• Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
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I've finally finished turning the Boston Airport into a Trade Stop, christening it as 'CarePort'. Got all my legendary traders set up here. [t]http://i.imgur.com/irgUCHC.jpg[/t][t]http://i.imgur.com/vQsIbDJ.jpg[/t] [t]http://i.imgur.com/k2VkZ1z.jpg[/t][t]http://i.imgur.com/8IYNgcT.jpg[/t] Complete with swanky guards dressed for business. [t]http://i.imgur.com/52bb0ik.jpg[/t] Oh also... [t]http://i.imgur.com/ZUUJYu8.jpg[/t]
That's incredible work dude.
Jeez, what mods you running to be able to get that type of build.
Business Settlements, Homemaker, Alternate Settlements, Convenient Stores, OCDecorator, Higher Settlement Budget, and enough 'modpos' console commands to make a full grown man cry.
I wish we could build those trailers as prefab metal stuff as unmodded stuff, I always wanted to build a post apoc double-wide [editline]26th December 2015[/editline] [QUOTE=Janus Vesta;49388048]Personally I'd love the Stealth Suit Mk.2 to return. It was really useful and I liked how it talked to you a lot, it reminded me of playing Half-Life before they changed it so the suit talks less.[/QUOTE] I liked how it talked, didn't like how it wasted all my drugs and stims, as a general critique, any of the automated medical systems in fallout have all been crap, I tried them in fallout NV, and I tried the one for power armor in 4, both just spam stims every time I take a bruse, if it spammed a stim at like 5% hp or less than that'd be maybe OK, and a medx at 15-20% hp, but it just spams it way too early
Cool mod idea: Instead of ejecting the armor plating when power armor parts' durability reach zero, it is replaced by a custom damaged parts model (more rust, some missing parts) It's so weird when my legs armor break off and it looks like I skipped leg day
[QUOTE=Super2Donny;49392774]Cool mod idea: Instead of ejecting the armor plating when power armor parts' durability reach zero, it is replaced by a custom damaged parts model (more rust, some missing parts) It's so weird when my legs armor break off and it looks like I skipped leg day[/QUOTE] [IMG_thumb]http://41.media.tumblr.com/02ffc427d130ca7689667af07efb4357/tumblr_nxw3f8DEz01raj203o1_1280.jpg[/IMG_thumb] [I]I feel this pain[/I] I like what you're saying though, instead of the parts falling off they switch back to the Model A texture/model. That sounds pretty cool.
I think it would be better if they stayed how you customized them but instead have cracks and some smaller pieces missing.
Does the modpos console command change the items location [i]by[/i] the value you put after it, or does it change it [i]to[/i] the value you put after it?
My friend actually bought me fallout 4 for christmas, that's amazing! But my video card is way too shitty to run it! :( I'm far from meeting the minimum requirements. I guess I'm about due for an upgrade. I hope my processor is still good enough.
So is it just me or do some settlements have respawning mines and traps that blow my shit up half the time I go to do routine business there? [editline]26th December 2015[/editline] [QUOTE=tyanet;49392922]Does the modpos console command change the items location [i]by[/i] the value you put after it, or does it change it [i]to[/i] the value you put after it?[/QUOTE] Modpos changes it "by", Setpos changes it "to"
[QUOTE=BLOODGA$M;49393067]So is it just me or do some settlements have respawning mines and traps that blow my shit up half the time I go to do routine business there? [editline]26th December 2015[/editline] Modpos changes it "by", Setpos changes it "to"[/QUOTE] If you blow a mine and then reload a save, the mine wont reload until you restart the game. might be your problem.
The end of the game is so fucking convoluted. [sp] Why can't I talk to elder maxson about the benefits of keeping synths around, or atleast not blowing up the whole goddamn institutde? Why can't I defend the castle and do the liberty prime attack? It's just silly the way the last few quests split into a million different things. Even more annoying is how in order to go railroad you need to be an enemy of the brotherhood. The consequences are very arbitrarily laid out and not always clear. I wanted to finish liberty prime and instead I had to inform the brotherhood about massfusion because coincidentally I had that quest at the same time. Slaughtering the railroad and nuking my son feels great. Brotherhood ending is how to feel like an asshole 101.[/sp]
[QUOTE=Zenreon117;49393124]The end of the game is so fucking convoluted. [sp] Why can't I talk to elder maxson about the benefits of keeping synths around, or atleast not blowing up the whole goddamn institutde? Why can't I defend the castle and do the liberty prime attack? It's just silly the way the last few quests split into a million different things. Even more annoying is how in order to go railroad you need to be an enemy of the brotherhood. The consequences are very arbitrarily laid out and not always clear. I wanted to finish liberty prime and instead I had to inform the brotherhood about massfusion because coincidentally I had that quest at the same time. Slaughtering the railroad and nuking my son feels great. Brotherhood ending is how to feel like an asshole 101.[/sp][/QUOTE] What annoys me is the way the game has dialogue where your character can question the batshit plans of the various leaders of the factions, but then they only respond with "Nope, do what I say or we aren't friends any more". Even when you pass speech checks the end result is exactly the same, you either completely comply with their orders or you probably end up destroying them. The biggest kick in the balls for me was when I was presented with the chance to [sp]put out a radio message from the institute and got to choose what the message said, with dozens of combinations that make the institute sound as though they might have a chance at peaceful integration with the rest of the wasteland, only to have Father instantly say afterwards "Okay, now go destroy the entire BoS, don't question me, we have no choice."[/sp].
So many people have done amazing settlements so far... I haven't really done any actual settlement building yet, the best I've done was scrap pretty much everything in Sanctuary Hills so I can use the neighborhood as my personal weapons/armour upgrade facility.
[QUOTE=Daniel Smith;49393370]So many people have done amazing settlements so far... I haven't really done any actual settlement building yet, the best I've done was scrap pretty much everything in Sanctuary Hills so I can use the neighborhood as my personal weapons/armour upgrade facility.[/QUOTE] Almost all of my settlements comprise of a metal box with 20 sleeping bags, and a few rows of water pumps and mutfruit.
[QUOTE=selby3962;49393344]What annoys me is the way the game has dialogue where your character can question the batshit plans of the various leaders of the factions, but then they only respond with "Nope, do what I say or we aren't friends any more". Even when you pass speech checks the end result is exactly the same, you either completely comply with their orders or you probably end up destroying them. The biggest kick in the balls for me was when I was presented with the chance to [sp]put out a radio message from the institute and got to choose what the message said, with dozens of combinations that make the institute sound as though they might have a chance at peaceful integration with the rest of the wasteland, only to have Father instantly say afterwards "Okay, now go destroy the entire BoS, don't question me, we have no choice."[/sp].[/QUOTE] Yeah, this was my gripe as well. [sp]I haven't finished any other quest line except the institute, but I thought it was really stupid. You are supposed to be the director and are in control of the institute, but really all that amounts to is seeing Father's plans through and destroying the BOS and railroad. It seems like they really fucked up some of the RPG elements of this game. The BOS i can understand them not budging on destroying the Institute because you really aren't in a position to make a call like that. But.. if you're the goddamn leader you should be able to do whatever you want. I had a good relationship with the BOS before I went to the institute, logic seems to dictate I could've at least tried to rectify their differences or at least destroy them in a different way than what was required.[/sp]
[QUOTE=TheRealRudy;49393358]Something I'd love to a have a little discussion about is the fact that there Super Mutants on the East Coast, because there are some people that always think it's completely non logical that there are Super Mutants on the East Coast, and I think they're wrong. Normally I'm one of the first people who jumps on the fence when a Fallout game "fucks up" lore from the previous games, but the fact that the FEV virus existed on multiple places, and not only the Mariposa base makes only sense and is completely logical considering the vast scale of America itself. As we all know, the FEV virus was a genetically engineered super-virus from before the war that was initially created to stimulate the immune system to counter Chinese biological agents, but turned out to alter the physical properties of the subjects, and increasing things like muscular structure and sometimes brain activity. The U.S. Army then took over the project themselves and took it to the Mariposa Military Base in California, where testing began on military volunteers and prison inmates. Because the U.S. Army and thus the U.S. Government had control of the FEV virus now, they wanted to test it on multiple locations, and thus eventually Vault-Tec came into the picture when the U.S. Government wanted to make a deal with Vault-Tec to have a Vault experiment where the FEV virus was tested on it's Vault Dwellers in the event of total atomic annihilation, to create, just like the Master intended (except the Master did it on a much larger scale, both the numbers of the Super Mutants from the Capital and Commonwealth wastes combined are nothing compared to the "army" the Master was creating on the West Coast), biological engineered humans that would have the perfect properties to survive in the world that would remain after said total atomic annihilation event. Notice how because of the different situations, locations, and thus arguably factors, the results of the FEV on both places is different. Both situations did cause to transform most of their subjects into Super Mutants, with some exceptions that turned into other mutated abominations like Centaurs and Floaters for example, but there are pretty noticable differences between the two "breeds" of Super Mutants. Notice how the ones from Vault 87 have yellowish skin, and most of them don't even have a sense to reason anymore other than wanting to kill, very few came out with preserved or increased intelligence compared to the Mariposa "breed". The Mariposa breed appears to have brown/green-ish skin, their faces sometimes need to be strapped togheter, and much more of them seem to have preserved or increased intelligence compared to the Vault 87 "breed". In the end I think it's awesome to have multiple breeds of Super Mutants, not only it makes sense with the events and situations that had happend, but it also adds the depth I love this series so much for. That's why I dislike at the same time in Fallout 4 the Super Mutants in the ruins of Boston, not because they're Super Mutants, I like having them around in the cities as enemies, but the fact the game gives NO explanation for them on why they're there or where they came from other than very vague hints the Institute had something to do with them. And even then it's not clear whether they tried to find a cure for them or that they created them (on which the last part I find highly laughable considering the room where the Super Mutant experiments happend in the Institute has only 4 experiment pods. You cannot tell me the entire population of Super Mutants in Boston came from that small room, on top of most of the Institute not being aware these experiments happend). It would be neat to have a DLC for Fallout 4 that would explain the origins of the Super Mutants in downtown Boston though, that would completely disregard all my lore complaints about Boston's Super Mutants really, all I want is just a logical explanation.[/QUOTE] It's pretty clear the Super mutants came from the Institute, and the asthetic change could just be another breed. They have the breeding pods, testing rooms, the whole works. And the super mutants themselves make subtle mentions of it during the game. As for the size of the complex, like everything else in the newer Fallouts, it's actual size is nothing like the game portrays it. It's a constant issue for the 3d games. Vaults are supposed to house a thousand people, but there's always only room for 20. Lexington is 60 miles out from Boston, nowhere near as close as in-game. [sp]Even the institute's implied to be much larger than it is. They talk about having dozens of coursers, but in reality the SRB is like two rooms, and the robotics is a single manufacturing room, with nowhere to house all the created synths. Advanced systems is supposed to be able to manufacture all those laser weapons but we never see the plant. The super mutants are just the result of many failed experiments in a larger facility than we explore.[/sp]
[url]https://youtu.be/ibE9s32NBn0?t=6m55s[/url] (Mods review) :v:
[QUOTE=TheRealRudy;49393779]Both Fallout 1 and Fallout 3 showed in pretty large detail the insides of their Super Mutant source facilities, why can't Fallout 4, especially on the upgraded engine? Also, rejected FEV experiments sounds so silly. They can't breed with each other, so you're saying like 300 people all turned into Super Mutants after each other and the Institute didn't notice their project was giving fruitless results, and went "oh, another failed FEV. Dump it on the teleporter and drop it inside Boston somewhere, incinerating the shits is tooo expensive" Also, there was no other room or door that connected to that small "Super Mutant creation room" that could be the excuse for no visible "expanded Super Mutant creation facility". It's honestly very poorly explained.[/QUOTE] You could say the same thing about all the vaults in the games. These are supposed to be mega cities, but you can explore every room and they aren't much bigger than megaton, if that. It's a gameplay choice. You're only in the FEV lab for maybe five minutes, so why bother over-designing it to be a boring labyrinth. It is pretty poorly explained though. They could've done with several terminals or something throughout explaining the whole situation.
[QUOTE=overwatch pvt;49393738]It's pretty clear the Super mutants came from the Institute, and the asthetic change could just be another breed. They have the breeding pods, testing rooms, the whole works. And the super mutants themselves make subtle mentions of it during the game. As for the size of the complex, like everything else in the newer Fallouts, it's actual size is nothing like the game portrays it. It's a constant issue for the 3d games. Vaults are supposed to house a thousand people, but there's always only room for 20. Lexington is 60 miles out from Boston, nowhere near as close as in-game. [sp]Even the institute's implied to be much larger than it is. They talk about having dozens of coursers, but in reality the SRB is like two rooms, and the robotics is a single manufacturing room, with nowhere to house all the created synths. Advanced systems is supposed to be able to manufacture all those laser weapons but we never see the plant. The super mutants are just the result of many failed experiments in a larger facility than we explore.[/sp][/QUOTE] Either way, it's made clear the experiments were held in secret, which naturally limits the size the facility could be, so logically they can't really have made such a ridiculously huge amount of them. According the Virgil, the experiments ran for maybe a bit more than 10 years, but despite that, there were super mutants around at least as far back as 2180, since that's when the Minutemen defended Diamond City from a bunch of them. Meaning that as of the time the game starts, the super mutants have been around for over a hundred years. Like I said earlier, there can't have been that incredibly many of them to start with, maybe a couple thousand but even that's pushing it pretty hard. And since there was no way for more of them to be made, their numbers should naturally be vastly lower than that at this point, most of them would probably have died over the course of an entire century. But despite all that, they're absolutely fucking everywhere, infesting pretty much the entirety of Boston, for reasons that are never adequately explained. Furthermore, since Behemoths are still a thing, [i]presumably[/i] these are somehow related to the Vault 87 mutants, meaning that they keep growing to a ridiculous degree as they age. But since they're all roughly the same age, they should logically all be roughly the same size. And yet despite that, there's still an absolutely ridiculously huge size difference between the average Super Mutant and a Behemoth, which is never explained.
Max Payne somehow managed to travel time and dimensions to end up in post-apocalyptic Massachusetts. [t]http://images.akamai.steamusercontent.com/ugc/352769929938859395/884794945C5614849152F465FE47F1DDF176006D/[/t] Like all the bad things in his life, it started with the death of a woman.
Everything about the Institute is a giant clusterfuck. It's like once they got to designing that part of the game, all the writers just left. It makes no sense. The first half of the game's written pretty well, but once you hit the institute, it's all over the place.
[QUOTE=Ganerumo;49393866]Max Payne somehow managed to travel time and dimensions to end up in post-apocalyptic Massachusetts. [t]http://images.akamai.steamusercontent.com/ugc/352769929938859395/884794945C5614849152F465FE47F1DDF176006D/[/t] Like all the bad things in his life, it started with the death of a woman.[/QUOTE] Too bad you can't dual wield. You can't be a real Max Payne without dual wielding. Why in gods name did they not carry that over from Skyrim, seriously.
That synth derby the raiders set up is great :v: . I wish I could befriend them... [editline]26th December 2015[/editline] [QUOTE=overwatch pvt;49393874]Everything about the Institute is a giant clusterfuck. It's like once they got to designing that part of the game, all the writers just left. It makes no sense. The first half of the game's written pretty well, but once you hit the institute, it's all over the place.[/QUOTE] Also[sp]a dude -whose son has no real connection with his father -and who showed up two days ago by breaking in with the help of the BOS/RR, -who also has plenty of reason to take revenge on the institute because of his dead wife yeah, let's make that guy director. [/sp]
[QUOTE=Number-41;49393891]That synth derby the raiders set up is great :v: . I wish I could befriend them...[/QUOTE] Are you talking about east city downs? Or is this some new wasted potential-turned raider camp.
i remember some super mutant banter being about finding "green stuff" maybe they have some FEV vats tucked away somewhere well that's the only reasonable explanation i can give, this shit's fucked otherwise
[QUOTE=TheRealRudy;49393943]Well, in Fallout 3, the Vault 87 Super Mutants were all over the Capital wastes, not just only to find unfortunate wastelands for conversion, but also to look for "the green stuff" aka new doses of the FEV virus, because the FEV resources of Vault 87 started to run low by 2277.[/QUOTE] Don't think they ever actually found any though, which is part of why they were starting to die out by the time of Broken Steel. Since there generally aren't just vats of FEV lying around.
Doesn't the Institute have something to do with the new FEV supply in the Commonwealth? Not sure about this one though p.s. 'FEV virus' is redundant :v: In an unrelated news I have acquired new Fallout themed avatar
[QUOTE=Super2Donny;49393956]Doesn't the Institute have something to do with the new FEV supply in the Commonwealth? Not sure about this one though [/QUOTE] Yeah, that's what we were discussing. It's just that the only source of Super Mutants was an experiment small enough to be kept secret from all but a select few in the Institute, which was shut down over a hundred years ago. Like I said further up the page, if you really stretch it that could maybe lend itself to there having been a few thousand Super Mutants a hundred years ago, but since they cannot reproduce, over the last century most of the population would have died off, leaving at most a few straggling groups of them left in the Commonwealth, maybe totaling a few hundred Super Mutants. Yet despite that, in the game they're a huge infestation covering almost the entire city, with multiple large strongholds. And as far as I know, it's never really explained. interesting avatar choice though
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