[QUOTE=kibbleknight;50755088]I installed that live dismemberment mod and started playing, but found this to be a little more humorous that it needed to be:
[t]https://puu.sh/qaCOD.jpg[/t][/QUOTE]
That's pretty much completely in character for him.
Did Homemaker just remove like 90% of the content? There aren't shrubs... or trees, or like half of the cool stuff anymore.
[QUOTE=_charon;50758431][video=youtube;nxaoFed8YgU]https://www.youtube.com/watch?v=nxaoFed8YgU&feature=youtu.be[/video][/QUOTE]
how long can one person spend trying to spell out "Lorenzo's Flamer"
[QUOTE=Zeos;50758776]Did Homemaker just remove like 90% of the content? There aren't shrubs... or trees, or like half of the cool stuff anymore.[/QUOTE]
Incompatibility with DLC probably.
I saw an interesting theory on Tumblr just now about everyone's "favorite" settlement, Little Lamplight. The idea goes that it's essentially been a dumping ground for the unwanted children of wastelanders across DC for years, and that the Super Mutants don't mess with the kids because they recognize that they're effectively livestock. If they leave LL alone, then kids grow up and move to Big Town, where the muties can take who/what they want. They don't raid the cave for FEV subjects because kids don't work right with FEV, or something like that, so there's no point.
[QUOTE=ElectricSquid;50759152]I saw an interesting theory on Tumblr just now about everyone's "favorite" settlement, Little Lamplight. The idea goes that it's essentially been a dumping ground for the unwanted children of wastelanders across DC for years, and that the Super Mutants don't mess with the kids because they recognize that they're effectively livestock. If they leave LL alone, then kids grow up and move to Big Town, where the muties can take who/what they want. They don't raid the cave for FEV subjects because kids don't work right with FEV, or something like that, so there's no point.[/QUOTE]
They put more thought into it than bethesda did
[QUOTE=elowin;50759188]They put more thought into it than bethesda did[/QUOTE]
Who's to say they didn't? There's quests about big town's mutant problem
[QUOTE=VenomousBeetle;50759796]Who's to say they didn't? There's quests about big town's mutant problem[/QUOTE]
more of electricsquids speculation would have made it into the game if they truly thought about it that deeply
the problem with the "who's to say they [I]didn't[/I] do that??" response to criticisms like that is that, without that content actually being in the game, you have to assume that they didn't.
Except the content is in the game... Little lamplight never gets attacked by mutants regardless of being adjacent to them, and big town gets attacked by mutants constantly, even a quest to hold them off and teach them to defend themselves
The theory relies entirely on those facts, without the big town attacks it would just be an idea, and without little lamplight being near mutants it wouldn't exist
[editline]23rd July 2016[/editline]
Idk what else they could add? It's not like the super mutants are gonna stop and explain it to you, and how would kids and adults raised as kids by kids know about the reasons or figure it out
Edit
Plus Bethesda makes stories/mysteries out of breadcrumbs and environment clues all the time, i.e. Deathclaws near a corpse holding a recipe for deathclaw gauntlets
Terminal entries, NPCs on either side (Super mutants, the children, etc) and even NPCs from outlying factions (such as the slavers) could have known. It's not really my point tho - I'm not saying "well beth should have had someone tell you this stuff!" (although I find the excuse that beth can't implement exposition properly to be p. weak imo)
I'm saying it's very unlikely Beth thought about how these two factions interact, because Beth's known for not putting thought into how factions interact. Little Lamplight never getting attacked is simply because Bethseda couldn't have super mutants attacking a town full of unkillable kids. Super mutants attacking Big Town is because there's a quest relating to Big Town and super mutants.
[editline]23rd July 2016[/editline]
[QUOTE=VenomousBeetle;50760263]
The theory relies entirely on those facts, without the big town attacks it would just be an idea, and without little lamplight being near mutants it wouldn't exist
[/QUOTE]
I guess that's ultimately what I'm saying. It's a theory that sprung up from the fact that little lamplight confusingly never gets attacked. If Beth's reasoning was deeper than what is shown in game, then surely little lamplights inexplicable safety would have been highlighted, instead of being ignored.
[editline]23rd July 2016[/editline]
[QUOTE=VenomousBeetle;50760263]
Plus Bethesda makes stories/mysteries out of breadcrumbs and environment clues all the time, i.e. Deathclaws near a corpse holding a recipe for deathclaw gauntlets[/QUOTE]
Yeah but Beth very rarely makes stories out of the placement of towns and factions (unless it's directly related to a plot). Fallout 3 was heavily criticized for seemingly having no thought put into the towns, their locations and how they interact. I don't know why Little Lamplight would be any different.
Slowed down the reload a lot, haven't fiddled with the hammer position much just yet. Anyone good with audio in the thread? I need some meaty firing/suppressed firing sounds for the magnum rifle (and a reload sound if it's even possible to mod that in). Ignore the music, if you can
[vid]https://a.pomf.cat/krusng.webm[/vid]
edit: I might increase the zoom on the default ironsight. Might be hard for people to see the front sight on consoles/1080p screens, but I don't want the weapon to be unusable at short range
I think I got the script based leveled list to work.. at least I found my gun at a gun vendor! also made a snazzy NMM Installer. :P
[QUOTE=Zeos;50758776]Did Homemaker just remove like 90% of the content? There aren't shrubs... or trees, or like half of the cool stuff anymore.[/QUOTE]
Looks like a bug from what I read. Try [URL="http://www.nexusmods.com/fallout4/mods/15778/?"]this fix[/URL] out and see what happens.
[QUOTE=WillerinV1.02;50760300]Yeah but Beth very rarely makes stories out of the placement of towns and factions (unless it's directly related to a plot). Fallout 3 was heavily criticized for seemingly having no thought put into the towns, their locations and how they interact. I don't know why Little Lamplight would be any different.[/QUOTE]
They used to do that shit all the time in Morrowind and Oblivion. They seem to be getting in the habit again now, too.
I honestly doubt beth intended that theory for Lamplight. If they came up with something like that they would have been far more explicit with it.
[QUOTE=ElectricSquid;50759152]I saw an interesting theory on Tumblr just now about everyone's "favorite" settlement, Little Lamplight. The idea goes that it's essentially been a dumping ground for the unwanted children of wastelanders across DC for years, and that the Super Mutants don't mess with the kids because they recognize that they're effectively livestock. If they leave LL alone, then kids grow up and move to Big Town, where the muties can take who/what they want. They don't raid the cave for FEV subjects because kids don't work right with FEV, or something like that, so there's no point.[/QUOTE]
Yeah, and you can't climb ladders because it represents the irrational fear of going up in a world devastated by radiation and not because it would be too much effort to implement without breaking something else.
The mutants of FO3 are literally too dumb for this to be true.
It's a cool theory, but I don't think Bethesda thought of that.
Hey, does anyone remember the name of that mod that added functional and "realistic" looking furniture to the settlement menu that actually looked like they were made from scrap?
I've tried searching on the Nexus and can't find it, thanks
[QUOTE=WJS;50762626]Hey, does anyone remember the name of that mod that added functional and "realistic" looking furniture to the settlement menu that actually looked like they were made from scrap?
I've tried searching on the Nexus and can't find it, thanks[/QUOTE]
Was it [url=http://www.nexusmods.com/fallout4/mods/16207/?]Thematic and Practical[/url]?
[QUOTE=Omolong;50762724]Was it [url=http://www.nexusmods.com/fallout4/mods/16207/?]Thematic and Practical[/url]?[/QUOTE]
ding ding ding!
thanks man
I'm not sure if you guys are done with seeing this thing, but I got a chance to sit down and actually make fully textured beauty shots of the sniper rifle in all of its 'canon' configurations.
[t]https://dl.dropboxusercontent.com/u/21161113/classicsniper_singlerifle.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/21161113/fo3sniper_singlerifle.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/21161113/gobi_singlerifle.jpg[/t]
I never realized until now that the fo3-style snipers had flip-out monopods
neat
Only thing I could think that would make your sniper rifle better Lt_C would be an integration of the see-through combat scopes mod. I like the overall rifle but I stick to the red-dot because I just really hate that camera fade.
If you could do that I'd be ecstatic.
Lt_C that sniper looks so damn sweet, you're one of the reasons I wanted to try to add a weapon to fallout. Lovely stuff!
[QUOTE=purvisdavid1;50763934]Only thing I could think that would make your sniper rifle better Lt_C would be an integration of the see-through combat scopes mod. I like the overall rifle but I stick to the red-dot because I just really hate that camera fade.
If you could do that I'd be ecstatic.[/QUOTE]
It's a really commonly requested feature, I just need to sit down and figure out how to redo my scope to use it and make a branch version of the mod. Support for that will likely be in the next major version.
Would see through scopes even work with sniper scopes? Pretty sure there's a few gameplay reasons why an overlay is used instead of an ingame mesh. Anyway I'm working on that chunky reflex for my chunky gun
[t]https://i.gyazo.com/5cd6d62f72f15e5cd59e3c7be2714d00.png[/t]
It's based on [URL="http://www.bhphotovideo.com/images/images500x500/Firefield_ff13025_MG_Kemper_XL_Machine_877254.jpg"]this real world hugeness[/URL]. After this it'll be texturing and finally putting everything together - including finalising the scopes.
[editline]24th July 2016[/editline]
Oh and I did do those suppressors, I just didn't post about it :pudge:
[t]https://i.gyazo.com/dd5c87a547152e136de5d2a4081a4c45.png[/t]
[QUOTE=The Rizzler;50764079]Would see through scopes even work with sniper scopes? Pretty sure there's a few gameplay reasons why an overlay is used instead of an ingame mesh.[/QUOTE]
Those scopes work really well actually, it works by using FOV zoom so its basically the same as the overlay that you get when use a normal scope right now, only difference is instead of it being an overlay, it moves the camera to where the mesh is.
So I decide it's finally time to start the Automatron DLC after putting it off. Go clear out the robots fighting Aida when suddenly... She starts ice skating away even after I try to talk to her to which she replies "no come back" as she slides away. I think I ended up bumping her or something cause she hit a car and uh....
[t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160723174357_1.png[/t]
So that's how the Automatron DLC was not started :v:
Sorry, you need to Log In to post a reply to this thread.