• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
    5,003 replies, posted
[QUOTE=Everything;49520020]Problem with that... Kill Valentine anywhere between meeting him in the vault and finding Kellog's hideout, and the story can't progress whatsoever until you resurrect him. That's just ONE example. There are a lot of ways you can totally fuck progression over by killing a normally essential NPC.[/QUOTE] If you killed Nick you could find out about Kellogg's location by raiding Nick's logs or threatening his secretary or something in this general idea. If you had dogmeat with you he would notice the smell and run towards his hideout automatically, if you didn't you would find out some notes from Valentine giving an overall location or something. But this is a Bethesda game so... funny how 90% of the quests in the game are centered about killing people but they still can't account alternative ways of doing stuff when you kill plot important people so they just make them essential and welp job done.
How is this combination of power armor, yay or nay? [t]http://i.imgur.com/ISJTjBx.jpg[/t]
[QUOTE=Ganerumo;49518676]Fallout 4 looks amazing thanks to a single amazing design decision. It's all designed to look like Fallout 1 and 2's CG renders, and it works beautifully.[/QUOTE] You keep saying that but I've never found proof of it. Like yeah it looks good, but I think it's because of its texture work, most Bethesda games (Oblivion and beyond) have the same kind of shiny plastic look. It's just it actually works with Fallout 4's art style.
I think Nick is the only companion who truly matters in the story. Piper is only there to get you into Diamond City and a side mission after the ending. So she can die without any real repercussions. Curie, Strong, Cait, Codsworth, MacCready, and X6-88 can almost be completely ignored. Dogmeat is important for one part of the main story. But he is a dog and a dog dying is bad. Deacon and Danse are only super important with quests in their respecting factions. Don't join their faction and they won't matter. So it's ok for them to die. They don't need workarounds because their respected faction will just become your enemy. The only worth Preston has is bossing you around. He can easily be replaced with Radio Freedom if you kill him. They could have easily written workarounds for main story companions dying. It's not like they had a lot of characters to make workarounds for.
The way they hamfisted Dogmeat in the main quest was really dumb "Oh no whatever should i do without a dog tracking down Kellogg's cigar - i guess is time to forget about all this Shaun stuff. Wait the dog will come all the way from red rocket even if i ignore it because everyone loves dogs anyway" [QUOTE=UnidentifiedFlyingTard;49520067]You keep saying that but I've never found proof of it. Like yeah it looks good, but I think it's because of its texture work, most Bethesda games have the same kind of shiny plastic look. It's just it actually works with Fallout 4 art style.[/QUOTE] It's also a huge jump from F3 and NV which makes it looks even better because they are our comparisons. Also it doesn't gimp itself with a stupid filter over everything. Just having colors goes a long way into making things look better. F4 is far from being THAT impressive (or looking like F1 and F2 CGs which were way darker) but the art direction is really good and the way things were arranged in the world was done nicely so the game is pretty. Which is good.
[QUOTE=Ruh-roh;49520078]The way they hamfisted Dogmeat in the main quest was really dumb "Oh no whatever should i do without a dog tracking down Kellogg's cigar - i guess is time to forget about all this Shaun stuff. Wait the dog will come all the way from red rocket even if i ignore it because everyone loves dogs anyway"[/QUOTE] They had to find some way to work him in. He was like in all the marketing and is the only companion that has 3 levels to their perk. It's like they were trying to make Dogmeat a big deal but completely forgot to do anything with him.
[QUOTE=UnidentifiedFlyingTard;49520067]You keep saying that but I've never found proof of it. Like yeah it looks good, but I think it's because of its texture work, most Bethesda games (Oblivion and beyond) have the same kind of shiny plastic look. It's just it actually works with Fallout 4's art style.[/QUOTE] You might notice they also went through the trouble of blending soft and sharp shadows to mimic early CG shadow effects (which in themselves were trying to do what dynamic blending techniques like PCSS and CHS can now), and overlaying all metal reflections with a very particular cubemap in loading screens... Yellow/gray/blue, simulating three-point lighting. Now where was that seen a lot? [t]http://i.imgur.com/ppYbGZh.jpg[/t] [t]http://i.imgur.com/m33g7rf.jpg[/t] [t]http://i.imgur.com/eQiLMsV.jpg[/t] It's the same but less saturated. Notice how similar the shadows look too. I refuse to believe this wasn't on purpose.
[QUOTE=Everything;49520107]You might notice they also went through the trouble of blending soft and sharp shadows to mimic early CG shadow effects (which in themselves were trying to do what dynamic blending techniques like PCSS and CHS can now), and overlaying all metal reflections with a very particular cubemap in loading screens... Yellow/gray/blue, simulating three-point lighting. Now where was that seen a lot? [t]http://i.imgur.com/ppYbGZh.jpg[/t] [t]http://i.imgur.com/eQiLMsV.jpg[/t] It's the same but less saturated. Notice how similar the shadows look too.[/QUOTE] Looking at the comparison now something seems off on the helmet compared to Fallout 2. I think it's the eyes.
[QUOTE=kloaz;49520119]Looking at the comparison now something seems off on the helmet compared to Fallout 2. I think it's the eyes.[/QUOTE] They made the helmet wider.
[QUOTE=FlakTheMighty;49520120]They made the helmet wider.[/QUOTE] That's probably it but something about the eyes bother me.
[QUOTE=kloaz;49520119]Looking at the comparison now something seems off on the helmet compared to Fallout 2. I think it's the eyes.[/QUOTE] Looks more like a mask than a helmet in the boxart. Or it's a helmet for people with really small heads But that's mostly in the boxart. In-game Dornan and the radio guy (the only two enclave armor wearing guys with talking heads) look fine.
More specifically, I feel the character and world shading style was meant to mimic the talking heads. It's so very close when you look at it detail by detail.
[QUOTE=SonicHitman;49519745]his voice acting is genuinely bad[/QUOTE] I genuinely would not be surprised if he was hired because of nepotism or something like that.
[QUOTE=Everything;49520149]More specifically, I feel the character and world shading style was meant to mimic the talking heads[/QUOTE] There's no denying they were inspired by it but i still think they missed the overall feeling of the talking heads. Using an obvious comparison: [IMG]http://vignette3.wikia.nocookie.net/heroes-villains/images/6/64/Mama_Murphy.jpg/revision/latest?cb=20151112191738[/IMG] [IMG]http://vignette4.wikia.nocookie.net/fallout/images/b/b6/FO02_NPC_Village_Elder.png/revision/latest?cb=20110213065151[/IMG] You can see how Mama Murphy was made to resemble the elder, but Fallout 2 TH feels more... gritty, darker, and F4 more "clean" and colorful. There's nothing as cartoony as Gizmo or "cyberpunk-ish" as Nicole around either. Can't really explain. Maybe it's just my impression.
You can match it a bit more closely by adding an extra decimal place to "cl rim" in-game. Reduces the ambient blue used to highlight curvature, and makes shadows on characters look darker.
[QUOTE=TheRealRudy;49520121]You should try it with the legs of the T-60[/QUOTE] I'm trying it now, it looks better, thanks.
[QUOTE=Ruh-roh;49520167][IMG]http://vignette3.wikia.nocookie.net/heroes-villains/images/6/64/Mama_Murphy.jpg/revision/latest?cb=20151112191738[/IMG][/QUOTE] I swear there's something wrong Mama Murphy's face, it's like her face specifically only ever loads a really low-res normal map or something, the lighting on her's always too smooth and she looks so featureless. It's really off-putting.
I really like that custom Combat power armor. The T-51 helmet goes well with it. [t]http://i.imgur.com/dOQ94mx.jpg[/t] Careful if you use it. There's an "alternate combat helmet" you can craft but whatever causes the game to load the 3d model, like equipping it, seeing it on the pip-boy or seeing it on a merchant UI causes my game to crash.
[QUOTE=StoneRabbit;49520545] Careful if you use it. There's an "alternate combat helmet" you can craft but whatever causes the game to load the 3d model, like equipping it, seeing it on the pip-boy or seeing it on a merchant UI causes my game to crash.[/QUOTE] For anyone interested, the author's provided a fix for this in the comments section of the mod. Really enjoying the mod myself, though mainly for the helmet. Gives me ranger armor vibes.
Found this odd little unmarked location south of the federal ration stockpile. Reminds me of my early Gmod days. [media]http://imgur.com/a/4tzf4[/media]
[QUOTE=AxelTheDragon;49520429]I swear there's something wrong Mama Murphy's face, it's like her face specifically only ever loads a really low-res normal map or something, the lighting on her's always too smooth and she looks so featureless. It's really off-putting.[/QUOTE] i think it... [I]might[/I] be intentional? kind of? [thumb]http://vignette3.wikia.nocookie.net/fallout/images/7/77/Mama_Murphy_concept_art.png/revision/latest?cb=20160104190836[/thumb] the concept art leads me to believe at some stage she was either supposed to be grotesquely super old or some kind of weird non-ghoul mutant, and they just fucked up hugely and/or didn't make a custom face texture, so they just went with a big shitty mashed potato face
[QUOTE=TheRealRudy;49521235]watch how a mod will do it perfectly within a few months[/QUOTE] I am so thankful for the modders, i'm looking forward to this game becoming more RPG focused, with those "rest eat drink" and more interaction And the good thing is there won't be many combat overhaul mods to worry about because it's already pretty okay.
so was fallout 4 everything you guys were expecting?
[QUOTE=KevinRGay;49521297]so was fallout 4 everything you guys were expecting?[/QUOTE] Expecting? Pretty much. Hoped for? Not really.
[QUOTE=Everything;49520107]You might notice they also went through the trouble of blending soft and sharp shadows to mimic early CG shadow effects (which in themselves were trying to do what dynamic blending techniques like PCSS and CHS can now), and overlaying all metal reflections with a very particular cubemap in loading screens... Yellow/gray/blue, simulating three-point lighting. Now where was that seen a lot? [t]http://i.imgur.com/ppYbGZh.jpg[/t] [t]http://i.imgur.com/m33g7rf.jpg[/t] [t]http://i.imgur.com/eQiLMsV.jpg[/t] It's the same but less saturated. Notice how similar the shadows look too. I refuse to believe this wasn't on purpose.[/QUOTE] yea i like the way fallout 1 and 2 looked in game and cut scenes. its more then just shadows but i wish i knew how to replicate that old cgi look because i can model a little bit
[QUOTE=KevinRGay;49521297]so was fallout 4 everything you guys were expecting?[/QUOTE] I can't recall why I though it was going to be this way, but at some point in the early trailers and whatnot I had gotten the incorrect impression that the perks were actually going to be more like skyrims skills, in the sense that the more you do something the better you get at it. I was a little disappointed that it didn't work that way, but that's more of a personal issue with natural progression vs mechanical progression, I've always preferred the former.
[QUOTE=ubersoldier;49521341]I can't recall why I though it was going to be this way, but at some point in the early trailers and whatnot I had gotten the incorrect impression that the perks were actually going to be more like skyrims skills, in the sense that the more you do something the better you get at it. I was a little disappointed that it didn't work that way, but that's more of a personal issue with natural progression vs mechanical progression, I've always preferred the former.[/QUOTE] it's because when skills were moved into perks people were talking about "skyrim"ification of FO4, which IMO was shitty wording because for it confused people into thinking that it'd be similar or the same to skyrim's level progression where you work on a skill and it'd naturally get better.. Instead it's just XP and perks and SPECIAL now, with skill bonuses in perks.
[QUOTE=MissingGlitch;49520008]I mean, he was the only one to point out that Deezer's Lemonade is just piss.[/QUOTE] Oh fuck.
[QUOTE=Captain Chalky;49521441]Now we know why she loves her chair so much. Bethesda stole her old one.[/QUOTE] her fucking kicking rad mr.handy chair would be cool to see if you build her a chair and then 3 days later she's floating around in it.
As much as I value DDProductions83's mods (craftable mods), I can't help but watch his videos and think he's a bit of a dick
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