• Fallout Series Thread V1: Launch Edition
    5,002 replies, posted
[QUOTE=Bullet100;49101928]I actually unlocked my FPS using iPresentInterval, maybe that's why?[/QUOTE] Yes, that's exactly why. I did the same thing and went looking for why and it's because we're unlocking our FPS. Hopefully it'll get fixed soon.
It's pretty annoying that you can't take dogmeat + human companion anymore
[QUOTE=Morbo!!!;49101997]Anyone?[/QUOTE] I had the same problem you need to sign up with the BOS and advance some quests, after I did that it, he said that I should report to Captain Kellen. Well that problem was with The Lost Patrol Quest.
[QUOTE=josm;49102054]Yes, that's exactly why. I did the same thing and went looking for why and it's because we're unlocking our FPS. Hopefully it'll get fixed soon.[/QUOTE] I *really* doubt it will be, because the reason it's a problem in the first place is fairly solidly planted in the game's code, having lots of things be based on frames to work. This would take a bit of a rework of lots of the game's code to be able to fix, wouldn't just be a patch
[QUOTE=Araknid;49102059]It's pretty annoying that you can't take dogmeat + human companion anymore[/QUOTE] Yeah but at least Dogmeat is a bit more useful now since he knocks down opponents and holds them for a while, 3/NV Dogmeat didn't do that did he? Also the companion AI sucks so hard sometimes.. I constantly find myself in epic battles with a roomful of enemies and then after everyone is already dead, Preston walks in the room and starts crouching behind cover lol [editline]12th November 2015[/editline] [QUOTE=Zondac;49102075]I *really* doubt it will be, because the reason it's a problem in the first place is fairly solidly planted in the game's code, having lots of things be based on frames to work. This would take a bit of a rework of lots of the game's code to be able to fix, wouldn't just be a patch[/QUOTE] If they literally hardcoded the number 60 into the game and used that as the reference FPS, couldn't you just hex edit the .exe or patch memory to set the framerate limit to your desired FPS?
Codsworth is the only competent companion combatant that I've had so far. He's a fucking juggernaut. Nick's peashooter leaves him kind of ineffective.
[QUOTE=_charon;49101972][t]http://staticdelivery.nexusmods.com/mods/1151/images/200-2-1447297845.jpg[/t][URL="http://www.nexusmods.com/fallout4/mods/200/?"] neat[/URL] a little disappointed it isn't a vanilla paint job X-01 is my new favourite power armor[/QUOTE] I still don't like how the eyes on that helmet are so far apart, it looks sort of derpy, and I can't imagine how anyone would be able to see through them
[QUOTE=srobins;49102076]If they literally hardcoded the number 60 into the game and used that as the reference FPS, couldn't you just hex edit the .exe or patch memory to set the framerate limit to your desired FPS?[/QUOTE] Only way I can see it working is if they made the physics and stuff lock at 60 FPS while the visuals are able to go higher, I know some games do that so it's certainly possible. And no, that wouldn't work because it's not hardcoded with the number 60 per se, it's set with the frames interval, meaning that every frame the physics update so much
[QUOTE=dialtone;49101579]Where abouts? I've been looking all over![/QUOTE] If you haven't found him yet check the hotel, in the rooms upstairs
[QUOTE=Xubs;49101899]It's pretty simple. Some objects, such as water purification pumps, require wires connected to them. If they require a wire connected to them directly you will see a miniature pylon coming out of the top of it. Objects which require some form of power to function have a lightening bolt next to their icon before constructing them. If there's a number, that means it will ADD that many units of power to your required power total. You should have more generators producing more power than the amount you require, if you have less than the amount you require, the number turns red, and some things don't function. Wires cannot travel forever. Use pylons and connectors to extend the reach of wires, treat it like a city builder. If you want a power pylon or a connector to reach just under the maximum distance for a wire to reach, connect it to the power grid you have going, and THEN grab it, and then drag the pylon/connector until it turns red. Keep it slightly under the amount before it turns red, and that's the maximum distance a wire can reach. And, remember that wires are direction agnostic, it does NOT matter which direction you wire a wire up to something, power flows both ways. Also like a city builder, some objects, such as lightbulbs, DON'T need to be wired up directly to the power grid, but they [I]DO[/I] need to have a power source near them. Power sources include generators, or any power pylon/connector nearby that is also connected to the generators, or connected to a series of pylons/connectors that lead back the generators. As long as the series of wires has a generator connected to it somewhere along this path, then the path is supplied with power. Keep in mind that you can split and converge multiple sources of power, for example you can have a bunch of generators in a single room, then have a single wire trailing through connectors go all the way outside of that building, then split those wires off into multiple directions off of one connector onto multiple trails of pylons. Also, one last thing, remember that a wire requires 1 copper resource to build.[/QUOTE] Thanks, I'll be referring to your post while playing a lot :P Although I gotta ask straight away, are the Pylons are only/mostly meant for extending reach? Because I was trying to use those smaller power conduits for extending the reach of 2 med generators.. I now understand how the small Conduits work, but they sure seem to light up more than just the floor/wall/ceiling? Also, are there any powered buildings that take directly a cord, but can also be powered without a cord..? But I'm starting to get the hinge of it. But it's weird though how most/all(?) of the connectors and switches light up lamps, not just the small conduits..
[QUOTE=Grenadiac;49102099]Codsworth is the only competent companion combatant that I've had so far. He's a fucking juggernaut. Nick's peashooter leaves him kind of ineffective.[/QUOTE] Codsworth is just a fucking tank, he's taken down a legendary super mutant by himself in my playthrough while I was busy with the other 12 normal ones, I only realised when I went to go check on him after I finished the slaughter of the 12.
[video=youtube;GeFtqFeKW8A]https://www.youtube.com/watch?v=GeFtqFeKW8A[/video] [URL]http://www.nexusmods.com/fallout4/mods/250/?[/URL] The replacer mods that have slowly begun coming out are great edit: "I know we were nervous at first, but I'm glad we got Codsworth. *sound of Codsworth readying flamethrower*"
Also, is the Industrial wall light free? Or, as long as u have power..
[QUOTE=Reagy;49102138]Codsworth is just a fucking tank, he's taken down a legendary super mutant by himself in my playthrough while I was busy with the other 12 normal ones, I only realised when I went to go check on him after I finished the slaughter of the 12.[/QUOTE] Codsworth makes for amazing company too, I love his casual observations, stupid jokes, and generally really jolly attitude. His dialogue in combat is top notch too, Codsworth 4 life.
[QUOTE=_charon;49101972][t]http://staticdelivery.nexusmods.com/mods/1151/images/200-2-1447297845.jpg[/t][URL="http://www.nexusmods.com/fallout4/mods/200/?"] neat[/URL] a little disappointed it isn't a vanilla paint job X-01 is my new favourite power armor[/QUOTE] Where do you get the paint job that it replaces? Magazine?
Anyone else having trouble to get the PipBoy Companion app to detect on PC? I already turned it on on fallout 4's options and allowed the firewall.
[QUOTE=yellowoboe;49101723]Now make the wife Raiden.[/QUOTE] Just punched a Yao Guai to death with my bare hands with this build. [del]Nanomachines,[/del] Buffouts, son
I feel like the power armor is great for situations when you know what you're getting into rather than exploration. Like clearing out raid settlements for the Minutemen. Makes my use of it like a calculated mission, kinda like what it should be imo
So I got the quest Taking point: Starlight Drive in and it said to clear all the enemies in the area. Well I was already through there on my way to the corvega plant, shot a couple mole rats and went on my way. When the time came to go back and finish them off, I killed one mole rat with a red marker and it still said the we're enemies in the area, except there are none, I searched the entire area and surrounding areas, and I got nothing. Help!
PSA: (As far as I can tell), Switching into your Workshop menu [I]while[/I] moving around rapidly in 3rd person causes a crash. So try not to do that. [editline]12th November 2015[/editline] is it just me or was there a patch just now?
[t]http://images.akamai.steamusercontent.com/ugc/647751724422089345/F84B8823B88720F9F1D304C1AE062F129A7744D2/[/t] Just spent a few hours on my base. Everything from the water, to the lights at night are controlled from the main tower. Pretty neat game mechanic. [t]http://images.akamai.steamusercontent.com/ugc/647751724422099485/F0E65A238AF696465D877F5A377D81EAA7AF4FFE/[/t]
Someone made a really convincing Abraham Lincoln. [img]http://i.imgur.com/dfCHofp.jpg[/img]
I can't believe they got a Facepuncher to host DCR.
Question about ending [sp]I was looking up at the different factions you can side with on the wiki and one of them said the Minutemen all though I cant find out how to side with them. what do[/sp]
[t]http://i.imgur.com/dqtIN9c.jpg[/t]
[t]http://images.akamai.steamusercontent.com/ugc/396676045195171822/4E600F08D66B252D5B850721A41793B84E6329E6/[/t] This mutant was packing
So i lost a NPC so bad i cant find him in any of the outposts. Anyone know of any console commands to bring him to you/you to go to him. Well its actually an companion [sp]Nick Valentine[/sp]
maybe try doing all the quests [sp]i sided with my son.[/sp]
[QUOTE=FlakTheMighty;49102328]Someone made a really convincing Abraham Lincoln. [img]http://i.imgur.com/dfCHofp.jpg[/img][/QUOTE] Someone needs to make a John Wilkes Booth now.
[QUOTE=DrugUnit;49102363]So i lost a NPC so bad i cant find him in any of the outposts. Anyone know of any console commands to bring him to you/you to go to him. Well its actually an companion [sp]Nick Valentine[/sp][/QUOTE] Try using his BaseID to spawn him next to you (this creates a new copy of him): [B]player.placeatme <BaseID>[/B] His BaseID is [B]00139099 [/B]His RefID is [B]00002f25[/B] OR you could try some old skyrim commands (i'm not sure if they all work) To move to an NPC, type the following in the console: [B]player.moveto <RefID>[/B] To move an NPC to you, type the following in the console: [B]Prid <RefID>[/B] Followed by: [B]moveto player[/B]
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