• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=DeEz;50691400]Probably consulting from their engineers which is pretty damn useful if you're in game development. I hope Elianora at least donates that to a developer. [editline]11th July 2016[/editline] [url=https://contests.nvidia.com/en-us/fallout4modcontest]Here[/url][/QUOTE] If that's the top prize then it's obvious that the main focus of this contest is aimed towards modelers and or people working on graphics stuff. It is being run by nvidia after all. It would be dumb for a sound replacement or a settlement mod to win that.
[QUOTE=DeEz;50691596]I should've submitted this instead: [vid]https://my.mixtape.moe/jsfuwx.webm[/vid][/QUOTE] Should've combined that with a mod that makes the Critical vats sound "JOHN CENA" you'd probably be in first place by now because you'd get the meme vote
I'll tell you what, that engineering support really needs to go to the nifskope guys, if that tool was easier to use with FO4 and had better UI, it'd make content authoring so much easier. I only hope that the winner realizes this and doesn't squander it on something stupid/selfish. I'm voting for DeEz, fingers crossed for you buddy!
[IMG]http://image.prntscr.com/image/fbb7f264c49048e4896f0d989f4eed03.png[/IMG]
Isn't Everyone's Best Friend just a script edit to change the way Dogmeat works that was mostly left in the game by Bethesda?
[t]https://staticdelivery.nexusmods.com/mods/1151/images/16323-6-1468235658.jpg[/t] [URL="http://www.nexusmods.com/fallout4/mods/16323/?"]oo she thique[/URL]
After playing Far Harbor again, I've realized it really doesn't account for going off the beaten path. A lot of dialogue occurs that doesn't account for things like if you found the Children of Atom and killed them all right at the start before heading to Acadia, or if you went to Far Harbor before even first meeting Valentine. There's also the fact that Dima starts out by having you ask whether or not you're a Synth and that really has no bearing on the story past that first scene as you never are allowed to bring it up ever again and every one else in Acadia just treats you as another human (Though maybe my dialogue choices altered a flag for that?).
[QUOTE=gk99;50689253]Something more than "go here, grab/kill/use a thing, come back." I mean, essentially, that's what all Fallout quests are at their core, but I like it when it's disguised well by throwing in some things largely unique to that specific quest/questline so I don't forget it as well as I forgot all of Skyrim's dungeons. I'll take Oblivion's Dark Brotherhood's "go here and kill this person, but follow these conditions if you want a bonus:" or "I know we're the dark brotherhood and normally we kill people but this guy's asking us to help fake his death" over Skyrim's "kill these three guys and come back when you're done so I can give you three more to kill and we can progress the plot" any day.[/QUOTE] I think its important to point out that a quest being something more than "go here, grab/kill/use a thing, come back" doesn't mean each quest has to have some unique gameplay gimmick or be this crazy elaborate thing. That's what makes Witcher 3's side quest so good. Every quest is basically a fetch quest or a kill this quest, but they present them in a really unique way and each quest feels like it has a place in the world. You aren't just killing a monster and getting a bounty, you are getting wrapped up in a village's politics that this monster is supposed to be a guardian of the wood, but the newer generation of villagers doesn't buy that traditionalist bullshit. You aren't just fetching an item from a lost caravan for a reward, you are fetching a nice wine so at the end the sorceress can treat you to a surprise magical date. Hell even the most boring quests in Witcher 3 that didn't really have any gameplay loop at all other than explore a location were interesting from a lore building/discovery standpoint. You were sent to this specific place in the mountains for a reason, and this place exists for a specific reason. The game wasn't concerned with making the quest grander than it is, it wasn't concerned with dragging it out, it let it just be a little thing to add to the world. The hook in a good quest is very important, and what makes it good - everything else is just in support of it. If your hook is "combat dungeon" then your quest is going to feel boring, without purpose and shallow. However, if your hook develops the characters or the world in some way, or presents the player a cool moment (with the pacing/writing/gameplay done in such a way to focus on that moment) then even if your gameplay loop ends up just being "get the item from the dungeon" the quest is going to feel much better. In RPG's, the gameplay acts as the glue, even for very action-focused ones like Fallout 4. If you just use your gameplay to glue a bunch of uninspired checklist style tasks in your quests, then you have a quest that feels boring and uninspired.
[QUOTE=Tureis;50691917]There's also the fact that Dima starts out by having you ask whether or not you're a Synth and that really has no bearing on the story past that first scene as you never are allowed to bring it up ever again and every one else in Acadia just treats you as another human (Though maybe my dialogue choices altered a flag for that?).[/QUOTE] It was so disappointing that Dima's whole "are you a synth?" thing didn't really go anywhere. The moment he said the thing about "what's the first thing you remember?" I was practically jumping up and down in my seat like [B] "YES!!!, YOU HEAR THAT? I AM NOT THE FATHER!, I'M JUST A SYNTH!!!! FUCK YOU SHAUN!!" [/B] And then, like so many interesting elements of fallout 4's story, It's never mentioned again.
[QUOTE=Gentleman Cat;50691847][t]https://staticdelivery.nexusmods.com/mods/1151/images/16323-6-1468235658.jpg[/t] [URL="http://www.nexusmods.com/fallout4/mods/16323/?"]oo she thique[/URL][/QUOTE] [t]https://staticdelivery.nexusmods.com/mods/1151/images/16323-1-1468235658.jpg[/t] I mean, this doesn't look all THAT bad compared to the normal assaultron legs in the mod.
[QUOTE=fulgrim;50692102]It was so disappointing that Dima's whole "are you a synth?" thing didn't really go anywhere. The moment he said the thing about "what's the first thing you remember?" I was practically jumping up and down in my seat like [B] "YES!!!, YOU HEAR THAT? I AM NOT THE FATHER!, I'M JUST A SYNTH!!!! FUCK YOU SHAUN!!" [/B] And then, like so many interesting elements of fallout 4's story, It's never mentioned again.[/QUOTE] I mean, despite the shit protagonist and the story, you know you aren't a Synth, because the specific question he asked you was rather loaded in regards to your character, while it would have worked with other people who don't have an established backstory or origin, it was rather wasted on someone like yourself given you are a very specific individual, different to anyone in the wasteland given your Vault origins. Which DiMa doesn't know of, he just assumes your a wastelander like any other, basically what I'm trying to say is, the established backstory, the fact you start off in a Vault and certain events that happen throughout the rest of the game in general ruined that moment, which is a pity because it's a damn good moment.
[QUOTE=jonu67;50692166]I mean, despite the shit protagonist and the story, you know you aren't a Synth, because the specific question he asked you was rather loaded in regards to your character, while it would have worked with other people who don't have an established backstory or origin, it was rather wasted on someone like yourself given you are a very specific individual, different to anyone in the wasteland given your Vault origins. Which DiMa doesn't know of, he just assumes your a wastelander like any other, basically what I'm trying to say is, the established backstory, the fact you start off in a Vault and certain events that happen throughout the rest of the game in general ruined that moment, which is a pity because it's a damn good moment.[/QUOTE] I don't know I still think it could have worked even with fallout 4's rigid backstory. Remember, There are lot's of synths out there that have no idea they are replacements, like [sp]paladin danse [/sp] and we know these synths have artificial memories implanted into them. So considering [sp] shaun is director of the institute he[/sp], would certainly know what memories and events to implant in a copy of you, at least as far back as the day the bombs fell, and that fits rather well considering that's your character's first memory. All of those events could still have happened, My thinking was that you were replaced at some unknown point during your adventures in the commonwealth. Those events and actions still happened, but they were performed by the original sole survivor. You didn't even know it happened so you just carried on from where they left off.
[QUOTE=fulgrim;50692399]I don't know I still think it could have worked even with fallout 4's rigid backstory. Remember, There are lot's of synths out there that have no idea they are replacements, like [sp]paladin danse [/sp] and we know these synths have artificial memories implanted into them. So considering [sp] shaun is director of the institute he[/sp], would certainly know what memories and events to implant in a copy of you, at least as far back as the day the bombs fell, and that fits rather well considering that's your character's first memory.[/QUOTE] Naw, that sounds rather asspully tbh.
[QUOTE=jonu67;50692166]I mean, despite the shit protagonist and the story, you know you aren't a Synth, because the specific question he asked you was rather loaded in regards to your character, while it would have worked with other people who don't have an established backstory or origin, it was rather wasted on someone like yourself given you are a very specific individual, different to anyone in the wasteland given your Vault origins.[/QUOTE] Are you forgetting that synths can get all memories of a person transferred to them and that is why they are so good at replacing people? [sp]Captain Avery is a synth and doesn't know, she has all the memories of the real one plus a few that makes her more positive to synths so she'd never know, like synths the railroad liberated and given a new life without and memories of the other.[/sp] That is what makes them scarier to the commonwealth, anyone can be a synth and barely be any different. SYNTH NINJAS!
[QUOTE=jonu67;50692411]Naw, that sounds rather asspully tbh.[/QUOTE] Well yeah, There is literally no possible way to do the whole "[b] X Y Z WAS A ROBOT ALL ALONG!"[/b] thing without extracting it from [i]someone's[/i] anus. It's probably one of the most iconic asspulls of all time. Would have still liked to have the option of a alternate backstory tho
Shadowbanish wine is the best fetch quest if only because shadowbanish wine is such a neat fucking idea.
[QUOTE=fulgrim;50692421]Well yeah, There is literally no possible way to do the whole "[b] X Y Z WAS A ROBOT ALL ALONG!"[/b] thing without extracting it from [i]someone's[/i] anus. It's probably one of the most iconic asspulls of all time. Would have still liked to have the option tho[/QUOTE] Like yeah, the option would have been cool and it would have been nice if it was properly implemented, but I just ain't a fan of the hoops you had to jump through to get to that conclusion now, I mean, why would Father replace you? why would the Institute allow a Synth to roam free without some sort of restraint? Why can you very easily destroy the Institute without the Institute deciding "Hm, perhaps we should use that shutdown code now" Hell, why would Shaun even attempt to treat you like a human being, or even as a Father? He fucking hates Synth kind. The fact that you even have the option to destroy the Institute pretty much burns any bridges in regards to "He was a Synth all along" anyway.
-snip- Damn i was beaten to the punch.
[QUOTE=vamper;50692466]Dogmeat as a Human Female. [thumb]https://staticdelivery.nexusmods.com/mods/1151/images/16335-0-1468253242.jpg[/thumb] [url]http://www.nexusmods.com/fallout4/mods/16335/?[/url] :wow:[/QUOTE] Bro what, someone already posted this on the same page.
Already corrected not used to all of you browsing latest files :v:
[QUOTE=fulgrim;50692421]Well yeah, There is literally no possible way to do the whole "[b] X Y Z WAS A ROBOT ALL ALONG!"[/b] thing without extracting it from [i]someone's[/i] anus. It's probably one of the most iconic asspulls of all time. Would have still liked to have the option tho[/QUOTE] Well the general "X was Y all along" is just that. Like [sp]father being shaun ALL ALONG!!! was the most predictable thing ever, just before meeting him I was like "Imagen how stupid it would be if it turns out the leader was SHAUN ALL ALONG!!!"[/sp] To make it work without it being pulled out of your ass is to leave hints that such is the case, I dunno like bioshocks[sp] "would you kindly"/dewitt=comstock [/sp]?
[QUOTE=jonu67;50692463]Like yeah, the option would have been cool and it would have been nice if it was properly implemented, but I just ain't a fan of the hoops you had to jump through to get to that conclusion now, I mean, why would Father replace you? why would the Institute allow a Synth to roam free without some sort of restraint? Why can you very easily destroy the Institute without the Institute deciding "Hm, perhaps we should use that shutdown code now" Hell, why would Shaun even attempt to treat you like a human being, or even as a Father? He fucking hates Synth kind. The fact that you even have the option to destroy the Institute pretty much burns any bridges in regards to "He was a Synth all along" anyway.[/QUOTE] True, I imagined they would deal with explaining all that stuff further down the line if they decided to go anywhere with the idea, but the more I think about it, the more i'm not sure they would even bother- and then we would end up with another "why did they make so many mutants!?" situation.
Obviously [URL="http://www.nexusmods.com/fallout4/mods/8745/?"]THIS[/URL] mod deserves $10,000 and more.
there's just one problem protagonists are too mary sue to secretly replace with robutts too strong, too perfect
I really wish the Gunners were a more fleshed out faction. They should be a primary antagonist to the Minuteman like the backstory implies they were. They were one of the reasons why the Minutemen went down the tubes in the first place and so when the player retakes The Castle that should serve as a huge red flag to the Gunners leadership, because who would hire a mercenary company if the Minutemen are making everything safe?. Seeing as how even Diamond City radio reports on retaking the castle there's no way they shouldn't know. What follows would be a bitter struggle to not only make the wasteland safe for the small farming communities littered everywhere, but to get rid of a group that seeks to maintain the instability for their own profit. As they get pushed back, their remaining strongholds become more and more heavily fortified, requiring the increased use of Minuteman artillery and flares to call in reinforcements. Imagine if the Gunners had their own scrap metal tanks that resembled bastardized versions of the Renault FT's from WW1 but with a missile launcher or assault rifle strapped on top. If you came across one and didn't have the weaponry to take it on, retreating is easy because they're slow as hell. You'd have these on the outskirts of a base along with regular infantry support, so you could start the fight off with sniper fire and explosive ordinance in equal measure. As you close in, you're going to still have to deal with the garrison inside that have had plenty of time to dig in, so that means grenades, shotguns, anything good at flushing enemies out in close quarters. Or you could just sneak in and either take everyone out quietly yourself or rig the place to explode. That works too. Instead what we have are reskinned raiders lead by this jabroni. [t]http://vignette1.wikia.nocookie.net/fallout/images/c/cf/Captain_Wes.png/revision/latest?cb=20160215183050[/t]
[QUOTE=Hidole555;50692524]I really wish the Gunners were a more fleshed out faction. They should be a primary antagonist to the Minuteman like the backstory implies they were. They were one of the reasons why the Minutemen went down the tubes in the first place and so when the player retakes The Castle that should serve as a huge red flag to the Gunners leadership, because who would hire a mercenary company if the Minutemen are making everything safe?. Seeing as how even Diamond City radio reports on retaking the castle there's no way they shouldn't know. What follows would be a bitter struggle to not only make the wasteland safe for the small farming communities littered everywhere, but to get rid of a group that seeks to maintain the instability for their own profit. As they get pushed back, their remaining strongholds become more and more heavily fortified, requiring the increased use of Minuteman artillery and flares to call in reinforcements. Imagine if the Gunners had their own scrap metal tanks that resembled bastardized versions of the Renault FT's from WW1 but with a missile launcher or assault rifle strapped on top. If you came across one and didn't have the weaponry to take it on, retreating is easy because they're slow as hell. You'd have these on the outskirts of a base along with regular infantry support, so you could start the fight off with sniper fire and explosive ordinance in equal measure. As you close in, you're going to still have to deal with the garrison inside that have had plenty of time to dig in, so that means grenades, shotguns, anything good at flushing enemies out in close quarters. Or you could just sneak in and either take everyone out quietly yourself or rig the place to explode. That works too. Instead what we have are reskinned raiders lead by this jabroni. [t]http://vignette1.wikia.nocookie.net/fallout/images/c/cf/Captain_Wes.png/revision/latest?cb=20160215183050[/t][/QUOTE] Keep an eye on this mod, it's not exactly what you want, but it's at the very least TRYING to overhaul them so they are an actual mercenary faction. [url]http://www.nexusmods.com/fallout4/mods/15054/?[/url]
i'm sure someone posted this already but [media]https://twitter.com/Fallout/status/751838425720975360[/media] I can't wait to play fallout shelter on PC, i loved it but i hated playing it on my tiny phone
[QUOTE=Hidole555;50692524]I really wish the Gunners were a more fleshed out faction. They should be a primary antagonist to the Minuteman like the backstory implies they were. They were one of the reasons why the Minutemen went down the tubes in the first place and so when the player retakes The Castle that should serve as a huge red flag to the Gunners leadership, because who would hire a mercenary company if the Minutemen are making everything safe?. Seeing as how even Diamond City radio reports on retaking the castle there's no way they shouldn't know. What follows would be a bitter struggle to not only make the wasteland safe for the small farming communities littered everywhere, but to get rid of a group that seeks to maintain the instability for their own profit. As they get pushed back, their remaining strongholds become more and more heavily fortified, requiring the increased use of Minuteman artillery and flares to call in reinforcements. Imagine if the Gunners had their own scrap metal tanks that resembled bastardized versions of the Renault FT's from WW1 but with a missile launcher or assault rifle strapped on top. If you came across one and didn't have the weaponry to take it on, retreating is easy because they're slow as hell. You'd have these on the outskirts of a base along with regular infantry support, so you could start the fight off with sniper fire and explosive ordinance in equal measure. As you close in, you're going to still have to deal with the garrison inside that have had plenty of time to dig in, so that means grenades, shotguns, anything good at flushing enemies out in close quarters. Or you could just sneak in and either take everyone out quietly yourself or rig the place to explode. That works too. Instead what we have are reskinned raiders lead by this jabroni. [t]http://vignette1.wikia.nocookie.net/fallout/images/c/cf/Captain_Wes.png/revision/latest?cb=20160215183050[/t][/QUOTE] Mod maybe? This is the sorta thing that wouldn't require much interaction on the part of the player, just introduce some Minuteman Luey after you retake the Castle who deals with Gunner threats to people and the Minutemen in the Commonwealth maybe ending with an assault on GNR and give that Jabroni a shirt and some combat armor.
Can't wait till this releases, Dragbody can do amazing stuff. [IMG]http://pre13.deviantart.net/2db5/th/pre/f/2016/171/8/e/ncr_wip_by_dragbody-da6zx53.jpg[/IMG] [url]http://dragbody.deviantart.com/art/NCR-wip-616415367[/url]
[QUOTE=Hidole555;50692524]Gunners are shit[/QUOTE] I completely agree. Throughout the game I felt that the Gunners were probably one of the biggest missed opportunities in the game. I mean, Gunners are widespread and have enough guns, why are they still 'just mercenaries'? They clearly have some sort of discipline and hierarchical structure, it would make sense that at some point Gunners would start developing their own proper settlements, since they can defend them well enough (but the '''settlers''' would be glorified slaves). While not a full faction for the end-game they could have been an interesting force to work against in the Commonwealth, like, if they successfully raid one of your settlements it could be turned into a Gunner settlement and you have to reclaim it? I dunno. It feels cheap them just being "raiders who wot think they iz military". Finally, I think Quincy is the apex of the disappointment. For an area that is probably the most deadly in the game, the only quest which goes near Quincy is that fucking fridge kid quest. There should've been a quest for the Minutemen after you've got every settlement up and running to finally retake Quincy and turn it into another trade hub area (not a full settlement, but somewhere the player can go to offload gear etc.) There's more than enough Gunners there for an epic battle. But nope, nothing, just another place for phat lewts!!!! I can't really explain it, but I think Bethesda did intend for more to happen with Quincy, and the Gunners in general but they must've been shelved to make way for other .. things.
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