[QUOTE=Mbbird;49206266]Fucking "stay close" would be pretty goddamn nice considering how ridiculously quickly companions ruin power armor.
on.[/QUOTE]
Sometimes they stay way too close to me though, especially when they use power armor because it makes them so bulky.
It's straight up like the close-talker from Seinfeld or something, they just run right up next to your face and just stand there looking at you while you're trying to do stuff, the only thing it's missing is them breathing heavily
Conversely, when I'm over-encumbered, Dogmeat won't stay the fuck still so I have to slowly chase after him just to open his inventory.
[QUOTE=General J;49206139]Mods made with which extension should I be cautious about downloading and why?[/QUOTE]
Oh no I meant:
I heard some mods made with some things called fo4edit or something like that had a chance at corrupting saves- the ammo crafter mod was an example of one of them iirc
[QUOTE=plunger435;49205925]I can't believe I didn't figure that out sooner:
[sp]Thawing your wife out with the flare gun to have her as a companion.[/sp][/QUOTE]
This is a thing?
Fuck I wanna to a fresh playthrough to see if that works
[QUOTE=hypno-toad;49205818]I should preface this statement by saying that I think F4 is a huge improvement over F3, but I really wish bethesda would just pull their head out of their ass.
Literally nobody is impressed by dungeons full of enemies anymore, there are no slobbering strawmen sitting in the audience who are not going to buy the game if it isn't expected of them to kill absolutely everything inside every game location, these people just don't exist. There's no reason to [I]not[/I] have something like a cagefighting tournament or robot racetrack bookies, nobody is going to be offended or upset if you can actually walk into the Suffolk Downs and place a bet on a robot race with a raider bookie, instead of just kicking down the sand castle.[/QUOTE]
I agree but tbh its pretty clear the reason why they don't do this. Doing special encounters like that requires a lot of extra time and resources they probably don't have if they want to fill the world up in the way they want. Considering their level design team is only10-15 strong, and they [I]literally[/I] (as of skyrim at least) have only 2 level design kit artists for the whole game they simply don't really have much time to spend scripting new gameplay outside of the established gameplay loop.
Plus tbh I feel like a good part of Bethesda's leadership is steeped in pen & paper role playing traditions - locations exist to be dungeons to raid and nothing more so someone who has 30 minutes can spend it "raiding a dungeon with a hopefully interesting narrative behind it" and be done for the night.
Both of these reasons are part of why literally every dungeon/fort/etc played out exactly the same in skyrim. Walk through corridors that occasionally branched, kill dozens of X type of enemy, kill X type of boss, get boss chest, loop back to start. Literally their design process when starting a new game is generating a list of locations, determining what architecture it is, and then determining the enemy type. Kind of limiting.
Doesn't make it any less disappointing, especially compared to stuff like Witcher. Good news is I think a lot of the locations I've explored so far in Fallout 4 are so much more interesting, varied, etc compared to Skyrim. Even if everything does still boil down to "kill the bad guys".
Indeed, Fallout was intended to be tabletop-esque at its heart. Was originally built around GURPS before they built the SPECIAL system.
FO3 was meant to present that gameplay style in 3D, with the option to take manual control of the shooting. It and NV are more of first-person RPGs than shooters, but FO4 is more the latter.
[QUOTE=hypno-toad;49206218]Not to be presumptuous, but unless you really know what you are doing I'd stay away from mod making until we get the official tools, and the inevitable unofficial script extender. Some people are hex editing, but the mods those make can be potentially unstable and corruptible (also futile to make if you don't know what you're doing)
The only mods that will be possible for the time being are texture mods, and in a few weeks, model replacers once Nifskope gets export support. All the big gameplay changing stuff will need the CK[/QUOTE]
Not necessarily! [url=http://www.nexusmods.com/fallout4/mods/2737/?]FO4Edit[/url] has already come a pretty long way, and while we don't have access to all the records or all the record fields yet, there's already quite a lot that can be changed. It's even possible to add new items and weapon mods, like with my [url=http://www.nexusmods.com/fallout4/mods/3082/?]Restored Cut Hunting Rifle Stock Mods[/url] (which originally just add the Marksman's Stock with the bipod from the loading screen, but now includes the Short Marksman's Stock and a version of that with a bipod).
Mods made in FO4Edit will probably need to be checked for problems whenever a new update for it/the game comes out, and it would be a good idea to run them through the official modding tools when we get them, but these mods are a lot less likely to cause any big problems than something that was done through FO4Snip or hex editing.
Plus, initial builds of [url=http://f4se.silverlock.org/]F4SE[/url] have already been released, and alpha builds of [url=https://github.com/jonwd7/nifskope/releases]NifSkope[/url] with Fallout 4 have been coming out too. Obviously full new models won't be available for a while, and it's unlikely that mods with scripting will come out before the official mod tools, but the unofficial stuff is coming along quite quickly.
You are right to tell people without existing knowledge to not do mods, though. The Edit programs can be pretty hard to use to create mods if you've not done anything with it before, and that's even worse with FO4Edit's lack of some of the records/record fields.
Are recon scopes worth the cost over nightvision scopes?
[QUOTE=KorJax;49206330]I agree but tbh its pretty clear the reason why they don't do this. Doing special encounters like that requires a lot of extra time and resources they probably don't have if they want to fill the world up in the way they want. Considering their level design team is only10-15 strong, and they [I]literally[/I] (as of skyrim at least) have only 2 level design kit artists for the whole game they simply don't really have much time to spend scripting new gameplay outside of the established gameplay loop.
Plus tbh I feel like a good part of Bethesda's leadership is steeped in pen & paper role playing traditions - locations exist to be dungeons to raid and nothing more so someone who has 30 minutes can spend it "raiding a dungeon with a hopefully interesting narrative behind it" and be done for the night.
Both of these reasons are part of why literally every dungeon/fort/etc played out exactly the same in skyrim. Walk through corridors that occasionally branched, kill dozens of X type of enemy, kill X type of boss, get boss chest, loop back to start. Literally their design process when starting a new game is generating a list of locations, determining what architecture it is, and then determining the enemy type. Kind of limiting.
Doesn't make it any less disappointing, especially compared to stuff like Witcher. Good news is I think a lot of the locations I've explored so far in Fallout 4 are so much more interesting, varied, etc compared to Skyrim. Even if everything does still boil down to "kill the bad guys".[/QUOTE]
How big is the whole Bethesda Softworks team, the team which works on these major RPG's?
[QUOTE=IrishBandit;49206359]Are recon scopes worth the cost over nightvision scopes?[/QUOTE]
They mark targets so they're excellent for snipers and stealth in general. Not really worth it for any other purpose though.
[QUOTE=Everything;49206294]Conversely, when I'm over-encumbered, Dogmeat won't stay the fuck still so I have to slowly chase after him just to open his inventory.[/QUOTE]
I love when I get over-encumbered inside a building and hancock decides to walk off to type on a computer or sit in a chair in a closet or something so I have to slowly hunt him down
i just realized FNV is probably the only game where you can shoot chuck, chandler, yosuke from persona and felicia day in the face
man good times
[QUOTE=Everything;49206275]Also I miss having two followers. ED-E and Boone were a fucking AMAZING combo for my ranged stealth build in NV (ED-E being a floating threat radar and Boone marking targets)[/QUOTE]
I think the only reason they don't allow two followers this time is because Cait and Nick would be OP.
[QUOTE=KorJax;49206330]I agree but tbh its pretty clear the reason why they don't do this. Doing special encounters like that requires a lot of extra time and resources they probably don't have if they want to fill the world up in the way they want[/QUOTE]
The problem is "the way they want" involves hundreds and hundreds of hostile locales. They even have entirely unique conversations of raiders you can overhear shortly before you drive a sword into their collar bone. The game is extremely combat-centric, to the point where they actually begin to waste resources on things nobody cares about or is going to even hear. Not to say this is not exactly a new problem, because Fallout 3 suffered from it too.
If they diverted those resources into things that don't involve shooting gallery combat, such as gambling at a racetrack, or organizing arena fights, it'd be a lot better.
[QUOTE=IrishBandit;49206359]Are recon scopes worth the cost over nightvision scopes?[/QUOTE]
Given that you pretty much never encounter areas both dark enough and wide open enough to justify night vision, yes.
[t]http://images.akamai.steamusercontent.com/ugc/392173784282205085/E7C8490116753FF0E37B0A5276840257CD2E00B6/[/t]
The Laser Musket seems more suited to be turned into a sniper, since its reload time is so long.
I think the recon scope looks pretty ugly. It would help if it was a different color.
I found a fucking EXPLOSIVE MINIGUN and my god is it glorious.
[QUOTE=Omolong;49206357]You are right to tell people without existing knowledge to not do mods, though. The Edit programs can be pretty hard to use to create mods if you've not done anything with it before, and that's even worse with FO4Edit's lack of some of the records/record fields.[/QUOTE]
Eh, the current tools available are fairly user-friendly and are easy to pick up, even for new modders.
In fact, if you plan on modding or you're the least bit curious, I'd advise to go right ahead.
I just downloaded a mod that changes the XP gain sound to Tai Lopez saying KNOWLEDGE.
[URL="http://www.nexusmods.com/fallout4/mods/1814/?"]http://www.nexusmods.com/fallout4/mods/1814/?[/URL]
Total game changer.
I hope that in a DLC or someone makes a mod that brings back the Combat Shotgun from Fallout 1, that thing looks so cool and it's a good burst fire weapon.
[QUOTE=MightyLOLZOR;49206399]I think the recon scope looks pretty ugly. It would help if it was a different color.[/QUOTE]
I use the recon scope and pipe weapon textures from [URL="http://www.nexusmods.com/fallout4/mods/1417/?"]this mod[/URL]. They look pretty nice.
[QUOTE=IrishBandit;49206391][t]http://images.akamai.steamusercontent.com/ugc/392173784282205085/E7C8490116753FF0E37B0A5276840257CD2E00B6/[/t]
The Laser Musket seems more suited to be turned into a sniper, since its reload time is so long.[/QUOTE]
I have a "no mutants" laser rifle but I'm strongly considering switching it out for the unique "Limitless Potential" gun.
(I ended up giving it to [sp]Curie[/sp] because I keep getting annoyed at how companions eat up ammo)
i think this is the first time i think co-op would have been possible in a bethesda game.
I mean the role-playing element was already super limited to the point where we have two pre-defined characters, and with the new cinematic conversations where most options lead to yes or no regardless of player choice, there really isn't really a reason to feel left out if someone else is doing the talking. Considering everything in the world seems to be hostile, you wouldn't even have a huge issue with someone dropping in and going on a rampage unless you were in one of the 4 locations that were actually friendly to your character.
[QUOTE=DeEz;49206418]Eh, the current tools available are fairly user-friendly and are easy to pick up, even for new modders.
In fact, if you plan on modding or you're the least bit curious, I'd advise to go right ahead.[/QUOTE]
Honestly you'll learn way more by just fucking around a little bit with the tools instead of waiting for someone to explain everything to you :v:
Most mods seem pretty stable, just keep some backup saves I suppose.
[QUOTE=fulgrim;49206453]i think this is the first time i think co-op would have been possible in a bethesda game.
I mean the role-playing element was already super limited to the point where we have two pre-defined characters, and with the new cinematic conversations where most options lead to yes or no regardless of player choice, there really isn't really a reason to feel left out if someone else is doing the talking. Considering everything in the world seems to be hostile, you wouldn't even have a huge issue with someone dropping in and going on a rampage unless you were in one of the 4 locations that were actually friendly to your character.[/QUOTE]
Meh, they are still struggling with the story, I really doubt a Co-Op mode is what the game really needed. I'm pretty sure it would've been a nightmare to implement, with all the physic objects and stuff.
(didn't merge for some reason)
[QUOTE=RaTcHeT302;49206454]Honestly you'll learn way more by just fucking around a little bit with the tools instead of waiting for someone to explain everything to you :v:
Most mods seem pretty stable, just keep some backup saves I suppose.[/QUOTE]
If FO4Edit was properly released and there was more of an understanding of the new records/record fields, I'd completely recommend doing that. I just don't think it's a good idea for new modders to FO4Edit just to be on the safe side, though.
If someone had Oblivion/Fallout 3/New Vegas/Skyrim installed, though, I'd definitely say to go and try out the respective Edit tool for at least one of them (especially New Vegas and Skyrim). Mods created in those are going to be a lot less prone to problems caused by the tools.
Yeah i know there are a whole bunch of reasons why it would be hard, if not impossible, to implement- im just sort of thinking along the lines of if they already trimmed down most of the elements that would have been harmed by adding a Co-op mode, they might as well have done it.
[QUOTE=haloguy234;49206442]I just downloaded a mod that changes the XP gain sound to Tai Lopez saying KNOWLEDGE.
[URL="http://www.nexusmods.com/fallout4/mods/1814/?"]http://www.nexusmods.com/fallout4/mods/1814/?[/URL]
Total game changer.[/QUOTE]
Idiot Savant version when?
[QUOTE=yellowoboe;49206519]Idiot Savant version when?[/QUOTE]
FUEL UNITS
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