• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=WJS;50801729]What version of blender are you on? I couldn't get the latest plugin for 2.7.7 to work whatsoever[/QUOTE] Sorry, I'm on 3ds max :/ I'd post on the niftools forums or on the nexus forums for help, I'm definitely not the best for advice especially when it comes to props.
Alright, there's something that I noticed today that really bothered me. Spoilers for Vault 81 and the start of the BoS questline. [sp]So you have to undergo a medical exam to join the Brotherhood proper. One of the questions is about encountering people with communicable diseases. Naturally, I was thinking, oh shit, I still have that Mole Rat disease because I decided to give Austin the full dose of the cure. (-10HP is no big deal for me, even on survival and it made sense for my character to value a child's life and potential link to a resourceful community over physical discomfort) I had no option to say yes though. I guess you could argue that it's only communicable through mole rats so as long as I don't gnaw on any knights we should be fine. I could also just headcanon that Curie fixed me up partially/or stopped it from being infectious, if it ever was. I can't believe there was no yes option though. You're constantly exposed to disease ridden creatures and people, chem abusers and creepy crawlies, it really doesn't seem honest to say you have no experience of that. Is this a major oversight by Bethesda or am I just overthinking how much disease is out there because I'm used to constantly fighting off negative medical effects?[/sp]
[sp]Honestly, I'm surprised the BoS doesn't outright call you a Synth, considering all Synths share Shaun's DNA, and therefore Danse and every other Synth would be biologically as close to your DNA as humanly possible. Why wasn't this somehow explained? Other than "lol coincidentally we never took your blood"[/sp]
[QUOTE=purvisdavid1;50801975][sp]Honestly, I'm surprised the BoS doesn't outright call you a Synth, considering all Synths share Shaun's DNA, and therefore Danse and every other Synth would be biologically as close to your DNA as humanly possible. Why wasn't this somehow explained? Other than "lol coincidentally we never took your blood"[/sp][/QUOTE] just more stuff from the story that isn't really explained and overlooked. as its been said from the past 10 threads or so, the writing isn't that good for this game. i'm sure if they did put more into the story you'd probably encounter this scenario.
[QUOTE=The Rizzler;50797147]It's a shame you don't like it, because it's supposed to be big. I don't blame you for the complaint, but to complain about the hand while specifically quoting the post in which I said I was going to take a look at animation was pointless, don't you think? The gun is intended to be used in power armour, and as such I have prepared some screenshots showcasing proper usage. Enjoy [t]https://i.imgur.com/Z7Hfcch.jpg[/t][/QUOTE] I'd kinda like to see more of these kinds of weapons for power armor I always though it looked awkward whenever a powered up dude was using tiny conventional guns so it'd be nice to see beefed up counterparts (556 commie pickler AR made into 127 mutie muncher AR) just the fact you could use a 22 pistol with the enclave suit in NV made me want to throw up
[QUOTE=purvisdavid1;50801975][sp]Honestly, I'm surprised the BoS doesn't outright call you a Synth, considering all Synths share Shaun's DNA, and therefore Danse and every other Synth would be biologically as close to your DNA as humanly possible. Why wasn't this somehow explained? Other than "lol coincidentally we never took your blood"[/sp][/QUOTE] that would have been really cool if they had a fake-out synth twist early in the game, only to reveal later that you could plausibly be human and leave it up in the air for the player to decide for themselves. it would expand a lot on the Blade Runner-style existential questions that they just totally breeze over in favor of a shitty slavery metaphor
[QUOTE=purvisdavid1;50801975][sp]Honestly, I'm surprised the BoS doesn't outright call you a Synth, considering all Synths share Shaun's DNA, and therefore Danse and every other Synth would be biologically as close to your DNA as humanly possible. Why wasn't this somehow explained? Other than "lol coincidentally we never took your blood"[/sp][/QUOTE] Did they test for DNA in the Brotherhood? I don't remember. I think they would have said it if they did during the initiation where the guy examines and questions your health.
[quote]Oh for fuck's sake Bethesda. It looks like after the last update you can't launch the game directly, only the settings screen, which prevents you from loading the game through F4SE. At the very least this means you can't use the mods the enables achievements when using mods.[/quote] Or not. It was happening to me and I saw reports of it happening to others on the Nexus and on reddit, but it turns out restarting Steam fixes it. My bad.
Anyone else feels like if they go for a ride in power armor they kinda.. have to use big weapons? I like to think of myself as someone who puts gameplay first, yet for some reasons I actually cannot bring myself to use a "dinky" one handed gun or generally thin / short looking weapons in PA, even in first person it looks so ridiculous, speaking of which I really wish the first person power armor animations were more resemblant to their 3rd person animation, mainly talking about melee weapons.
[QUOTE=Xubs;50799890]My idea doc pretty much just scraps a lot of the existing conflict in favor of something more revolved around the Institute and 3 main factions which equally agree to hate the Institute but all disagree on how that hatred needs to be channeled. Minutemen are straight up gone as a main faction, and a new faction takes it place. Minutemen are basically just a side-faction now. I repurpose characters and ideas and stuff, like Mayor McDonough, Piper, the Railroad, the Brotherhood, Shaun, but I significantly change all of them with tiny bits and pieces from the original and sometimes just outright scrap the entire thing. One thing with this project that I am trying to accomplish is unify many of the motivations of the characters and side-factions so that they are directly or indirectly involved with the conflict at hand, to better get across the idea that the conflict at hand means a lot to this world. Hence, why some characters in this idea doc of mine are identical to existing FO4 characters in nothing but name. I feel some need to be completely remade in order to bring about this unity, but I am happy with some of these ideas so far. I think I have some potential here for a version of Fallout 4 which is engaging in the way New Vegas was. A lot of my thought process is about taking the bare essentials of the characters and then reapplying those tropes to this new world. For example, let's take Piper, she's a journalist who is paranoid and prints tabloid rags. I have a way to fit that trope in with this conflict through a side quest that I am happy with, as a base foundational idea. Another idea is player agency, so when considering the role of characters I prefer to think about "what can the player do with this character in this conflict," moreso than "what is this character doing for the player." Hence, in my idea for Piper, the player can influence her opinion on this conflict once they are a member of the faction of their choice, to make her print propaganda for their side. This will also affect her relationship with the citizens of Diamond City. The next part once I am happy with many of these ideas is begin writing. I am going to try and write this creative writing project as though it were a storyboarded script written by a quest writer for a programmer of Fallout 4 to make, rather than like a novel or a short story or something.[/QUOTE] My ideas aren't as thematically cohesive as yours. In my personal take, all of the characters would be stripped out, leaving only the worldspace and three of the big factions, the BoS, the Institute, and the Railroad. Mostly it's been an excuse to draft up quest trees, dialogue trees and intricate worldbuilding. -BoS are shifted back towards how they were in Fallout 3, and end up somewhere between Lyons' goody two shoes BoS and Maxson's self-righteous crusaders BoS. Lyons successfully reformed the Brotherhood into a peacekeeping organization, but ten years down the line, Elder Lyons is on his deathbed, the leadership has factionalized, and the Brotherhood doesn't really know what to do with itself. They've dispatched an expedition to the Commonwealth to nab some juicy Institute tech but they've gotten bogged down in local politics. -The Railroad are downgraded from a big covert resistance movement to a small cell of renegade synths and Institute scientists who work from within the Institute itself. The rest of the wasteland really couldn't give a shit about synth rights. -The starting quest still involves you getting put in cryosleep for two hundred years, but it skips the whole cutscene with Kellogg and has you wake up in your vault with the other cryp chambers not full of dead bodies but just completely empty, and you have to find your child and spouse. Turns out that they didn't get kidnapped to spur you on an epic quest of family and revenge, your cryopod malfunctioned and you got thawed out several decades behind schedule, that's it. Your spouse died a few years before you escaped the vault and your son is just an old man living in a small settlement of other Vault descendants south of Quincy. The purpose of the quest it to just have you follow a trail of breadcrumbs that introduces you to all the big goings on around the map, and then let you decide how you want to tackle it on your own terms.
With some more New Vegas fresh in mind, it makes me realize that Obsidian used the basis of FO3 with some large tweaks so that they really wouldn't have to work on the gameplay itself extensively (thus a lot of bugs in that regard) and traded off refining the gameplay for its great writing and characters. Bethesda traded off everything for gameplay and settlement building in return. I'm surprised that with the mod existing for Oblivion and Skyrim, there's no momentum/player physics mods for FO3/NV. From what I can find so far anyway.
are the new workshop mods worth it? The vault-tec mod looks pretty cool, but I dunno if it actually feels like your in charge, or if its just an underground settlement.
[QUOTE=ClarkWasHere;50802080]Did they test for DNA in the Brotherhood? I don't remember. I think they would have said it if they did during the initiation where the guy examines and questions your health.[/QUOTE] They keep DNA records in the Brotherhood for identification purposes, when the [sp]files from the institute are analyzed it had a list of missing synths and their DNA make up, Danse's DNA came up a match to a missing Synth.[/sp]
[t]http://images.akamai.steamusercontent.com/ugc/446239101707160102/3FB2FE620F0EEC32806C2C05F2A1F3047025E078/[/t] Think I've gone a bit excessive here.
So I got tired of waiting for the dude who made the New Vegas weapons mod to translate it to English, so I'm half-assing it in the CK and if it comes out alright, I might release it if anyone's interested.
That moment when you get the perfectly preserved pie on the 2nd try, that's my 5th now.
[QUOTE=Menien Goneld;50801849]Alright, there's something that I noticed today that really bothered me. Spoilers for Vault 81 and the start of the BoS questline. [sp]So you have to undergo a medical exam to join the Brotherhood proper. One of the questions is about encountering people with communicable diseases. Naturally, I was thinking, oh shit, I still have that Mole Rat disease because I decided to give Austin the full dose of the cure. (-10HP is no big deal for me, even on survival and it made sense for my character to value a child's life and potential link to a resourceful community over physical discomfort) I had no option to say yes though. I guess you could argue that it's only communicable through mole rats so as long as I don't gnaw on any knights we should be fine. I could also just headcanon that Curie fixed me up partially/or stopped it from being infectious, if it ever was. I can't believe there was no yes option though. You're constantly exposed to disease ridden creatures and people, chem abusers and creepy crawlies, it really doesn't seem honest to say you have no experience of that. Is this a major oversight by Bethesda or am I just overthinking how much disease is out there because I'm used to constantly fighting off negative medical effects?[/sp][/QUOTE] There's also the fact that the game has a ghoul romance option, so it's possible to run around fucking hancock every time you find a place to sleep, but when the brotherhood doctor (or anyone else for that matter) asks about relations with mutated humans, all the options are variations on the phrase "Ew gross no". Surely the doctor must have a reason for asking, so it's not like lying to him would even work if whatever ill-effects the brotherhood are trying to discourage are just going to show up on your next check up. I get that this isn't exactly a bioware game, but you'd think falling in love with a character in the story would have some impact on your character and their dialogue. Maybe have the opportunity to get into the railroad by confessing that you already love a synth as a person if you are romancing [sp]curie or danse[/sp], Or have pursuing a romance with hancock cause some shit for you in the BOS story, considering they are supposed to be the [b]Emperors finest[/b] this time around. The whole romance thing feels really disconnected from the rest of the game's plot.
[QUOTE=Katatonic717;50793182]I had a mod in my old Fallout 4 setup that was an infinite settlment budjet in one esp. It was made by ddproductions. That moron decided to take a buncha mods he made for fallout4 and put them all in one huge fucking mod that uses a single esp, and then delete them. [b]WHY[/b] [url]http://www.nexusmods.com/fallout4/mods/15842/?[/url] [b]WHY THE FUCK[/b] You actual retard, at what stage is doing that a good idea. If it was all one fuckhuge pack, fine. I could download it all, take out what I want, and be done. But naw he's gotta pull this bullshit[/QUOTE] A few pages ago but I'd thought you'd like to know he was [URL="https://forums.nexusmods.com/index.php?/topic/4708075-ddproductions83-banned/"]banned from the nexus[/URL] for being impossible to deal with.
[QUOTE=Captain Kep;50802701]A few pages ago but I'd thought you'd like to know he was [URL="https://forums.nexusmods.com/index.php?/topic/4708075-ddproductions83-banned/"]banned from the nexus[/URL] for being impossible to deal with.[/QUOTE] Somehow I felt that it was only a matter of time on that issue.
[QUOTE=purvisdavid1;50802516]So I got tired of waiting for the dude who made the New Vegas weapons mod to translate it to English, so I'm half-assing it in the CK and if it comes out alright, I might release it if anyone's interested.[/QUOTE] I was honestly surprised as to how well some of the textures hold up when directly ported to Fallout 4. Specifically the Colt from Honest Hearts still looks fine as is even with vanilla textures.
[QUOTE=Omolong;50797534]Uninstalling/disabling settlements mods is more likely to cause the problem. It's pretty well known that mods that edit the categories in the workshop menu have the potential to cause it break, especially when a DLC is released (though the base categories for each DLC are added in a a patch that comes out beforehand, rathering than being in the DLC itself). There are mods that fix this problem, though I don't have the links to any handy. Someone else might be able to help with that, though.[/QUOTE] It would be nice if some very good person made a comprehensive guide to installing any and all essential mods, fixes and some configuration [I]before[/I] getting into the actual game, and all the rest of the mods. Because I feel there is quite a lot of configuring and installing "High Priority" mods before you can get truly going, and not find your gameplay interrupted by something..
Wow, Nexus Staff straight up admitting they played favoritism when dealing with that obnoxious twat. Although I did use of a few of his mods (mostly just the Craftable Castle Wall patch), he just always came across as such an incredibly immature, insufferable, and obnoxious person. And as much as it sucks that he kept getting his mods posted beth.net without his permission, the unending tantrum he threw over it was so toxic and petulant it was frankly embarrassing. Well deserved, if a little overdue imo.
[QUOTE=Reagy;50802490][t]http://images.akamai.steamusercontent.com/ugc/446239101707160102/3FB2FE620F0EEC32806C2C05F2A1F3047025E078/[/t] Think I've gone a bit excessive here.[/QUOTE] Have you? [IMG]http://i.imgur.com/7VD2I3y.jpg[/IMG]
[QUOTE=Captain Kep;50802701]A few pages ago but I'd thought you'd like to know he was [URL="https://forums.nexusmods.com/index.php?/topic/4708075-ddproductions83-banned/"]banned from the nexus[/URL] for being impossible to deal with.[/QUOTE] [url=https://www.youtube.com/watch?v=3GwjfUFyY6M]Thank fucking god.[/url]
[QUOTE=Katatonic717;50802866][url=https://www.youtube.com/watch?v=3GwjfUFyY6M]Thank fucking god.[/url][/QUOTE] God dammit I'm dying.
[QUOTE=Captain Kep;50802701]A few pages ago but I'd thought you'd like to know he was [URL="https://forums.nexusmods.com/index.php?/topic/4708075-ddproductions83-banned/"]banned from the nexus[/URL] for being impossible to deal with.[/QUOTE] Took too long to be honest.
[QUOTE=Captain Kep;50802701]A few pages ago but I'd thought you'd like to know he was [URL="https://forums.nexusmods.com/index.php?/topic/4708075-ddproductions83-banned/"]banned from the nexus[/URL] for being impossible to deal with.[/QUOTE] Couldn't of happened to a saltier twat than that guy. I'm amazed they put up with his shit for so long.
I really don't like the mentality of the mods though, because of how useful he is to the community they waited this long before banning him, despite how much of shit lord he had been and for how long, like, if you're useful, that usefulness only gets you so far when you act like a cunt and in my eyes, he shouldn't have got that far, I would've banned that sack of shit months ago, I don't care about him or his mods, you pull that stupid crap, get banned.
My idea for a different approach to the story would be that Vault 111 would be running a dual experiment, one would be what we already have; prolonged cryogenic suspension and the other would be memory experimentation. Sanctuary is mentioned in the loading screen comments as a "planned neighbourhood". I don't know the full meaning of that but one can assume it [I]could[/I] hint that people from the city/surrounding areas were selected or offered to live there. My idea is that specific people all with differing skills and careers were moved to Sanctuary Hills so they could easily and quickly be contained in the nearby Vault in the event of Nuclear Armageddon. The military had these people selected as part of a joint-experiment with Vault-Tec to rapidly train soldiers by transferring or "uploading" skills and experience learned through memories into their brains. Instead of spending the time learning to properly strip, clean and maintain military equipment a soldier could have that information transferred into their brains, so when the time comes they can perform certain tasks as if they've done it countless times before. More examples could be uploading flight training memories into recruits in the Air Force, -Uploading medical training and memories of performing different procedures to field medics. -Uploading languages to translators, radio operators and spies. These experiments would of have been already in full swing by the military prior to the war but as tension between the US and China began to rise and war was inevitable the research was handed off to Vault-Tec to continue underground. From a gameplay perspective this could allow the player to select a background, whether they are a War Veteran, a Lawyer, an Electrician, a Mechanic, an Athlete, a former criminal/thief, or a Scientist/Chemist. Upon entering the vault and being put to sleep the experiments would commence. Their memories, skills and experiences would be copied from their minds and transferred into a mainframe of sorts where they can be transferred to other residents who are occasionally thawed out, anaesthetised, removed from their cryo chambers and placed in a bedroom within the vault, with no memory or knowledge of how they got there. At this point a false sense of security and calm would be placed upon them, they would be told and made to believe that they just woke up to another happy day in the vault and that they have some scheduled work assignments to complete before they can go on with their day. This could serve as a tutorial of sorts for the player. Where they are introduced to lockpicking, hacking, weapons training, first-aid, crafting and chemistry under the guise of doing daily chores around the vault. Oh no, Old Mr.Abernathy is locked in his chambers again, go and pick the lock to let him out! (lockpicking) Looks like someone forgot their terminal password, go and hack into it for them! (hacking) Radioactive cockroaches have made their way into the reactor level, take this pistol and go deal with them! (basic combat) The Vaults Mr.Handy has broken down again, take these tools and go fix him up! (repair, possibly tie into crafting) A fellow resident has contracted an unknown kind of infection and the doctor has stepped out, act quickly to save them! (first-aid) The list could go on.. Upon completing these tasks the player would be knocked out via the use of sleeping gas or something, placed back into cryo ready for the next experiment. As time goes on, the researchers conducting the experimentation will begin to get too old to efficiently carry out their work, meanwhile the residents are still mostly the same age they were when they were submitted to the Vault, as they are only woken up for a few hours at a time before being placed back in suspension. At this point the research team would place themselves in suspension and wait for an all-clear signal from Vault-Tec, however the signal never comes and the entire vault is left in suspension for a long time, untillll the Institute breaks in looking for mind-technology to help with their Synthetics program. When they force their way into the Vault to steal technology and take the memory-transfer experiment data/results they trigger a mainframe crash that causes the cryogenic systems to fail and the original memory data of the residents and the experiment memory data to be forcefully transferred to everyone who just came out of suspension, trapped in their pods, the immense mental trauma would probably kill most of the residents. In an attempt to unfuck the situation and restore the vaults systems so they can get out the Institute scientists must put the residents back into cryogenic suspension, the player is the first one to be refrozen and therefore survives before the forceful memory transfer kills them, meanwhile the other residents die before they can be frozen again or are left in a brain-dead state and left to rot At a much later point in time some Institute scientists return to the vault to collect the one-remaining resident (the player) to experiment on and observe the effects of Vault-Tecs experiment to help them in their new research. (Maybe to find a way to transfer the conscience of one person into a synthetic body to achieve functional immortality?) Upon unfreezing the player and removing them from their pod the player can either choose to attack them, and escape from the Vault, or willingly go along with them to the Vault entrance where a power fluctuation or some shit separates them. The scientists are left trapped in the Vault and the player is free to go. From there they can choose to find out who the institute is and join them or take them down, they could pursue their false memories to get closure or something, my creativity is kind of burning out at this point.
[QUOTE=WJS;50802962]My idea for a different approach to the story would be that Vault 111 would be running a dual experiment, one would be what we already have; prolonged cryogenic suspension and the other would be memory experimentation. Sanctuary is mentioned in the loading screen comments as a "planned neighbourhood". I don't know the full meaning of that but one can assume it [I]could[/I] hint that people from the city/surrounding areas were selected or offered to live there. My idea is that specific people all with differing skills and careers were moved to Sanctuary Hills so they could easily and quickly be contained in the nearby Vault in the event of Nuclear Armageddon. The military had these people selected as part of a joint-experiment with Vault-Tec to rapidly train soldiers by transferring or "uploading" skills and experience learned through memories into their brains. Instead of spending the time learning to properly strip, clean and maintain military equipment a soldier could have that information transferred into their brains, so when the time comes they can perform certain tasks as if they've done it countless times before. More examples could be uploading flight training memories into recruits in the Air Force, -Uploading medical training and memories of performing different procedures to field medics. -Uploading languages to translators, radio operators and spies. These experiments would of have been already in full swing by the military prior to the war but as tension between the US and China began to rise and war was inevitable the research was handed off to Vault-Tec to continue underground. From a gameplay perspective this could allow the player to select a background, whether they are a War Veteran, a Lawyer, an Electrician, a Mechanic, an Athlete, a former criminal/thief, or a Scientist/Chemist. Upon entering the vault and being put to sleep the experiments would commence. Their memories, skills and experiences would be copied from their minds and transferred into a mainframe of sorts where they can be transferred to other residents who are occasionally thawed out, anaesthetised, removed from their cryo chambers and placed in a bedroom within the vault, with no memory or knowledge of how they got there. At this point a false sense of security and calm would be placed upon them, they would be told and made to believe that they just woke up to another happy day in the vault and that they have some scheduled work assignments to complete before they can go on with their day. This could serve as a tutorial of sorts for the player. Where they are introduced to lockpicking, hacking, weapons training, first-aid, crafting and chemistry under the guise of doing daily chores around the vault. Oh no, Old Mr.Abernathy is locked in his chambers again, go and pick the lock to let him out! (lockpicking) Looks like someone forgot their terminal password, go and hack into it for them! (hacking) Radioactive cockroaches have made their way into the reactor level, take this pistol and go deal with them! (basic combat) The Vaults Mr.Handy has broken down again, take these tools and go fix him up! (repair, possibly tie into crafting) A fellow resident has contracted an unknown kind of infection and the doctor has stepped out, act quickly to save them! (first-aid) The list could go on.. Upon completing these tasks the player would be knocked out via the use of sleeping gas or something, placed back into cryo ready for the next experiment. As time goes on, the researchers conducting the experimentation will begin to get too old to efficiently carry out their work, meanwhile the residents are still mostly the same age they were when they were submitted to the Vault, as they are only woken up for a few hours at a time before being placed back in suspension. At this point the research team would place themselves in suspension and wait for an all-clear signal from Vault-Tec, however the signal never comes and the entire vault is left in suspension for a long time, untillll the Institute breaks in looking for mind-technology to help with their Synthetics program. When they force their way into the Vault to steal technology and take the memory-transfer experiment data/results they trigger a mainframe crash that causes the cryogenic systems to fail and the original memory data of the residents and the experiment memory data to be forcefully transferred to everyone in who just came out of suspension, trapped in their pods, the immense mental trauma would probably kill most of the residents. In an attempt to unfuck the situation and restore the vaults systems so they can get out the Institute scientists must put the residents back into cryogenic suspension, the player is the first one to be refrozen and therefore survives before the forceful memory transfer kills them, meanwhile the other residents die before they can be frozen again or are left in a brain-dead state and left to rot At a much later point in time some Institute scientists return to the vault to collect the one-remaining resident (the player) to experiment on and observe the effects of Vault-Tecs experiment to help them in their new research. (Maybe to find a way to transfer the conscience of one person into a synthetic body to achieve functional immortality?) Upon unfreezing the player and removing them from their pod the player can either choose to attack them, and escape from the Vault, or willingly go along with them to the Vault entrance where a power fluctuation or some shit separates them. The scientists are left trapped in the Vault and the player is free to go. From there they can choose to find out who the institute is and join them or take them down, they could pursue their false memories to get closure or something, my creativity is kind of burning out at this point.[/QUOTE] That'd make for a great alternate start mod.
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