• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=Blooper Reel;50131417][sp]I know a lot of people complain about how the ghoul kid could survive for 200 years trapped in a fridge but didn't those chinese POWs in Little Yangtze in OWB live for the same amount of time trapped in a small camp that would detonate their bomb collars if they tried to escape?[/sp][/QUOTE] I assumed they were brought rations by the robotic guards, Big MT is mostly kept running by automated systems that [sp]don't realise there's an outside world [/sp] after all. Same with the ghoul prisoners [sp]trapped in the robobrain lab in the mechanist DLC, the stretchers were on rails and had robo-brain cases built into them, possibly as pilots? [/sp]so I assume they also had bots that would make the rounds topping up food and clearing out waste.
[QUOTE=Bat-shit;50130980]I don't know if it was a lesson.. More like, "Here's how [I]I[/I] do it!" I think the Mod Angle mod basically just sends a lot console commands and faster, the same commands I would be using "setpos z/x/y" ("getpos" wouldn't be needed) PLUS angling commands, which would be too complicated/stupid to do my way. However, for simple floating objects, and for relatively simple placement fixing, or even hanging up [URL="http://i.imgur.com/4cXnwzF.jpg"]meatbags[/URL], these simple commands are pretty handy, and as precise as you want it to be. Then again.. same goes for the Mod Angle, and you are probably better off using it anyway, I'm just too used to a quick getpos setpos. I even line up myself using the compass (N, W, S, E) for easy reference when playing with X/Y coordinates and not Z which is up/down. Yeah, I know right? How high do you even have to be.[/QUOTE] Yeah honestly using getpos and setpos is more fucking around than I REALLY care for, modpos/angle is just a straight up thing for moving shit from where it is without having to do shit like setpos x 9493.234 for whatever the fuck it ends up being, less fiddling around trying to figure out the xyz coordinates.
[QUOTE=LolzMan1325;50131346]getting [I]really[/I] tired of having to smother my computer every time i walk through boston common and try to leave the game what does it mean when it's actually easier to quit the game if I ctrl+alt+del and end the process than actually using the "quit" option in the main menu[/QUOTE] Two tips: 1. If you enter "qqq" in the console, it instantly quits any gamebryo game. 2. Ctrl+Shift+Del brings up the task manager right away without the fullscreen blue window thing.
So I got the launcher to work finally now the creation kit won't load fml
[QUOTE=Itauske Roken;50131992]So I got the launcher to work finally now the creation kit won't load fml[/QUOTE] Is there an error?
So I probably brought this on myslef but i made a sentrybot type robot with twin unstable Gatling lasers, twin mini nuke launchers and that unstable robobrain head armour that ups the damage. Every fight it fires a single robo brain mesmer wave and then a SINGLE shot from one of it's Gatling lasers before all it's weapons explode bar only one of it's mini nuke launchers. So I swapped out the unstable Gatling lasers with stable versions because the difference is damage is only 5 points out of 127 (maxed voltaic armour is very nice) I get into another fight aaand... same again, all it's weapons bar one of it's launchers explode... which it decided to use on a nearly dead raider who is trying to hit me with a pipe. (I've never had a reload more funny and more infuriating.) So I remove the nuke launchers and replace them with some supposedly stable cluster bomb launchers and replace the unstable head armour with something else... It still explodes the second it tries to fire it's lasers. There are times when, even WITH the unstable weapons it could fight for a decent amount of time but it will still invariably explode in the self same way.... and overheat ten seconds later. Is there a mod or something that tones down these unstable weapons? Is there some sentry bot setup that causes them to explode regardless of weapon instability? This shits getting crazy, a supposedly powerful bot is reduced to uselessness because it keeps pulling a malfunctioning Eddie.
You know, I kinda wish there was a raider radio station, just it's kinda hard to figure out how to place their music because they look like modern punkers and metal heads, and I dunno if that existed in any form in the Fallout universe. All I know is it would be badass to enter a raider den with this playing. [media]https://www.youtube.com/watch?v=D7sUh-DX7I0[/media]
[QUOTE=thisguy123;50132122]So I probably brought this on myslef but i made a sentrybot type robot with twin unstable Gatling lasers, twin mini nuke launchers and that unstable robobrain head armour that ups the damage. Every fight it fires a single robo brain mesmer wave and then a SINGLE shot from one of it's Gatling lasers before all it's weapons explode bar only one of it's mini nuke launchers. So I swapped out the unstable Gatling lasers with stable versions because the difference is damage is only 5 points out of 127 (maxed voltaic armour is very nice) I get into another fight aaand... same again, all it's weapons bar one of it's launchers explode... which it decided to use on a nearly dead raider who is trying to hit me with a pipe. (I've never had a reload more funny and more infuriating.) So I remove the nuke launchers and replace them with some supposedly stable cluster bomb launchers and replace the unstable head armour with something else... It still explodes the second it tries to fire it's lasers. There are times when, even WITH the unstable weapons it could fight for a decent amount of time but it will still invariably explode in the self same way.... and overheat ten seconds later. Is there a mod or something that tones down these unstable weapons? Is there some sentry bot setup that causes them to explode regardless of weapon instability? This shits getting crazy, a supposedly powerful bot is reduced to uselessness because it keeps pulling a malfunctioning Eddie.[/QUOTE] [url]http://www.nexusmods.com/fallout4/mods/11220/?[/url] That should do it I'm guessing some kind of error occurred due to you putting unstable weapons on first. To be honest you may as well dismantle it and make a new automatron.
Somewhat related. [video=youtube;-YFUxFV0EP4]https://www.youtube.com/watch?v=-YFUxFV0EP4[/video]
[QUOTE=Frosty701;50132012]Is there an error?[/QUOTE] how can I tell if there's an error or not?
[QUOTE=purvisdavid1;50132131]You know, I kinda wish there was a raider radio station, just it's kinda hard to figure out how to place their music because they look like modern punkers and metal heads, and I dunno if that existed in any form in the Fallout universe. All I know is it would be badass to enter a raider den with this playing. [media]https://www.youtube.com/watch?v=D7sUh-DX7I0[/media][/QUOTE] raiders seem like they would make their own music, tbh there should be way more original music in the game since 200 later is far more than enough time for people to start performing and recording music again
Is there any way of make the Wreck of the FMS Northern Star a settlement? maybe not yet, but jesus christ imagine building like a "trading hub" inside the ship and then a combat zone on the boat deck, or viceversa. [IMG]http://vignette1.wikia.nocookie.net/fallout/images/6/63/Fo4_FMS_Northern_Star.png/revision/latest?cb=20151124171132[/IMG]
[QUOTE=Ninja Gnome;50132351]raiders seem like they would make their own music, tbh there should be way more original music in the game since 200 later is far more than enough time for people to start performing and recording music again[/QUOTE] Or at least cover music if they can't make their own lyrics, kinda like how Starcraft 2 did with Sweet Home Alabama :v:
[QUOTE=spekter;50132261][URL]http://www.nexusmods.com/fallout4/mods/11220/?[/URL] That should do it I'm guessing some kind of error occurred due to you putting unstable weapons on first. To be honest you may as well dismantle it and make a new automatron.[/QUOTE] Presently it appears that every time it fires one of it's shoulder mounted weapons it suddenly explodes. I think this might be down to it's weapons "misfiring" and hitting the robot as they are fired. As to why they do not explode in a mini nuke explosion i do not know, I will try this mod anyway and see if it helps. [editline]14th April 2016[/editline] So testing WITH the mod... yeah, the bot still had a case of premature combustion. However that one shoulder mounted nuke launcher STILL remains unbroken, I am going to try remove the other launcher and see if that helps.. and then try removing BOTH launchers. [editline]14th April 2016[/editline] Nope... I think the robot is just plain and simple bugged... Even without it's shoulder mounted doom launchers it still explodes for no good reason. I would wager the damn thing would explode even if I equipped it with a pair if protectron claws.
What the hell, my survival character's weight capacity has suddenly gone from 150 or something to 90, between quitting last night and playing today? No illnesses or whatever either.
So I got rid of my old favourite sentrybot 'Portable holocause' I scrapped the unit, wiped the memory and took all it's parts leaving it the most barebones of chassis and gave it a more appropriate designation. [t]http://images.akamai.steamusercontent.com/ugc/504776474587897754/9674EFC5DC9B2200F833A50C051AE07278EDDAB2/[/t] Say hello to the new kid on the block, now much less spaghetti out of pockets explosions (managed to fire all of it's guns at least once in a single fight and didn't explode) and with a 0 less edgy name. (Portable holocaust was a BIT much) [t]http://images.akamai.steamusercontent.com/ugc/504776474587903988/68E2F7FB024A044B04C289239556AF7EC6D5F41A/[/t]
Finally got into the Creation Kit beta and I'm away for the weekend from tomorrow oh my god todd
Is Survival out of beta yet?
[QUOTE=thisguy123;50132772] [t]http://images.akamai.steamusercontent.com/ugc/504776474587903988/68E2F7FB024A044B04C289239556AF7EC6D5F41A/[/t][/QUOTE] What head is that? I'm guessing robobrain based on the shape but I don't seem to remember that armour.
[QUOTE=Trainbike;50132933]What head is that? I'm guessing robobrain based on the shape but I don't seem to remember that armour.[/QUOTE] It's robobrain.
[QUOTE=Trainbike;50132933]What head is that? I'm guessing robobrain based on the shape but I don't seem to remember that armour.[/QUOTE] Robobrain with Gorgon armour(might be Cyclops), not only is it pretty cool looking but it also amps the damage of the robobrain mesmer pulse attack.
God damn [video]http://imgur.com/a/Qy2LX/[/video]
[QUOTE=Tuskin;50132967]God damn [video]http://imgur.com/a/Qy2LX/[/video][/QUOTE] How the fuck did their game not crash
Does anyone know of a mod that completely disables LODs and forces the game to use the highest resolution model/texture available at all times? [url=http://jesusfuck.me/di/HGB6/20160414120418-1.jpg]Because I'm getting sick and fucking tired of this engine's absolute garbage LOD handling.[/url] My PA HUD remained like that for a good five minutes.
[QUOTE=Combine 177;50130105]Loverslab got you covered in future.[/QUOTE] The interesting thing about this statement is that LL could probably have a "ridable animals" mod that's totally non-sexual before Nexus does those people are talented, they just kinda use all their talent on sex mods (with the occasional non-sex mod) :v:
[QUOTE=lavacano;50133196]Does anyone know of a mod that completely disables LODs and forces the game to use the highest resolution model/texture available at all times? [url=http://jesusfuck.me/di/HGB6/20160414120418-1.jpg]Because I'm getting sick and fucking tired of this engine's absolute garbage LOD handling.[/url] My PA HUD remained like that for a good five minutes.[/QUOTE] There is [url=http://www.nexusmods.com/oblivion/mods/20053/?]a mod like that[/url] for Oblivion, and even though the game runs [I]too fast[/I] on modern PCs, it basically just crashes and burn the instant you install RAEVWD. You'd need a massive rig to run that on Fallout 4. Also if you have the game installed on HDD then these texture load issues may just be your hard drive lagging behind.
[QUOTE=AdrianTheShep;50132394]Is there any way of make the Wreck of the FMS Northern Star a settlement? maybe not yet, but jesus christ imagine building like a "trading hub" inside the ship and then a combat zone on the boat deck, or viceversa. [IMG]http://vignette1.wikia.nocookie.net/fallout/images/6/63/Fo4_FMS_Northern_Star.png/revision/latest?cb=20151124171132[/IMG][/QUOTE] The only problem I can see with that happening is that the settlement creation tools do not normalize orentation even when placing things on flat sloped surfaces. Even with tools that let you rotate the process of manually rotating it 25 degrees roll and 8 degrees pitch would get boring when placing hundreds of items. On the other hand if a mod or script automated the placement to be based on pre-defined angles such as those it could be easier.
[QUOTE=Ganerumo;50133333]There is [url=http://www.nexusmods.com/oblivion/mods/20053/?]a mod like that[/url] for Oblivion, and even though the game runs [I]too fast[/I] on modern PCs, it basically just crashes and burn the instant you install RAEVWD. You'd need a massive rig to run that on Fallout 4.[/quote] That looks more like it just replaces the LOD models with the high res models. I was looking for a way to make the LOD models cease to exist entirely. Since the game insists on keeping the LODs not only loaded, but renders them at the same time as the high res ones, I'd probably actually [i]save[/i] memory by doing things properly. [quote]Also if you have the game installed on HDD then these texture load issues may just be your hard drive lagging behind.[/QUOTE] A SATA 3 WD Black lagging behind? Somehow I doubt it.
Hey, I'm trying to use the GECK but it gives me an error about libScePad.dll being missing. I can't find anything on what to do, any ideas?
So as much as my robot has stopped exploding due to backfiring mini nukes... nothing has stopped the robot deciding its a good idea to fire the mini nuke launchers in a low tunnel. I heard a loud bang and turned around only to see a burnt out husk of robot.
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