Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
god, the concept art for this game was so detailed
Only two models of pipe weaponry made it into the final product, and a third which re-uses one of the first two models and subtracts the magazine, but there were ten (10) different handmade firearm designs with unique accessories (barrels, grips, stocks, foregrips, magazines/clips) laid out in concept, each serving a different purpose:
-Manual open (break-action double-barrel shotgun)
-Pump (2-3 barrel spring-loaded shotgun)
-Drum (what is now the Pipe Revolver)
-Crude bolt (most like what is now the Pipe Bolt-Action)
-Bolt (all-metal bolt-action, the sniper rifle "Accuracy" configuration gives it a carry handle/optics mount shaped like that of an old G36)
-Gas (long-barreled automatic design)
-Crude blowback (bulky automatic with a heat-dissipating barrel shroud, loosely resembles the profile of an AK-74 in the "Accuracy" configuration)
-Blowback (small caliber rapid-fire all-metal automatic
-Recoil (shown loading handmade magazines that are basically stripper clips framed by two vertical bars)
-2 barrel recoil (a heavy automatic weapon with empty space save for a spring between the chamber and stock, like the Pump, from which casings would eject with wild abandon, and what looks like an optional horizontal carry handle ahead of the receiver, like some LMGs)
To have drawn out the functioning mechanics of all of these garage guns and then have only two make it in with a handful of accessories, it's just heartbreaking.
i'll try to get a scan soon to show you guys who don't have the art book. These artists had to have put hundreds of hours into the weapon design.
[QUOTE=OzzyCockroach;49511407]I've never heard of that mod :v: I just took the rar file straight from the mods folder, I just tested it and it's fine? maybe NMM bugged out or it's still installing?[/QUOTE]
it does the same for me, not sure why. looking through the files it should be right though
Don't forget that the Pipe Shotgun got far enough in development that it was at least modeled. Hard to say if Bethesda made textures for it, seeing as they weren't shipped with the game as far as I've seen.
I wouldn't put it past Bethesda to put it in a DLC. Same with the Hammer, Harpoon Gun, and Chinese Assault Rifle. Maybe even the Cryolater Pistol too.
[QUOTE=butre;49511453]it does the same for me, not sure why. looking through the files it should be right though[/QUOTE]
Actually I think I know why its doing it.
Since the mod came from nexus your NMM's are trying to grab the page for the original mod. But since its removed ai guess its just grabbed a random mod to display or something. Where my NMM has no problem displaying it because it still has the page in its cache or something idk :v:
Does anyone else lag in [sp]the Institute[/sp] and basically nowhere else?
I've set my options as low as they will go and I still drop frames in the main area. Normally I'm 60FPS everywhere else on High/Ultra. Same thing happens in Corvega, which seems to be a more common problem
[URL="http://imgur.com/a/InLMo"]http://imgur.com/a/InLMo[/URL]
is there a way to fix this? some buildings in Freeside have this annoying holes and i dont know what causing it
are ghoul settlers immune to radiation? i need to send one across the ocean for a supply line.
[QUOTE=upsideonion;49511767]are ghoul settlers immune to radiation? i need to send one across the ocean for a supply line.[/QUOTE]
You can send anyone across AFAIK. I sent some random jackoff and he just floated around in the water for hours.
[QUOTE=lol user;49510991]get on my level scrub
[t]http://images.akamai.steamusercontent.com/ugc/366282323691521858/221E9AFFF7B22FC651EC8539BB00D54FCC924736/[/t]
[editline]11th January 2016[/editline]
funny thing is giving all that shit Ballistic Weave mk5 and wondering if your tits just become bulletproof or what[/QUOTE]
link to your character save pls? i like your chars face
You know i wouldn't mind being sent on radiant quests if instead of being the main focus of everything you do within a faction they were used as a way of discovering each and every dungeon.
"You seem to have taken to exploring the commonwealth, perhaps you could scout out this area of interest?, it might hold resources we could use to put the FACTION NAME ahead of the competition, or threats that could compromise our operations further down the road."
And then the game sends you to a random [i]undiscovered[/i] dungeon or area of interest until you exhaust the list, [b] Not the same four fucking raider camps over and over and over[/b]
[QUOTE=fulgrim;49511911]You know i wouldn't mind being sent on radiant quests if instead of being the main focus of everything you do within a faction they were used as a way of discovering each and every dungeon.
"You seem to have taken to exploring the commonwealth, perhaps you could scout out this area of interest?, it might hold resources we could use to put the FACTION NAME ahead of the competition, or threats that could compromise our operations further down the road."
And then the game sends you to a random [i]undiscovered[/i] dungeon or area of interest until you exhaust the list, [b] Not the same four fucking raider camps over and over and over[/b][/QUOTE]
Speaking of which. I just got word of another settlement that needs your help. I'll mark it on your map.
Is anyone here really good at the character creator? I would love to do a Herbert West from Re-Animator playthrough, but no matter how hard I try I cannot get anything remotely similar to looking like Jeffrey Combs in any of the films. Anything with at least a passing semblance that I can work from would be appreciated, if anyone wants to give it a try.
[QUOTE=rilez;49511502]Does anyone else lag in [sp]the Institute[/sp] and basically nowhere else?
I've set my options as low as they will go and I still drop frames in the main area. Normally I'm 60FPS everywhere else on High/Ultra. Same thing happens in Corvega, which seems to be a more common problem[/QUOTE]
I suspect it's the screen space reflections, there's a lot of them there.
You know, I think it would be a change of pace if the Abernathy's cat would randomly get abducted. I mean seriously, a random settler or his wife are getting kidnapped daily(apparently by ghosts as well, seeing as they keep ending up in the National Ration Reserve, which is full of corpses).
Or heck, even though they'd mop the floor with most opposition, companions that you have at a settlement should randomly be the victim. And saving them could boost how they like you(except maybe for Strong, seeing as it seems to hate almost everything).
This art book also makes me wonder if anyone has attempted a cosplay build of the new power armor system
[QUOTE=goldenbuttocks;49511866]link to your character save pls? i like your chars face[/QUOTE]
[url]http://www.nexusmods.com/fallout4/mods/193/?[/url]
Here you go
"Anotha one, anotha one, aaaand anotha one..."
[t]http://puu.sh/msHlL/a1610658b3.jpg[/t]
now i need a bunch of voice clips
[QUOTE=upsideonion;49511767]are ghoul settlers immune to radiation? i need to send one across the ocean for a supply line.[/QUOTE]
The second you make a supply line it's basically an instant entanglement regardless of whether they make it across or not. Settlers are essential unless you kill them so even if the radiation KO's them it's only a temporary visual thing
[QUOTE=OlegFreeman;49511547][URL="http://imgur.com/a/InLMo"]http://imgur.com/a/InLMo[/URL]
is there a way to fix this? some buildings in Freeside have this annoying holes and i dont know what causing it[/QUOTE]
Not without a mod that tweaks building prefabs, I think?
i reinstalled and now mods that add models (like the scarfs, the cape, and kellogs metal arm) just wont show up, i equip them and nothing happens, they are invisible
anyone knows a solution?
I hope that a solid settlement expansion mod is made later on that lets you push your settlement in different directions on a social level.
You should be able to make it kind of the cooperative Minuteman style settlement of vanilla game, or a more greed-based frontier settlement like Megaton from 3, or a community of brutal raiders and scumbags.
Being able to recruit surrendered raiders or customize your recruitment beacon to target specific audiences would be awesome. Tout yourself as a retreat for the elite of the wastelands and build the new Tenpenny tower; make yourself out as a spiritual messiah and attract the crazies to your compounds, etc.
But more than anything they just need more shit to happen. Settlers need to come to you with specific real issues or have actual quests or jobs to ask of you, or gripes that require more than just resource expenditures.
I can't wait for a needs mod to come out. I think Fallout 4 is gonna work really well with some survival mods applied. I think it'd add some real value to the settlement building.
[QUOTE=fulgrim;49511911]... the game sends you to a random [i]undiscovered[/i] dungeon or area of interest until you exhaust the list ...[/QUOTE]
There's a couple issues with that. Firstly, it would go against the whole point of "radiant" quests. They aren't meant to be exhausted, the entire point of them is so the player has a marker on the map and something to turn in at all times. Secondly, that would cause an issue of having nothing to do before you even start with players that rather explore then "follow marker, talk, follow marker, kill, follow marker, end game".
For example, I'm like that, I've almost gotten 250 hours and I've got 1 main quest finished, and if I recall correctly, like 15-20 side quests, plus a handful of faction related quests. It's like that because I like to discover locations first, then go through the story, so if what you suggested was actually implemented, I would have literally no more dungeons to get sent to basically before I even started getting sent out. Which would again, defeat the original purpose of "infini-quests".
I do however wholeheartedly agree that in it's current state, it get's bland after like, 4 quests. There's a deep rooted issue with procedural quests though, in the sense that it honestly doesn't matter how many steps there are to complete, at the end of the day, 9 out of 10 times all you'll be doing is either getting item, clearing/protecting area or person, killing enemy, or a combination of the mix.
Radiant quests by themselves aren't a bad idea. The problem comes from replacing traditional fully written quests with radiant quests.
At least the game makes up for the lack of fixed side quests by having a ton of interesting locations that don't necessarily have a quest tied to them. The sense of discovery and mystery when exploring some of the locations, piecing together what happened in them and such is really well done.
Outside of collectibles and unique gear (which the game already utilizes very frequently, especially with all the magazines) there really isn't a good way to give a player the incentive to look around the world if they're not willing to do so themselves.
Considering the amount of work that went into some of the most remote locations in the game, locations that as far as I'm aware aren't even candidates for radiant quests, I'd be willing to consider their exploration as unmarked side quests, especially since some of the locations actually have quest markers associated to them.
It's easy to see why the game has radiant quests to begin with - a lot of the storytelling is indirect and done via world building, so the quests become less important in comparison. While radiant quests are poorly handled and definitely feel like a chore, I feel like the presence of so many interesting locations mostly excuses this misstep in design.
[media]http://imgur.com/a/QQXrY[/media]
[QUOTE=Ganerumo;49513311]
It's easy to see why the game has radiant quests to begin with - a lot of the storytelling is indirect and done via world building, so the quests become less important in comparison. While radiant quests are poorly handled and definitely feel like a chore, I feel like the presence of so many interesting locations mostly excuses this misstep in design.[/QUOTE]
If this were to be the case, Bethesda is spending far too much time trying to show off their environmental world building/storytelling.
Don't be mistaken, the environmental world building isn't exactly storytelling. There's some interesting stories to tell with the placement of skeletons, items, bodies, terminal entries, and some funny jokes to be made with teddy bears and toilets, but a feature that was almost universally panned in skyrim didn't need to make a return to further highlight the feature which has been notable in the series since 3.
[editline]12th January 2016[/editline]
On the topic of radiant quests, I feel it would have helped them a lot if they were only available at the end game. Because radiant quests can be given to the player in almost the first half an hour of play, they can become a real chore come end game, which is when you'd want them to be the most enjoyable.
A lot of the radiant quests are dedicated to revealing new settlement spots for you to build on, too, which I think would work better if they were end-game. That way, you could have all four possible factions at the end of the game giving you radiant quests to find new settlements that you haven't already found by exhausting radiant quests through your play through.
Also, add some sort of settlement alliance system that doesn't yank the settlement out of your control when you accidentally do one of the brotherhoods radiant quests.
[QUOTE=Vodkavia;49513477]
Also defence rating shouldn't lower chance of attacks so much as it should only lower the chance of low level attacks happening. At 100 raiders should fuck off but a gunner squad with maybe a PA heavy gunner or a super mutie dipshit club shouldn't hesitate[/QUOTE]
I was actually surprised to find out this [I]isn't[/I] how it worked. I thought the enemy types would represent difficulty. Raiders are easy, gunners are medium, super mutants are hard, you might get a random vertibird attack from the gunners, etc.
Does anyone know if there's any correlation between enemy types and how difficult the raids are?
[QUOTE=ubersoldier;49512892]There's a couple issues with that. Firstly, it would go against the whole point of "radiant" quests. They aren't meant to be exhausted, the entire point of them is so the player has a marker on the map and something to turn in at all times. Secondly, that would cause an issue of having nothing to do before you even start with players that rather explore then "follow marker, talk, follow marker, kill, follow marker, end game".
For example, I'm like that, I've almost gotten 250 hours and I've got 1 main quest finished, and if I recall correctly, like 15-20 side quests, plus a handful of faction related quests. It's like that because I like to discover locations first, then go through the story, so if what you suggested was actually implemented, I would have literally no more dungeons to get sent to basically before I even started getting sent out. Which would again, defeat the original purpose of "infini-quests".
I do however wholeheartedly agree that in it's current state, it get's bland after like, 4 quests. There's a deep rooted issue with procedural quests though, in the sense that it honestly doesn't matter how many steps there are to complete, at the end of the day, 9 out of 10 times all you'll be doing is either getting item, clearing/protecting area or person, killing enemy, or a combination of the mix.[/QUOTE]
I actually meant having them as optional side quests that only become available near the end of a play through, when you think you are done exploring, but want to head out just in case you missed a few caves here and there.
I say this mostly because my first play-through of fallout 4 ended with me wasting about 4 hours looking for something else to do before finally deciding "huh. that's it." it would have been nice to have the game direct me to the few spots i may have missed.
Imo each settlement should have had a single longer unique quest to unlock it, and each one should have had one unique minute-men mission. the current system feels like im playing an MMO with no other players.