• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
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[QUOTE=Jad Hinto;49348065]why do people keep sayin this? I don't think anyone at the Institute would even care about someone pre-war. There's really no reason for a ton of NV refrences, it's east-coast. Todd himself said he'd want to see another Obsidian game. People are making this whole "they hate each other, 2 points off" thing out of nothing.[/QUOTE] Which I get, but when you invade the Institute (at least with the Railroad) you go through the old Robotics wing, which was building robots including the Sentry Bot, a RobCo design. It would've made sense to have a reference to him on a terminal in that wing. I'm not suggested that Bethesda were purposely ignoring FO:NV, it just seems weird they did in that case.
[QUOTE=Super2Donny;49348103]Does the [sp]pre-war[/sp] Nick Valentine [sp]holotape actually trigger any quest/interaction or they're just backstory? Is he related to the Eddie Winter case?[/sp][/QUOTE] [sp]Finding all the Winter tapes is his loyalty quest or whatever you'd call it. [/sp]
[QUOTE=Camundongo;49348192]Which I get, but when you invade the Institute (at least with the Railroad) you go through the old Robotics wing, which was building robots including the Sentry Bot, a RobCo design. It would've made sense to have a reference to him on a terminal in that wing. I'm not suggested that Bethesda were purposely ignoring FO:NV, it just seems weird they did in that case.[/QUOTE]Ah, didn't do Railroad. I see what you mean but iono. Did House design sentry-bots himself? It'd just feel a bit odd to go "oh and the owner of the company that made these was alumni." I feel like it would've been a bit shoe-horned in, but personal tastes.
[QUOTE=Jad Hinto;49348215]Ah, didn't do Railroad. I see what you mean but iono. Did House design sentry-bots himself? It'd just feel a bit odd to go "oh and the owner of the company that made these was alumni." I feel like it would've been a bit shoe-horned in, but personal tastes.[/QUOTE] Nah, I know what you mean. I figured it would be more of an arrogant self-plug thing, if anything, sort of a "Even Pre-war people from CIT were paving the way for us save humanity in the future".
Should I bother with modifying the spin up and spin down sounds on the minigun? [quote][vid]https://my.mixtape.moe/odpmhf.webm[/vid][/quote] Edit: Yes I know there is a sharp transition, did not think it would be that bad. Probably won't actually have the custom spin sounds to be honest, was not 100% inspired.
[QUOTE=nomad1;49348490]Should I bother with modifying the spin up and spin down sounds on the minigun? Edit: Yes I know there is a sharp transition, did not think it would be that bad. Probably won't actually have the custom spin sounds to be honest, was not 100% inspired.[/QUOTE] you should have a looped version of the end of the spin up sound mixed in with the looping firing sound so that it transitions better. or have some bass in the firing noise, as the sharp transition is because the firing noise doesn't have as much bass in it from what I can tell.
My artbook just arrived in the mail. It's fucking massive, holy shit. 370 pages and about as tall as a xbox 360.
[QUOTE=nomad1;49348490]Should I bother with modifying the spin up and spin down sounds on the minigun? Edit: Yes I know there is a sharp transition, did not think it would be that bad. Probably won't actually have the custom spin sounds to be honest, was not 100% inspired.[/QUOTE] The spin up and spin down sounds good, but the actual firing sounds fake. It sounds like a large propeller engine rather than a stream of continuous thunder like this: [video=youtube;nG3Hi7K9MU4]https://www.youtube.com/watch?v=nG3Hi7K9MU4[/video]
Also I was absolutely right about the Assault Rifle - it [I]was[/I] designed from the start as an oversized weapon for power armor. Interestingly enough it was originally known as the Machine Gun. Dunno why they changed it, seems like a more fitting name even in its final form.
[QUOTE=nomad1;49348490]Should I bother with modifying the spin up and spin down sounds on the minigun? Edit: Yes I know there is a sharp transition, did not think it would be that bad. Probably won't actually have the custom spin sounds to be honest, was not 100% inspired.[/QUOTE] I personally, think you're using the wrong style of minigun sounds. I see what you're trying to do but the minigun that is ingame isn't of GAU-8 Avenger scale (and that's not even a minigun, the minigun is the scaled down version of the GAU-8), its much smaller and the sounds should follow with that, it would sound more like the M134 than a the flying gun.
[QUOTE=Ganerumo;49348603]Also I was absolutely right about the Assault Rifle - it [I]was[/I] designed from the start as an oversized weapon for power armor. Interestingly enough it was originally known as the Machine Gun. Dunno why they changed it, seems like a more fitting name even in its final form.[/QUOTE] This has been known for a while. And I'd wager the assault rifle that is unfinished in the game files was probably left unfinished because it was decided at some point that adding another ballistic rifle weapon with a 30 round magazine and was automatic wasn't a good use of resources because the combat rifle and the machine gun had already been made at that point. They then changed the 'machine gun' to fit the role the assault rifle would have taken.
The machine gun was the very first weapon they designed (and the source of inspiration for the modification system), and it was likely renamed Assault Rifle early on because they realized it was practically already fitting that role by now, considering how flexible it is with all the mods.
I look way too menacing in this piece of armour [IMG]http://i.imgur.com/vhCXJUn.png[/IMG] Also, this [IMG]http://i.imgur.com/DXSwPju.png[/IMG] Good day to you too
The original idea was to replace the firing sound so I think i'll release this later as is and when I have time during the winter break i'll see if I can further improve. By all means though if there are those of you who are not happy with what I've done, feel free to try yourself and I can even do a post about things to do for certain sounds that need to loop. I'll be honest, and sorry for coming off as stubborn, it's not having the sounds 'pop' during looping / runtime that is holding me back, so sorry for using the bad quality audio of the actual thing as I found it was giving me the results I wanted without the popping.
Am i too late to post my character? I hope i'm not. [t]http://images.akamai.steamusercontent.com/ugc/645503094101380121/9BC92E700F1D62A2E3832929171AF19484021775/[/t] [t]http://images.akamai.steamusercontent.com/ugc/645503094101377370/ADCF47CD18C49B0D1FB734BA316F5A4504D743A0/[/t] [t]http://images.akamai.steamusercontent.com/ugc/645503094101380504/5A6446523F5ABCCCD872C7AFABC509BAC5BBA0DC/[/t] I just love how... Tired he looks.
So I ran into a dude trying to sell me essentially what are credit cards but when I refused he called me a retard. He called me a retard. I did what any sane mother looking for her child would do. I slammed his fucking head in with a super sledge and then ate his corpse.
[QUOTE=gbtygfvyg;49348716]So I ran into a dude trying to sell me essentially what are credit cards but when I refused he called me a retard. He called me a retard. I did what any sane mother looking for her child would do. I slammed his fucking head in with a super sledge and then ate his corpse.[/QUOTE] He calls you a retard regardless if you buy it or tell him to fuck off, plus merchants laugh at you if you actually go with his scam so pile driving his face into the ground is entirely fitting.
I've just about run out of room in Sanctuary Hills, which sucks since I still had another building I wanted to create. Oh well. I have my Hydroponics Farm, Water Purifier Building, and Living Quarters set up, as well as a basic shop area. [t]http://images.akamai.steamusercontent.com/ugc/403434614130327408/7B16927E30C3C5383EF2F130B985B77474663895/[/t] [t]http://images.akamai.steamusercontent.com/ugc/403434614130326798/2EC8BC97DBF2B51B32693A8A63A83257FD3FE184/[/t] [t]http://images.akamai.steamusercontent.com/ugc/403434614130326058/597A63DB138DB9E819C071736BDAA139E08F2D57/[/t] [t]http://images.akamai.steamusercontent.com/ugc/403434614130325377/048502EF33496DF6C2C4205362A8F5257A8CCFB6/[/t] [t]http://images.akamai.steamusercontent.com/ugc/403434614120299947/82EA0DE01F6CA3B32C9E428E149236A5D743F1DF/[/t] [t]http://images.akamai.steamusercontent.com/ugc/403434614130324799/4271BD0C8F7605AA9259F1E767D78240DA291171/[/t] I've expanded operations to Tenpines Bluff. One Courser guard and three BioScience Folks to work the farm. Figure I will keep everything inside for maximum safety. A Miss Nanny and Mr. Handy as caretakers of the building and a Gutsy outside for extra defense. [t]http://images.akamai.steamusercontent.com/ugc/403434614130327682/84C35B1C8858FC1AC2441275E536CC3290688027/[/t]
[QUOTE=Reagy;49348742]He calls you a retard regardless if you buy it or tell him to fuck off, plus merchants laugh at you if you actually go with his scam so pile driving his face into the ground is entirely fitting.[/QUOTE] I quit his dialog like halfway through after refusing, and was starting to walk away when I heard him call me that. I turned around and just stood there and stared, legitimately shocked... And then sicced Strong on him :v:
Another mod idea: When you build things for your settlements it causes a ghost of the object to appear and settlers or robots will come and "work" on it. They then show up next time you come in, assuming enough time has passed. Also: different shop models.
How about this... It also doesn't consume the resources immediately, and lets you "overdraft" your resources to plan something huge all at once, which would be built in stages as you gather the needed materials. IE, place the sections of a huge house, and it'll be constructed from the ground up either all in one go (if you have the materials), or piece by piece as you find everything you need.
[QUOTE=G3rman;49348792]I've just about run out of room in Sanctuary Hills, which sucks since I still had another building I wanted to create. Oh well. I have my Hydroponics Farm, Water Purifier Building, and Living Quarters set up, as well as a basic shop area. -pics- I've expanded operations to Tenpines Bluff. One Courser guard and three BioScience Folks to work the farm. Figure I will keep everything inside for maximum safety. A Miss Nanny and Mr. Handy as caretakers of the building and a Gutsy outside for extra defense. -pics-[/QUOTE] Hey, I'm almost doing the same thing, except I'm creating the XCOM Initiate instead. My main base is at Spectacle Island, with three divisions planned for now: Biology, Firearms R&D, and Armor R&D. I also have a Biology Research base in Sunshine Co-Op, right now. I'm probably gonna build a secondary base soon, maybe with a Avionics, Robotics, and Vehicles division. I need to take screenshots though, since I've improved the base a lot in the last couple of days.
I want a mod that expands the Scrapper perk to bobbleheads and magazines so they're easy to find. There's a mod that someone did that already puts the scrapper effect on dead bodies as long as they still have loot on themselves and the player has his weapon unholstered.
[QUOTE=Zenreon117;49348815]Another mod idea: When you build things for your settlements it causes a ghost of the object to appear and settlers or robots will come and "work" on it. They then show up next time you come in, assuming enough time has passed. Also: different shop models.[/QUOTE] Would put to good use those animations of [sp]Presto Gravy and friends uselessly banging on the walls of the Sanctuary houses while nothing ever actually happens to them[/sp]
[QUOTE=BLOODGA$M;49348930]Would put to good use those animations of [sp]Presto Gravy and friends uselessly banging on the walls of the Sanctuary houses while nothing ever actually happens to them[/sp][/QUOTE] I actually hoped they would fix up the walls a bit and make the town look nicer, but nope.
If the settlements took time to be built it'd make for a completely different game. Would definitely make for an interesting run in a heavily modded game. What I wouldn't mind is a mod that allows the settlers to build their own objects, and store them in the workshop for later use. So for instance you can walk in a settlement after a week or so of exploring and they'll have a couple of turrets stored in the workshop, ready to be placed.
How do you get Institute settlement parts?
[QUOTE=Super2Donny;49348986]How do you get Institute settlement parts?[/QUOTE] [url=http://www.nexusmods.com/fallout4/mods/1478/?]You mod them in.[/url]
[QUOTE=Ganerumo;49348990][url=http://www.nexusmods.com/fallout4/mods/1478/?]You mod them in.[/url][/QUOTE] There needs to be an institute reactor to use instead of the ugly default generators.
[QUOTE=Oicani Gonzales;49349037][t]http://puu.sh/m18KP/57b65ffdb1.jpg[/t] is your damage higher because of perks?[/QUOTE] I'm level 66, all semi-auto rifle perks. Not sure if damage scales with level though. [editline]19th December 2015[/editline] Also what texture are you using? that looks good.
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