• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=asXas;50776252]So I kind of need ideas for weapon mods on my concrete sledgehammer. Here is what I have so far; a "nail-board" attachment. [/QUOTE] -Chiseling the hammer to have puncturing spikes for armor piercing -Turning the base material from concrete to metal for an increase in flat damage at the cost of weight. -Wrapping barbed wire around the head for bleeding damage -Changing the base material of the pole to wood for speed, at the cost of damage. -Changing the base material of the pole to metal for damage, at the cost of weight. -Leather/rubber casing of the grip area of the pole for faster/stronger power hits. -Irradiated goo coating or poison coating around the head for radiation/poison damage.
[QUOTE=DiscoInferno;50777490]How about a mini-nuke mine on the end of it. A one-use melee super weapon for that one Behemoth that blindsides you when you're already fighting off an army.[/QUOTE] It would be incredible to have a melee weapon that was 90% blast shield protecting the entire front of your body, with a mini-nuke at the tip, so that you hit people with explosions Would probably require power armor to keep the user safe. Maybe make a super-heavy set of power armor pieces all designed around using that weapon that offer total blast resistance, but nothing else. [editline]26th July 2016[/editline] Of course, an EOD power armor suit. No more resistance to bullets or energy than Raider power armor, but made for the user that wants to fire Fat Man shells at point blank range. You could have an entire kit of equipment themed around it, including the dud Mini-Nuke melee weapon that's left in the files. [t]https://s3.amazonaws.com/attachments.readmedia.com/files/21143/original/1272389571--20100409-9451K-006_20copy.jpg[/t] i would love to see a retro-futuristic take on an EOD suit
Bit late talking about character lighting, but is there a way to remove it in survival mode? I know there was an ini edit posted at the top of the last page but that just seems to run a console command when you load up and it doesn't seem like it'd work since the console is disabled in survival.
[QUOTE=Menien Goneld;50777824]Bit late talking about character lighting, but is there a way to remove it in survival mode? I know there was an ini edit posted at the top of the last page but that just seems to run a console command when you load up and it doesn't seem like it'd work since the console is disabled in survival.[/QUOTE] if you're using sStartingConsoleCommand=cl off then yeah it'll work in survival, it executes the command when you start the game and it applies no matter what
[QUOTE=Menien Goneld;50777824]Bit late talking about character lighting, but is there a way to remove it in survival mode? I know there was an ini edit posted at the top of the last page but that just seems to run a console command when you load up and it doesn't seem like it'd work since the console is disabled in survival.[/QUOTE] [url]http://www.nexusmods.com/fallout4/mods/12556/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D12556%26preview%3D&pUp=1[/url]
I think all the DLC Workshop pieces should have their own Menu on the root, which you open and then is categorized like the base game. Would be a lot easier to find things.
I've only built two rooms so far and I'm tired of the new stuff. Half the new lights they added clip through the ceiling so you can't place them properly. Settlers keep walking through walls into the open area instead of staying in the vault. There aren't enough decorative items to make the place look lived in. There is no just floor piece, so you can't have a balcony looking over a room. The room HAS to have a roof.
Fallout shelter disappeared from my bethesda.net launcher (not that it matters really since I won't be buying lunchboxes) but it's really weird it would do that out of the blue. Oh well offline mode it is.
[QUOTE=Menien Goneld;50777824]Bit late talking about character lighting, but is there a way to remove it in survival mode? I know there was an ini edit posted at the top of the last page but that just seems to run a console command when you load up and it doesn't seem like it'd work since the [B]console is disabled in survival[/B].[/QUOTE] what
How do power conduits work? Because after setting an ugly, complex conduit system reaching from the generator to the other side of the vault, I discovered lights don't light up when the conduit's nearby. After setting some useless wires, I decoded to ise the wires instead of the conduit to power up some things, but after taking down parts of the conduit, powered things were still working, even thought they were only connected to the conduicts that connect to things with wires. Is this a bug? Because it's making my vault look way better.
[QUOTE=Dvdgg;50778093]How do power conduits work? Because after setting an ugly, complex conduit system reaching from the generator to the other side of the vault, I discovered lights don't light up when the conduit's nearby. After setting some useless wires, I decoded to ise the wires instead of the conduit to power up some things, but after taking down parts of the conduit, powered things were still working, even thought they were only connected to the conduicts that connect to things with wires. Is this a bug? Because it's making my vault look way better.[/QUOTE] The vault segments themselves can transmit power.
[QUOTE=Dvdgg;50778093]How do power conduits work? Because after setting an ugly, complex conduit system reaching from the generator to the other side of the vault, I discovered lights don't light up when the conduit's nearby. After setting some useless wires, I decoded to ise the wires instead of the conduit to power up some things, but after taking down parts of the conduit, powered things were still working, even thought they were only connected to the conduicts that connect to things with wires. Is this a bug? Because it's making my vault look way better.[/QUOTE] Refer to the dev video shown a while ago. [media]https://www.youtube.com/watch?v=Wb6edgIP7y8[/media] Power flows through the parts but you HAVE to use the two vault reactors for it to work, then its a case of slapping an output on a wall/floor/roof then wiring off that.
Conduits only distribute power if they end in a power emitter.
[t]http://horobox.co.uk/u/reag/2016-07-26_18-29-55.png[/t] Think my game is heavy. [img]http://horobox.co.uk/u/reag/2016-07-26_18-34-11.png[/img] Not heavy enough.
[QUOTE=Reagy;50778193]Refer to the dev video shown a while ago. [media]https://www.youtube.com/watch?v=Wb6edgIP7y8[/media] Power flows through the parts but you HAVE to use the two vault reactors for it to work, then its a case of slapping an output on a wall/floor/roof then wiring off that.[/QUOTE] This works for their video, but the actual game it seems not to consistently (for me). Some of my corner pieces and room pieces don't power up properly and it made placing lights a real pain. Had to place conduitwire all over the outside to get power to the blindspots
so I'm doing the questline for Vault Tec workshop and [sp]Clem refuses to drink from the fucking soda fountain. He's just standing there dwiddling his dick and refusing to move.[/sp]
[QUOTE=Spydurr117;50778672]so I'm doing the questline for Vault Tec workshop and [sp]Clem refuses to drink from the fucking soda fountain. He's just standing there dwiddling his dick and refusing to move.[/sp][/QUOTE] Did you put it somewhere that requires them to, well, move a lot? I made a sweet Overseer's office overlooking the main chamber but Barstow refused to go up there to use the terminal because I assume pathing up two flights of stairs and along a couple of corridors was too complex. Instead she just stood underneath the office and didn't budge until I put the desk on the ground floor.
[QUOTE=Trainbike;50778704]Did you put it somewhere that requires them to, well, move a lot? I made a sweet Overseer's office overlooking the main chamber but Barstow refused to go up there to use the terminal because I assume pathing up two flights of stairs and along a couple of corridors was too complex. Instead she just stood underneath the office and didn't budge until I put the desk on the ground floor.[/QUOTE] It was right beside him but he couldn't be asked to move about a foot to be able to do the objective for me.
Here's something pretty interesting, there was cut stuff on on the female character being a war veteran. [url]http://www.nexusmods.com/fallout4/mods/16817/?[/url] [quote]It also bothered me that it seems Bethesda was unsure what they wanted the female Sole Survivor to be (The lookout robot says she is a lawyer, but Nate says she'll "have to dust of [her] law degree," implying she has not been using it for a long time, if at all. Bethesda also has lines of her saying she is an army combat veteran, and she says the first line of the speech at the Fraternal Post). Because of all this I just role played that she was a veteran as well (easy to do since her pre-war job is only mentioned once), and after nine months I found out that her dialogue saying she was a veteran is simply made hidden by a few conditions in the Creation Kit. I removed those conditions.[/quote]
I'm guessing Beth decided not to make her a clone of Nate at some point.
[QUOTE=Tuskin;50777916]I think all the DLC Workshop pieces should have their own Menu on the root, which you open and then is categorized like the base game. Would be a lot easier to find things.[/QUOTE] Ding Ding Ding! [url]http://www.nexusmods.com/fallout4/mods/12275/?[/url] - Adds all of the DLC items into respective categories inside a "DLC" category on the root menu Ding Ding Ding!
Maybe at some point Nate would have been the lawyer if you picked female?
[QUOTE=lavacano;50778895]Maybe at some point Nate would have been the lawyer if you picked female?[/QUOTE] Would have been cool if you had the choice at the start. Picking Law would give you +1 Int, and picking War Veteran would give you +1 Per.
Yeah, honestly I dunno why they didn't make that some kind of trait system. Like choosing Law would give you +1 intelligence, but less melee damage, because the logic is book smarts don't beat actual muscle, and War Veteran gives you the +1 perception and healing is more effective, because a soldier should be able to field dress wounds, and if need be, on themselves.
[QUOTE=WJS;50778882]Ding Ding Ding! [url]http://www.nexusmods.com/fallout4/mods/12275/?[/url] - Adds all of the DLC items into respective categories inside a "DLC" category on the root menu Ding Ding Ding![/QUOTE] Yes!
Because traits are too complex for a shooty-shooty bang-bang game, obviously.
[QUOTE=RikohZX;50779004]Because traits are too complex for a shooty-shooty bang-bang game, obviously.[/QUOTE] but cawadoody has perks! same thing, right?
Sucks war of the commonwealth mod was making the brotherhood and minutemen hostile to each other.
[QUOTE=nomad1;50779166]Sucks war of the commonwealth mod was making the brotherhood and minutemen hostile to each other.[/QUOTE] Its settings has the ability to overwrite that.
Meet Jayden. Jayden refuses to work at his designated weapon shop. As a result he has been assigned to this. [t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160726142212_1.png[/t]
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