Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
For some reason the new PBR makes everything look like a plasticky figurine, couldn't tell you why
[QUOTE=Pops;49438177]idk why but for a second i thought i was looking at some figures, not a game.[/QUOTE]
Probably because everything has this kind of plastic look to it in FO4. Even the wood textures look like plastic.
[QUOTE=butre;49436974][img]http://imgkk.com/i/b7tq.png[/img]
I need to find a decent headgear mod. most of the headgear kind of sucks. all the good stuff either clips with your hair or makes your hair disappear, or in the case of what I've got the gas mask clips with your hair so I put a military cap on too which clips with the gas mask but not as bad[/QUOTE]
Armorsmith Extended adds gas mask compatible variants of the combat helmet and synth helmet.
[QUOTE=skylortrexle;49438220]Probably because everything has this kind of plastic look to it in FO4. Even the wood textures look like plastic.[/QUOTE]
It feels like this was intentional. Bethesda tried (and succeeded) to mimic the look of FO1/2's CGI.
This explains the use of very high res textures with subtle or shallow normals, soft shadows and even softer AO, and strangely detailed (by comparison) particle effects.
[url]http://www.nexusmods.com/fallout4/mods/6771/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/6771-0-1450908627.jpg[/t]
Adds luck based critical hits outside of VATS like in F3/NV. You still have the crit meter inside VATS too.
[QUOTE=Ardosos;49437482]I have a ton of frames but most of them have a T45 torso and one limb. I guess I should have made enemies with the brotherhood, at least then I'd have a ton of T60 parts to salvage from.[/QUOTE]
I just found some knights on patrol and followed them around, they kept coming across groups of raiders and super mutants and their health slowly got whittled down with each encounter. Eventually they got into a fight with only a sliver of their health left and didn't survive it, I cleaned up the raiders that were left and then all those T60 parts were mine for the pickings. Didn't do any dirty work and hardly even had to lift a finger.
[QUOTE=Everything;49438260]It feels like this was intentional. Bethesda tried (and succeeded) to mimic the look of FO1/2's CGI.
This explains the use of very high res textures with subtle or shallow normals, soft shadows and even softer AO, and strangely detailed (by comparison) particle effects.[/QUOTE]
Personally I don't see it as capturing the CGI of the originals, at least in terms of faces. All the characters in the originals had a certain ugliness or grit to them that the smooth faces of F4 just don't capture.
Well it was claymation, I think. It always has that look to it. They were also pretty stylized to a certain extent. Look at Gizmo or Aradesh.
[QUOTE=SleepyAl;49438512][url]http://www.nexusmods.com/fallout4/mods/6771/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/6771-0-1450908627.jpg[/t]
Adds luck based critical hits outside of VATS like in F3/NV. You still have the crit meter inside VATS too.[/QUOTE]
Hello most essential mod ever
[QUOTE=Hatley;49438224]Armorsmith Extended adds gas mask compatible variants of the combat helmet and synth helmet.[/QUOTE]
those look dumb though
I have that anyway, the military hat doesn't go over the gask mask in base game afaik
What's the mod to match the PA HUD color with your base HUD color again?
[QUOTE=Everything;49438981]What's the mod to match the PA HUD color with your base HUD color again?[/QUOTE]
[url]www.nexusmods.com/fallout4/mods/102/?[/url] Lets you edit the inis to change it. A little buggy but you can eventually get it to work. I have my PA UI set to light blue and it looks great.
[QUOTE=GHOST!!!!;49437104]:why:[/QUOTE]
I wouldn't read too far into it, it wasn't at all serious :v:
Like id look over and see her talking to a thalmor guy and be all "oh i see, im not elf enough is that it!?", and if i ever entered an orc stronghold she would pop up like "only orc for you eh!?" and the joke just kinda took off from there
No real spoilers but is it possible to leave the BoS on non-hostile terms from being an initiate?
[QUOTE=Hatley;49439346][t]http://images.akamai.steamusercontent.com/ugc/608349904190649519/10A415615336A6183132D7B8508510664BBB244E/[/t]
I'm funny[/QUOTE]
Gauss isn't pronounced like that so.. No, unfortunately. A* for creativity though
[QUOTE=TheRealRudy;49439510]Wait, they removed that in vanilla Fallout 4? Who the hell at Bethesda thought it was a good idea to leave out a feature like that?[/QUOTE]
Bethesda was having a fire sale on rpg mechanics and decided that they all must go
[QUOTE=HAKKAR!!!;49439533]Bethesda was having a fire sale on rpg mechanics and decided that they all must go[/QUOTE]
RPG? More like RNG when it comes to crits outside VATS. You have control over crits in VATS, but not the ones out of it.
Nice bash attempt tho.
[QUOTE=brenz;49439643]RPG? More like RNG when it comes to crits outside VATS. You have control over crits in VATS, but not the ones out of it.
Nice bash attempt tho.[/QUOTE]
In RPG terms, critical hits are typically based off a roll of the dice, with character stats as proc modifiers. So yes, they typically are random.
Nice argument.
[QUOTE=DiscoInferno;49439464]No real spoilers but is it possible to leave the BoS on non-hostile terms from being an initiate?[/QUOTE]
You can just avoid doing their missions, but if you side with any other faction that aren't the minutemen you'll be forced to destroy them.
[QUOTE=brenz;49439643]RPG? More like RNG when it comes to crits outside VATS. You have control over crits in VATS, but not the ones out of it.
Nice bash attempt tho.[/QUOTE]
Since when did RPG mean no random dice rolls? You must hate the current speech system.
Wait wait wait, people were saying the combat was tons better earlier. If it isn't because of the removal of random crits, then in what way is it better? I don't notice much of a difference, so maybe someone can enlighten me.
[QUOTE=brenz;49439643]RPG? More like RNG when it comes to crits outside VATS. You have control over crits in VATS, but not the ones out of it.
Nice bash attempt tho.[/QUOTE]
Don't deny that it's silly that the luck stat has a large impact on a gameplay element that has literally nothing to do with being lucky.
[QUOTE=brenz;49439886]Wait wait wait, people were saying the combat was tons better earlier. If it isn't because of the removal of random crits, then in what way is it better? I don't notice much of a difference, so maybe someone can enlighten me.[/QUOTE]
They're just talking about general gun feel, I think.
[QUOTE=brenz;49439886]Wait wait wait, people were saying the combat was tons better earlier. If it isn't because of the removal of random crits, then in what way is it better? I don't notice much of a difference, so maybe someone can enlighten me.[/QUOTE]
Because the movement isn't clunky? No delay on shooting? Recoil works now? They made it better by adding things that should have already been in.
On the other hand random crits being removed negatively impacts the combat. No more .22 crits builds.
[editline]2nd January 2016[/editline]
[QUOTE=Simplemac3;49439900]Don't deny that it's silly that the luck stat has a large impact on a gameplay element that has literally nothing to do with being lucky.
They're just talking about general gun feel, I think.[/QUOTE]
The whole nature of an RPG crits is luck though?
Maybe from a lore standpoint it might not if you're going by perception for precise shots or something, but I'm RPGs a crit just means you managed to get that nat 20.
Okay, I admit it, I didn't expect a negative response when I said that, because I thought many hated random crits, since it's extra damage that is out of your control. It procs when you don't need it, like on a radroach, but wont when you REALLY need it. I thought that crit saving fixed that issue, so it "procs" whenever you actually need it to finish off a tough opponent.
Guess I was misunderstood yet again. Sorry, y'all.
[QUOTE=Atlascore;49439978]I like being able to choose when I get crits, means I can make them actually useful instead of getting a crit on something stupid like a raider with 5 hp left, I've always had shit luck with random crits in every game.[/QUOTE]
This is what I'm talking about.
A crit just means you hit someone really well. Like you whacked them in the head, or cut off a limb, or shot them in a vital organ.
Just like skill affecting your damage, it doesn't really have any place in a first person shooter. It represents nothing, you just do more damage because.
[QUOTE=Atlascore;49439978]I like being able to choose when I get crits, means I can make them actually useful instead of getting a crit on something stupid like a raider with 5 hp left, I've always had shit luck with random crits in every game.[/QUOTE]
Por que no los dos?
Giving random crits means that a lick build isn't required to also proc into vats related skills and attributes, it opens up the roleplaying and allows more variety
[QUOTE=RenegadeCop;49440028]This isn't a combat simulator, it's fallout.
"you do more damage just because" has been in every game, and is still in FO4 in the form of weapon mods.
Half the perks are "you do more damage just because" too
That's a significant part of getting better in any rpg.[/QUOTE]
Oh I know that simulationism wasn't the reason they changed crits, but I appreciate it all the same. It's one of the few changes that aren't straight up retarded.
And no, "doing more damage just because" is not a significant part of getting better in any RPG, it's a significant part of getting better in any RPG whose RPG elements are not well thought out.
It's the fallback for when you decide you want RPG elements, but have no idea how to incorporate them in a logical fashion.
In the original Fallout games, your skill affected how accurately you hit your opponents, which in turn affects your damage output. That's logical. That makes sense.
[QUOTE=brenz;49439965]Okay, I admit it, I didn't expect a negative response when I said that, because I thought many hated random crits, since it's extra damage that is out of your control. It procs when you don't need it, like on a radroach, but wont when you REALLY need it. I thought that crit saving fixed that issue, so it "procs" whenever you actually need it to finish off a tough opponent.
Guess I was misunderstood yet again. Sorry, y'all.
This is what I'm talking about.[/QUOTE]
Random crits are annoying in multiplayer games that are supposed to be skill-based. In a single-player experience though, I don't see the issue.
[QUOTE=RenegadeCop;49440074]If that's true, 99 percent of all RPGs are not well thought out.
As a matter of fact, I can't think of any that don't have damage increase as a way of getting better.
Runescape, Pokemon, Final fantasy, all the old fallouts, all Elder Scrolls, anything with leveling, pretty much every game. Are there any?
So you do more damage just because? Unless you mean DPS, but I think that affects raw damage too.[/QUOTE]
No, not at all.
In all of those cases, with the exception of Oblivion and Skyrim, there's a logic to why you do more damage. Your character is getting better, meaning they're more skilled at aiming for vital spots, or perhaps just straight up stronger now. You have to realize, RPG mechanics originally came about because of a desire for simulationism. Every stat, every dice roll, represents something in the game's world.
However, in Fallout 3 and onwards, along with Oblivion and onwards in The Elder Scrolls, control over combat changes from being in the hands of the character, to being primarily in the hands of the player. If you hit someone in the head or vitals is no longer up to the character's skill, it's [i]your[/i] skill. Thus, with the exception of strength affecting melee damage, It no longer makes any sense for your characters' ability to affect damage, because it's not actually representing anything.
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