Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
This has always been my favorite line in Vault 81
[t]http://images.akamai.steamusercontent.com/ugc/284099289617177490/C7A9A409EE654B060707E4AFB881D2C0E05673E7/[/t]
Their radiation detection machine doesn't work all to well.
I did mention Hardin and McNamara previously, because that situation made it clear that kicking out an Elder is incredibly difficult, if not impossible save for very specific situations. An elder remains elder until death, and if he gets killed, whoever kills him doesn't get the job, just an execution. Also kicking McNamara was only part of Hardin's plan, the other being to prove to the BOS he had leverage to become the new elder - and he did have that leverage, unlike the protagonist (who's only been in contact with the BOS for less than a year).
The BOS would never accept branching off, not after the Outcasts. Especially after Maxson put so much effort to even reunite the Outcasts.
It wouldn't realistically happen no matter how you put it. You'd have more chance of applying that logic to the railroad.
Yeah, the only way that solution can really make sense is if you split from DC entirely.
And Bethesda probably didn't want to go down that route because presumably they plan to continue making games on the east coast.
That, and they probably felt having the BOS split in two, then reform and then split again ten years down the line would have been far too repetitive. They did get complaints about Fallout 3's story monkeying the Fallout 2 storyline after all.
[QUOTE=Tureis;50115613]So does Wasteland Workshop allow you to actually use captured raiders as guards or settlers? If their only use is to fight in an arena pit I don't really think it's worth the money.[/QUOTE]
As far as I'm aware, no. Wasteland workshop is somehow [I]not[/I] worth the 5 dollars.
[t]http://i.imgur.com/eqrcvJs.jpg[/t]
This actually looks kinda touching even though it's just Beth's shit programming. That's Cricket, the trader that carries the Spray and Pray, naked and dead, and her pack Brahmin and caravan guards wont leave her corpse. 'Course they don't react or anything, just keep giving me a lotta shit for being anywhere near their fucking inoperable caravan. They've been there for more than an in-game week at this point
I now have a choice. Keep Homemaker and keep the far superior customization options. Or disable Homemaker so I can make a working arena.
[QUOTE=MissingGlitch;50116242]I now have a choice. Keep Homemaker and keep the far superior customization options. Or disable Homemaker so I can make a working arena.[/QUOTE]
In theory, you could disable Homemaker, make the arena, and then renable Homemaker. From what I can guess, Homemaker (and similar mods) just stop the new things from showing up in the workshop menu, but once they're placed in the world they should work fine, provided you don't disable the DLC.
Correct me if i'm wrong, but once the CK is released, whats the chance that somebody (or the creator of homemaker himself) will create a mod featuring all these items/props that don't need stuff like the Keyword mods?
[QUOTE=SonicHitman;50116281]Correct me if i'm wrong, but once the CK is released, whats the chance that somebody (or the creator of homemaker himself) will create a mod featuring all these items/props that don't need stuff like the Keyword mods?[/QUOTE]
I would bet it will be one of the first mods.
Does anyone know why walking around Fairline Hill Estates causes random scare chords to play?
Gotten me three fucking times now.
Also, is it just me or is it laid out [I]really[/I] similarly to Tranquility Lane?
wow i did not expect the last quest to come so fast...
[QUOTE=SonicHitman;50116281]Correct me if i'm wrong, but once the CK is released, whats the chance that somebody (or the creator of homemaker himself) will create a mod featuring all these items/props that don't need stuff like the Keyword mods?[/QUOTE]
Short of putting all of the items into existing categories (which could be a complete mess), there's no current way around it. The formlist cap (or whatever it's called) is a big hurdle that mod authors have hit, and it's why the Settlement Keywords and AWKCR mods exist. Without them, you'd have a lot of mods unnecessarily adding new keywords, which would cause the menus that rely on them (which is pretty much all of the crafting menus) to break. I think the amount of new keywords depends on just how broken the menus are, though. This is all my rough understanding of the problem, so it might not be entirely accurate.
And as far as I'm aware, this isn't a problem that just having the CK will solve. It's an engine issue, seeing as it (or something very similar) was a problem back in Skyrim too. People might be able to use existing knowledge from Skyrim to fix it, but I don't know enough of the specifics to be able to say if Papyrus scripting or F4SE scripting will be able to do it. A true fix would have to be done by Bethesda, and I think that would only happen if they ended up hitting the cap themselves, which could entirely be possible if they add more keywords with the DLCs. That's probably the only real reason that they'd fix it, though.
[QUOTE=Shalaska;50116339]Does anyone know why walking around Fairline Hill Estates causes random scare chords to play?
Gotten me three fucking times now.
Also, is it just me or is it laid out [I]really[/I] similarly to Tranquility Lane?[/QUOTE]
It can't be just a coincidence. Usually those stingers serve as some sort of indication of something, and Bethesda has quite a few Fallout 3 references and mentions, so it's very likely.
Although, I still can't figure out what the stinger at USAF Satellite Station Olivia is supposed to indicate.
so i just finished the game
now what do i do?
[QUOTE=PILLS HERE!;50116418]so i just finished the game
now what do i do?[/QUOTE]
Finish the remaining of side quests ?
Get all the achievements ?
Play the DLC ?
Play a different game ?
so which mod should i disable for this?
[t]http://i.imgur.com/ZxqTGs5.jpg[/t]
Nice fucking addon guys, none of the cages receive power. Anyone know a fix for this? And yes, I've already picked everything up and put it down, and there's a second generator connected to 3 different conduits underneath the floor.
edit: Or is it that despite what it shows on the HUD, each cage requires a power connection? Because it definitely says that they only need the field from a conduit, like most small lights, but now that I've hard-wired them up my character no longer comments on them needing power.
[QUOTE=FpShepard;50116439]Finish the remaining of side quests ?
Get all the achievements ?
Play the DLC ?
Play a different game ?[/QUOTE]
for DLC i'm waiting on far harbor before i start pouring more money into games
and fallout 4 is the only game i'm super into at the moment as all the other games i own are sports game :o
i'll figure it out thanks tho <3
Usurping Maxson would be doable if Bethesda hadn't gone and made him Elder, because then it would just be a matter of convincing everyone he was a bad staff officer and proving yourself as a good replacement.
It'd even make more sense in the grand scheme of things for him to be a local commander answering to someone back in DC. If the bulk of the Eastern Brotherhood and its operations are still in the DC area then their top leadership ought to be somewhere in that area so they manage big-picture thigs, while a task force in a distant area like the Commonwealth would be under the command of a trusted officer who can operate without constant supervision
[QUOTE=Shalaska;50116339]Does anyone know why walking around Fairline Hill Estates causes random scare chords to play?
Gotten me three fucking times now.
Also, is it just me or is it laid out [I]really[/I] similarly to Tranquility Lane?[/QUOTE]
It's just supposed to be a creepy area I guess. According to companion dialogue it was once inhabited but all of the settlers just vanished. Also yes, it is similar to Tranquility Lane.
[QUOTE=Notanything;50116404]
Although, I still can't figure out what the stinger at USAF Satellite Station Olivia is supposed to indicate.[/QUOTE]
Unimplemented content
i cant find the cages in the settlement menu
do you have to unlock them somehow or are mods conflicting?
[editline]fuck[/editline]
mods are conflicting with a lot of the shit god damn it
also the game just up and crashed after a few seconds so i guess ill have to wait a week until mod compatibility comes out for all those
Game's not crashing anymore, uninstalled
Settlement Keywords
OCDecorator
NX Pro Farming
Homemaker
Talking to alexis in vault 81, your character will randomly just blurt out "tits" while skipping through her dialogue
Oh my god, if you use Homemaker's lockers and what not for storing weapons, be sure to take them out and put them in a vanilla storage unit, I'm having to reinstall Homemaker otherwise all my guns and armour are gone.
Am I the only one playing full Vanilla here ?
I'd rather put up with lack of mods for a few months than have to deal with constantly modding shit in and out of the game whenever DLC comes out.
[QUOTE=SonicHitman;50116281]Correct me if i'm wrong, but once the CK is released, whats the chance that somebody (or the creator of homemaker himself) will create a mod featuring all these items/props that don't need stuff like the Keyword mods?[/QUOTE]
There's a Russian made patch for Settlement Keywords [URL="http://modgames.net/load/fallout_4/poselenija_i_stroitelstvo/patch_settlementkeywords_dlja_wasteland_workshop/444-1-0-21326"]here[/URL], so it's doable. Someone just needs to upload this or something like it to the Nexus.
[QUOTE=Ganerumo;50116795]Am I the only one playing full Vanilla here ?
I'd rather put up with lack of mods for a few months than have to deal with constantly modding shit in and out of the game whenever DLC comes out.[/QUOTE]
im waiting for the geck to be fully released to start modding.
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