://images.akamai.steamusercontent.com/ugc/264967316449381961/EEE8348DEEBFDAB79D4622CEF3436E6D95C7254D/[/t]
I noticed a few things rewatching the launch trailer for Fallout 4.. There are super mutants shown to be attacking a settlement with the support of a behemoth..But that actually never happens in-game, does it? I've never encountered it at least, so I could be wrong. Additionally, in the trailer, there were some super mutants at the entrance of Vault 114 with no sign of the Triggermen. For the most part the trailer shows things pretty truthfully, but I'd guess these are some of the things that were made just to spice up, and make the trailer look interesting when needed. Anybody else spot anything?
[QUOTE=Notanything;50684515]I noticed a few things rewatching the launch trailer for Fallout 4.. There are super mutants shown to be attacking a settlement with the support of a behemoth..But that actually never happens in-game, does it? I've never encountered it at least, so I could be wrong. Additionally, in the trailer, there were some super mutants at the entrance of Vault 114 with no sign of the Triggermen. For the most part the trailer shows things pretty truthfully, but I'd guess these are some of the things that were made just to spice up, and make the trailer look interesting when needed. Anybody else spot anything?[/QUOTE] I've been attacking by muties with their hounds many a times hoping I'd hear the stomping of a behemoth, unfortunately it never happened, I'm guessing either because they knew the pathfinding would make them worthless (they probably would try to hide behind a tree that doesn't cover them at all), or they added the heat-seeking, goes around wall bullshit rock throw for that purpose but forgot to add em as possible spawns :v: That or they only spawn when you're waaayyy high level.
[url]https://community.bethesda.net/thread/53871[/url] Beth may have accidentally broken the unofficial Fallout 4 patch While breaking their own game in the process.
[QUOTE=Bragdras;50684747]I've been attacking by muties with their hounds many a times hoping I'd hear the stomping of a behemoth, unfortunately it never happened, I'm guessing either because they knew the pathfinding would make them worthless (they probably would try to hide behind a tree that doesn't cover them at all), or they added the heat-seeking, goes around wall bullshit rock throw for that purpose but forgot to add em as possible spawns :v: That or they only spawn when you're waaayyy high level.[/QUOTE] I figured if it happens anywhere, it must be to more southern parts of the Commonwealth, or to the east nearest to the sea. Any attacks that happen in those areas of the map tend to have much higher-leveled forces that spawn to attack your settlements, I seem to remember Raiders being able to spawn with power armor, but I have yet to be attacked by super mutants in any of these settlements, so I'm not sure if they'd spawn here.
[QUOTE=ScumBunny;50684125][URL="https://twitter.com/thecheekyscot?lang=en"]Katy Townsend[/URL], the VA for Cait is actually Scottish. [IMG]https://pbs.twimg.com/media/CccA1OAUkAAr7nI.jpg[/IMG][/QUOTE] Yeah, I know she is. It doesn't make her fake Irish accent any less terrible. [editline]10th July 2016[/editline] The should have just made the character Scottish.
[QUOTE=Janus Vesta;50685038]Yeah, I know she is. It doesn't make her fake Irish accent any less terrible. [editline]10th July 2016[/editline] The should have just made the character Scottish.[/QUOTE] They probably figured most Americans couldn't tell the difference.
At least she's cute Looks like stefanie joosten's weirdo little sister
[QUOTE=Notanything;50684894]I figured if it happens anywhere, it must be to more southern parts of the Commonwealth, or to the east nearest to the sea. Any attacks that happen in those areas of the map tend to have much higher-leveled forces that spawn to attack your settlements, I seem to remember Raiders being able to spawn with power armor, but I have yet to be attacked by super mutants in any of these settlements, so I'm not sure if they'd spawn here.[/QUOTE] The only place I've seen anything bigger than a Deathclaw attack a settlement is a mirelurk queen at Murkwater Construction Site, and that's only because the one you kill to unlock the settlement respawns regularly I really hope someone makes a mod to amp up settlement attacks, as it is they're not threatening enough to be anything other than annoying
[QUOTE=VenomousBeetle;50685283]At least she's cute Looks like stefanie joosten's weirdo little sister[/QUOTE] not really
[QUOTE=Alan Ninja!;50685373]The only place I've seen anything bigger than a Deathclaw attack a settlement is a mirelurk queen at Murkwater Construction Site, and that's only because the one you kill to unlock the settlement respawns regularly I really hope someone makes a mod to amp up settlement attacks, as it is they're not threatening enough to be anything other than annoying[/QUOTE] After being stuck at 100 minutes trying to defend one settlement from a dozen Super Mutants Masters on survival mode I can't endorse such a mod. And I had a save right outside the settlement, if I had to walk all the way from Sanctuary each time I died it would have tripled the time and just been a massive killjoy. I guess the secret is not to have all your settlements making a surplus, but that's next to impossible considering you get 2 settlers to start with and a water pump makes 3 water. If you have too much food and/or water in your settlement's workbench then that's going to be a huge target for an attack. I think the more there is in the workbench, the stronger the attack too.
[QUOTE=Pops;50683068]they ought to just port this into fallout 4 [t]http://images.akamai.steamusercontent.com/ugc/266091945774777206/7A900BC417DF8AF7F14367BF878411C2B79D69FF/[/t][/QUOTE] What mod is this? A mechanical arm in skyrim sounds awesome
[QUOTE=Alan Ninja!;50685373]The only place I've seen anything bigger than a Deathclaw attack a settlement is a mirelurk queen at Murkwater Construction Site, and that's only because the one you kill to unlock the settlement respawns regularly I really hope someone makes a mod to amp up settlement attacks, as it is they're not threatening enough to be anything other than annoying[/QUOTE] It'd be dope to have a system where the more settlers/more defense, the stronger the attacks. Somebody definitely suggested this in a previous thread (Ganerumo? Rudy?) but i'd like to see tiers of assaults: if you've just started out with less than 6 settlers and less than 30 defense, you'd get a group of opportunistic raiders. If you've managed to get excess water and food and up to 60 defense, more organized raiders and super mutant groups. Over 60 defense and attackers are interested just because they know there must be something good there, so you'd start getting large groups of super mutants with better weapons, or well-armed Gunner squads (since they're the most organized mercenary force). Over 100 defense and you'd start getting super mutants with Behemoths and platoons of Gunners with power armor. It'd also be awesome if late-game attacks on well-fortified settlements could be directed by either the Brotherhood or Institute, depending on whom you've made enemies with. Institute insurrections would be dope if you had a sudden influx of 3-4 settlers who stick around for a few days, then pull out hidden Institute lasers and began attacking your defenses, coordinated to be simultaneous with an assault from heavy-armored Gen II synths and a Courser. If you've antagonized the Brotherhood, they would have good reason to try to stomp out your fortified settlement before you gain too much power, so you'd be attacked by a couple Vertibirds to provide air support for several T-60 Paladins and a handful of combat-armored Knights. Random attacks like Ghoul hordes and Deathclaws could be scaled too, it would just be gameplay-driven instead of being logically directed by the factions. I hope these ideas wouldn't be too script-heavy, though.
[QUOTE=ScumBunny;50684125][URL="https://twitter.com/thecheekyscot?lang=en"]Katy Townsend[/URL], the VA for Cait is actually Scottish. [IMG]https://pbs.twimg.com/media/CccA1OAUkAAr7nI.jpg[/IMG][/QUOTE] That guy's face. "ohmigawd a girl"
I just want those sick defense missions from Far Harbor in the Commonwealth. Every time I see the Fog Condensors are off, I get excited, because I know I'm in for a large, and fun battle.
[QUOTE=ScumBunny;50684125][URL="https://twitter.com/thecheekyscot?lang=en"]Katy Townsend[/URL], the VA for Cait is actually Scottish. [IMG]https://pbs.twimg.com/media/CccA1OAUkAAr7nI.jpg[/IMG][/QUOTE] Oh jeez, I knew Cait's voice sounded familiar! I used to play that mobile game "Ingress", where she acted as an NPC character in a bunch of live-action media tied to the game. Neat. [editline]10th July 2016[/editline] Also, on the topic of defense missions, I lucked out a bit and got another "Defend the Castle" mission after beating the main story and [sp]having to run through the quest the second time after shooting down the [I]Prydwen[/I], the first time being after pissing off the Institute[/sp]. After 5 minutes of waiting on the attackers to show up, I pulled out my sniper rifle and scoped in off towards the area the radioman was calling out. Sure enough, on the other side of the pond separating the Castle from South Boston, there was roughly 8 Super Mutants and a Behemoth standing around looking puzzled, until I shot one in the face and they started actually attacking. I'm wondering if that's just a bug with the quest, with Super Mutants in general, or perhaps with loading range...
[QUOTE=Tuskin;50684822][url]https://community.bethesda.net/thread/53871[/url] Beth may have accidentally broken the unofficial Fallout 4 patch While breaking their own game in the process.[/QUOTE] Oh god. We might have hit that point with a bethesda game where their patches start to become an overall detriment. :v:
TBH i turned on the game other day to find that they made mods disable achievements despite their content so Yeah what the fuck is Beth doing
[QUOTE=VenomousBeetle;50685647]TBH i turned on the game other day to find that they made mods disable achievements despite their content so Yeah what the fuck is Beth doing[/QUOTE] This has been true for most of the game's life afaik, it's not some new change
It wasn't there when I started. It's new with the Bethesda.net feature I think So April?
Yeah, it came with the start of the Bethesda.net stuff. I think that the current theory for why achievements are disabled is because Microsoft and/or Sony (or maybe just Bethesda) didn't want people to be able to use mods to get achievements/trophies on the consoles.
Oh yeah doesn't Xbox give you $5 for so much gamerscore Still dumb that I had to install f4se just to play normally and TBH I still think it's stupid on console. [editline]10th July 2016[/editline] "You have to suffer the bugs if you want completion"
It's not a huge deal and there are already mods (ironically) that let you bypass it. Still really dumb tho. It's like how NV had achievements disabled for using the console, a tool you will use at least once every few hours to negate the engine's inherent jankiness. What's the point?
Yeah but those mods only work on PC so the console players are being introduced to mods with a fanmade bug fix that disables their achievements like a cheat code lol At least they have mods now I guess [editline]10th July 2016[/editline] I don't remember fnv disabling achievements for the dev console.. But that's also stupid
If it wasn't for New Vegas blocking achievments after using the console I'm fairly sure I'd have them all, I played that game a ton. [editline]10th July 2016[/editline] Just checked and yeah, if it wasn't for that I'd have 3 quarters of the achievments minimum :v:
Ok so I got fallout 4 for Christmas and have only just completed the main story today. [sp] I went with the institute ending. So after the quest "nuclear family". I put on fathers lab coat and just played the game wearing that. I then did the following quests , pest control, political leanings (this was a shocker to find out mayor McDonough was a Synth the whole time), appropriation, building a better crop, hypothesis and reclamation. I also cured Virgil, and I visit kid synth Shaun but he only really wants me to give him junk to make shit for me, from the looks of it he only makes weapon mods or something. Basically I'm trying to do everything after the main story. So does anyone else know what I can do after completing the main story with the institutes ending?. What I mean by this is there anything I can do that I can only do after completing the game, so not like carrying on with side quests or finding all the bobble heads and shit. But things I can do that can only be done after the story. Also are there any other secrets besides mayor McDonough? [/sp]
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