• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
    5,003 replies, posted
[QUOTE=RenegadeCop;49456892]How would you guys feel about meeting the protagonist from FO3?[/QUOTE] It would be cool if the game tried to read your Fallout 3 save file and approximated the Lone Wanderer's appearance based on what it found.
[QUOTE=Kickasskyle;49455512]You can get execution animations in power armour? I've never managed to accomplish this.[/QUOTE] Critical hits or one hit melee kills, all in third person.
Out of all the things Fallout 4's borrowed from Skyrim, why wasn't duel wielding one of them? Like I'm not just talking melee weapons, I wish they'd gone into duel wielding pistols, shotguns, rifles, maybe even rocket launchers. That would've been badass.
I don't like it when games bring the PC from other titles in the series back as npcs. Feels wrong because they can NEVER nail what you made the character into. It would just be another situation where people complain that they are being railroaded into certain story elements. [editline]4th January 2016[/editline] [QUOTE=LolzMan1325;49457306]Out of all the things Fallout 4's borrowed from Skyrim, why wasn't duel wielding one of them? Like I'm not just talking melee weapons, I wish they'd gone into duel wielding pistols, shotguns, rifles, maybe even rocket launchers. That would've been badass.[/QUOTE] pistols - okay with a perk. Any two handed weapon - eehhhhhhhhhhhhhhhhh
Max level of gunslinger should let you equip a second pistol instead of a grenade when using a pistol. Increased fire rate and total ammo capacity in exchange for 2x reload time. Also you'd be unable to aim down sights or use scopes, as your secondary button would fire your offhand pistol, so hip-fire upgrades to both would benefit you immensely. [editline]t[/editline] Perhaps in addition, it'd let you equip a pistol instead of a grenade when using any other weapon, and when you hold the bash button, you instead very quickly draw and ready that pistol. This would be really handy in situations where it's not safe to reload, or just need a little more damage right away. Use your clip, then whip out your sidearm and finish them off.
[QUOTE=DChapsfield;49456532]How to make the Murkwater Construction Site a livable environment: [/QUOTE] It's such a charming build spot for a little swamp shanty town, though.
So does anyone happen to know a console command that can mark a location as cleared? I want to build at the C.I.T Ruins but the workshop I spawn always says clear out the enemies. oh ok, I can't use the workshop. but I can still go into build mode by holding down the build mode key. Alright then.
[QUOTE=MissingGlitch;49457478]So does anyone happen to know a console command that can mark a location as cleared? I want to build at the C.I.T Ruins but the workshop I spawn always says clear out the enemies. oh ok, I can't use the workshop. but I can still go into build mode by holding down the build mode key. Alright then.[/QUOTE] Try "killall" after spawning the workbench. Make sure no non-essential NPCs you care about are in range.
What perk would a grenade rifle scale with? Demolition expert or rifleman? EVERY weapon in the game which can have "rifle" in its name has the potential to count under rifleman.
so i've just discovered that there's a lightsaber mod for fallout 4. i'll be waiting for the improved version once the geck releases, of course. i don't want to take any chances of having my saves get fucked up or anything.
[QUOTE=Everything;49457744]What perk would a grenade rifle scale with? Demolition expert or rifleman? EVERY weapon in the game which can have "rifle" in its name has the potential to count under rifleman.[/QUOTE] For all we know the game could just flat out keep two copies of names, one with all the mods and shit and one you give it, then just apply the relevant perk based on if the one with all the mods says "rifle" or "pistol" because I wouldn't put that jankiness above Bethesda. Unless people have actually seen how the perks with with whatever they're using right now for mods, when it was TesSnip it didn't show shit like that so I dunno.
[QUOTE=Everything;49457632]Try "killall" after spawning the workbench. Make sure no non-essential NPCs you care about are in range.[/QUOTE] I did. Same message. I was able to build, but can't store anything.
[QUOTE=FlakTheMighty;49457775]For all we know the game could just flat out keep two copies of names, one with all the mods and shit and one you give it, then just apply the relevant perk based on if the one with all the mods says "rifle" or "pistol" because I wouldn't put that jankiness above Bethesda. Unless people have actually seen how the perks with with whatever they're using right now for mods, when it was TesSnip it didn't show shit like that so I dunno.[/QUOTE] I actually just checked in FO4Edit for it. The Rifleman perk applies to any weapons with the keyword "WeaponTypeRifle", such as the Combat Rifle. Any mods that change weapons to be rifles, such as the Pipe Gun stocks, add that keyword to the weapon, along with a bunch of other keywords relevant to the rifle weapons. Pretty sure the other perks/weapon mods work in similar ways for their weapon types. Though, Demolition Expert works differently. That just improves any explosions that you do, no matter the weapon. I think I remember reading that it applies to the explosive legendary as well, but I'm not completely sure on that.
[QUOTE=Everything;49457744]What perk would a grenade rifle scale with? Demolition expert or rifleman? EVERY weapon in the game which can have "rifle" in its name has the potential to count under rifleman.[/QUOTE] heavy gunner would work, no?
[QUOTE=BLOODGA$M;49457943]heavy gunner would work, no?[/QUOTE] Heavy gunner is for guns over a certain base weight, which are generally either carried next to the hip or over the shoulder. A [url=http://fallout.wikia.com/wiki/Grenade_rifle]grenade rifle[/url] would be neither heavy nor large enough to fit, I don't think. [editline]t[/editline] You might be thinking of the much beefier [URL="http://fallout.wikia.com/wiki/Grenade_machinegun"]grenade machinegun[/URL], which would definitely qualify.
[QUOTE=Omolong;49457831]I think I remember reading that it applies to the explosive legendary as well, but I'm not completely sure on that.[/QUOTE] It does and it's OP as fuck, I love it. Rank 3 of Demo Expert gives it a splash radius comparable to a frag, so an explosive shotgun with rank 3 demo expert is a good lightweight replacement for a missile launcher. I had Rifleman and Demo Expert going with an explosive combat shotgun I found, it did roughly 800-900dmg per shot.
[QUOTE=Vodkavia;49458096]Silenced explosive sniper rifle, silently explode an entire raider camp.[/QUOTE] The very first legendary I found was an explosive pipe bolt action, from the basement of USAF Olivia less than 90 minutes after starting my file. That thing carried me all the way to the glowing sea.
[QUOTE=Everything;49457986]Heavy gunner is for guns over a certain base weight, which are generally either carried next to the hip or over the shoulder. A [url=http://fallout.wikia.com/wiki/Grenade_rifle]grenade rifle[/url] would be neither heavy nor large enough to fit, I don't think. [editline]t[/editline] You might be thinking of the much beefier [URL="http://fallout.wikia.com/wiki/Grenade_machinegun"]grenade machinegun[/URL], which would definitely qualify.[/QUOTE] You're right, I was thinking of the big automatic one with the carry handle and forgot about the break barrel vietnam style one. Maybe it would use Rifleman, and at a mod bench you could cut off the stock and it would use Gunslinger instead, kind of like pipe guns.
Actually, on the note of sidearms from the last page, a perk dedicated to that mechanic would be neat. [B]Side-Armed[/B] [B]Lv. 1[/B] - Why use just one gun, when you can use two? Equip a low-caliber, non-automatic pistol instead of a grenade, and quickly draw it at any time by holding the bash / power attack button. (1.5x normal weapon draw speed, and has only one clip before forcing you to holster it again) [B]Lv. 2[/B] - You now draw your sidearm faster (2x normal draw speed), and you can use higher caliber pistols (revolver, pipe revolver, .50 pipe bolt action) [B]Lv. 3[/B] - You now draw your sidearm even faster (2.5x normal draw speed), and can use non-automatic energy pistols (laser, plasma, gamma). When using VATS, you will automatically switch to your sidearm instead of reloading at no AP cost. [B]Lv. 4[/B] - Your sidearm is now almost instantly ready to fire upon drawing it (3x normal draw speed), and you can use any pistol. Killing an enemy with your sidearm will automatically reload your equipped weapon. [B]Lv. 5[/B] - If your equipped weapon is empty, the last round in your sidearm will be a critical hit. Creates interesting potential synergies all across the board. High capacity to high capacity (for a sustained spray of bullets and a free reload), single shot to single shot (for better VATS efficiency, free reload and free crit every time), or a mix of anything in between.
I don't mind voiced protagonist as long as they get rid of the retardo dialogue wheel. There was *no* reason for that shit. People with controllers can push the up and down buttons. Brian Delenany was good, and Courtney Taylor was fantastic, both have relatively versatile voices and are talented. As long as they find somebody as good or better than the voiced VA thing would be fine in an Obsidian title, they just need to lose the wheel.
We already know that F4 had a lot of lines, it's just most of those lines were wasted on prefab [question? - nice - mean - neutral] responses when they weren't helpful or necessary, rather than being put into full dialogue trees. Assuming obsidian gets another shot, I imagine bethesda will be fronting a lot of the development costs so money probably isn't an object. After F4 it's basically a shoe-in that voice acting will be in future titles, it's really just a matter of not using a 4-way dialogue tree if we want to see in depth dialogue options again.
I can see a future advertising point being "You can choose a voiced or non-voiced protagonist"
[QUOTE=hypno-toad;49458722]I don't mind voiced protagonist as long as they get rid of the retardo dialogue wheel. There was *no* reason for that shit. People with controllers can push the up and down buttons. Brian Delenany was good, and Courtney Taylor was fantastic, both have relatively versatile voices and are talented. As long as they find somebody as good or better than the voiced VA thing would be fine in an Obsidian title, they just need to lose the wheel.[/QUOTE] I don't know, I really think if Obsidian is to get the rights to make another Fallout, they should ditch the voiced protags if possible. I know that's [I]really[/I] unlikely, but as RealRudy said, New Vegas was a really well stitched together combination of some of the older CRPG gimmicks of 1+2 and the newer gameplay iteration of 3, and it worked really well. It's why I can tolerate the games more rougher edges. I think the best way for them to approach this in their 4 based game is to scale back on the 'immersive cinematic voice acting'. It would allow them to expand dialogue in a lot of ways Bethseda didn't/couldn't, and in my opinion that's the strengths of having a spin-off released by another company. They get to do stuff Bethseda can't. Voiced protags will always cripple the amount of dialogue depth to some extent, (not to mention kinda impact on roleplaying) no matter how much money they may have to throw at it.
I found it funny how the Male Survivor explains Baseball in one long, quickly spoken sentence, like he finally had enough and just wanted to end the taping. And yet apparently one of the most heart felt deliveries is Male Survivor trying to convince a cat to go home.
Gotta love the Legendary Modification mod. Home-running Rippers and Endless Double-Barreled Shotguns are just silly.
[QUOTE=SteakStyles;49458870]I found it funny how the Male Survivor explains Baseball in one long, quickly spoken sentence, like he finally had enough and just wanted to end the taping. And yet apparently one of the most heart felt deliveries is Male Survivor trying to convince a cat to go home.[/QUOTE] This is another problem with voiced protags, there are [I]some[/I] (and I mean a handful, I haven't come across alot) rough takes that have made it in, where you can tell it's a voice actor reading the lines rather than your character speaking itself. It really takes you out of it, somehow more than an NPC slipping up.This isn't an inherent problem with voiced protags in itself, but Bethseda has a tendency to have these kind of takes slip their way into their games, and with the sheer amount of lines for a player character over any one NPC, it's bound to happen more often. I know it's been a long while since then, but the botched Oblivion lines still make me giggle to this day. [media]https://www.youtube.com/watch?v=L9REWMEOLdI[/media]
Holy shit guys, somebody actually managed to mod in the R91 as a standalone. [url]http://www.nexusmods.com/fallout4/mods/7715/?[/url]
Well it's not [I]the[/I] R91 but that's still pretty damn nice.
[QUOTE=TheRealRudy;49458758]A voiced protagonist automatically limits the amount of dialog and choices the protagonist can say, because voice acting isn't the cheapest thing in the world, and you can bet your ass if Obsidian would try to record all of the dialog of the courier without changing a single world it would have costed them a lot more money than it has costed Bethesda, and that kind of stuff doesn't fit their budget. They want to use it for most the NPCs and such, have them more fleshed out by having lots and lots of recorded dialog.[/QUOTE] I still really like seeing your character speaking with his/her mouth open since it makes conversation feel more real rather than the NPC is taking to a wooden plank in previous Fallout games. Heck, they could just lip sync the dialogue to the main character but give no voice so the player themselves could be the voice instead.
Some of the bugs with the perks are just retarded. It's amazing that kind of basic stuff can get past the playtesting phase without somebody reporting anything. Idiot Savant breaks at Rank 3, like just stops giving bonus XP outright. Big Leagues seems to (often) just reset you back to [I]base damage[/I] at Rank 5. Especially at the latter one there, that shit is just completely game-breaking, what the hell? [editline]5th January 2016[/editline] Also, not to forget macready's "headshot anybody from any distance because we missed a decimal point" perk :rolleyes:
Sorry, you need to Log In to post a reply to this thread.