Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=TheRealRudy;50149598]how are the ones from fo3 even remotly related to the mariposa breed? they're litterly their own kind, characterized by their yellow skin[/QUOTE]
Yeah for whatever reason when i wrote that post I pictured the New Vegas mutants in place of the Fallout 3 mutants, thus conflating them for the Mariposa breed. Forgot that the 3 mutants didn't have the mouth straps
[QUOTE=DChapsfield;50149551][sp]no, they definitely did. the institute is the only place you can find FEV, and Virgil is proof of their creation.
It still doesn't justify the hundreds of respawning Super Mutants plaguing the Commonwealth but it's the only explanation we get. At least they're not the Mariposa breed like we saw in 3. that's one thing that actually does make sense about them.[/sp]
[Editline]Edited:[/Editline]
whoops my mistake. Was confusing the mental image of the Mariposa mutants from New Vegas with the Vault 87 mutants from 3. disregard last two sentences.[/QUOTE]
Yeah I'm currently in the process of replacing the super mutants in Fallout 4 with other enemies, since right now they make little to no sense as to why they've taken over Boston.
That's something that could use some DLC: the reason for the huge number of Super Mutants in the Commonwealth.
loose idea: [sp]a military bunker where Gen 2 synths were long ago assigned by Father to conduct further FEV experiments. The Institute would have teleported kidnapped Commonwealth residents to them, and they would carry out the same test hundreds of times, always releasing the 'failed' subjects, lacking the free will to realize the fruitlessness of their efforts. After a while, by the time the Institute has stopped sending them subjects/been destroyed, they begin to kidnap people on their own, leading to the beginning of the DLC quest.[/sp]
Would allow for some interesting new Super Mutant and Synth content, and maybe an actually likable Super Mutant companion.
[QUOTE=Sprelle;50148515]Waiting for more quality mods and the mod manager/loaders.[/QUOTE]
[url=https://github.com/TanninOne/modorganizer/releases]Mod Organizer's alpha builds[/url] do fine on my system
I don't see a reason for new mod managers/loaders, the GECK has one built in and allows the download of mods themselves from the workshop and from the nexus right from what I recall.
[QUOTE=Jamie1992GSC;50149472]Finally got to a doctor. Thank you [b]tyanet[/b]
I think I'm just gonna get out the beta and go back to regular survival with the survival re-balance. Cause the damage rates for Beta Survival are still an absolute Joke. I get hit by 2 .38 rounds and I'm almost dead, I hit a dude with 5 10mm rounds and he either has a slither left, or finally drops. Hit a guy twice in the head with 10mm rounds and he still has a slither of health left. Like. I thought they said enemies will be less bullet spongy?[/QUOTE]
Use a mod that doubles the PC's damage, I find that balances it out pretty well
From what I understand the Institute ran FEV experiments much like the Synth ones. Kidnap someone, give them FEV, test what comes out, toss it in the commonwealth when done, rinse and repeat. Swan's log seems to imply they were trying to use FEV to make people smarter and stronger but instead it made them big dumb and violent. I believe it's also said Virgil was the leader of the FEV experiments so when he left they stopped and focused on Synths. And considering [sp]Virgil's state of being[/sp] I'd say it looks like they at least made some form of progress with their experiments.
I mean, it may not be the most air tight explanation and some people undoubtedly won't like it because institute bogeyman, but it is there. Could definitely use expanding on though.
[QUOTE=AJ10017;50149748]Use a mod that doubles the PC's damage, I find that balances it out pretty well[/QUOTE]
Do you perchance have any good recommendations? Also how do I enable mods on survival? An * in the plugins next to the ESP name or something?
So I found this
[T]http://i.imgur.com/EOeJYE8.jpg[/T]
Pretty sexy
[QUOTE=MechaKat;50149820]So I found this
[T]http://i.imgur.com/EOeJYE8.jpg[/T]
Pretty sexy[/QUOTE]
Something I especially love to do with X-01 is make the spotlight red, because the light source is the eyes it looks really badass and intimidating and i turn them on whenever i get into a battle so my enemies know they have angered the beast
[QUOTE=Jamie1992GSC;50149732]I don't see a reason for new mod managers/loaders, the GECK has one built in and allows the download of mods themselves from the workshop and from the nexus right from what I recall.[/QUOTE]
Mod Organizer allows you to mod games without pouring shittons of files in the data folder, which makes for much cleaner installs, prevents overwriting issues (you decide which mods overwrite which directly in MO), and allows for different profiles each with their independent saves, ini configurations and mod selection.
[QUOTE=Jamie1992GSC;50149789]Do you perchance have any good recommendations? Also how do I enable mods on survival? An * in the plugins next to the ESP name or something?[/QUOTE]
I forget what mod it was but it was like more survival damage and it comes with several different multipliers. As for loading them just add a * before the file in plugins.txt and set it to read only
What's the mod that lets you clean up rubble and all the crap in settlements?
[QUOTE=Ganerumo;50149865]Mod Organizer allows you to mod games without pouring shittons of files in the data folder, which makes for much cleaner installs, prevents overwriting issues (you decide which mods overwrite which directly in MO), and allows for different profiles each with their independent saves, ini configurations and mod selection.[/QUOTE]
OH! That does sound good. Then I stand very much corrected. :v:
[QUOTE=AJ10017;50149868]I forget what mod it was but it was like more survival damage and it comes with several different multipliers. As for loading them just add a * before the file in plugins.txt and set it to read only[/QUOTE]
Okay thank you.
Was it perchance this one? [url]http://www.nexusmods.com/fallout4/mods/333/?[/url]
[QUOTE=Skyward;50149903]What's the mod that lets you clean up rubble and all the crap in settlements?[/QUOTE]
Spring Cleaning
[QUOTE=kr1f333;50149954]Spring Cleaning[/QUOTE]
but use Scrap Everything instead, it covers way more rubbish and pre-built structures as well
Just fought the Mechanist as the Silver Shroud in survival beta mode, it was a tough fight but I managed it.
Now, I remembered last time I finished the Automatron DLC my game crashed when I left the Mechanists lair and being unable to save I really didn't want that to happen. Right? Riiight? Game?
I went to build myself a bed and the game crashed.
:scream:
[QUOTE=Pokepunch;50148422]Hey, I made a mod. It changes the Laser Musket into a recharger type weapon like the ones in New Vegas. Why don't you go and check it out? Some comments on your thoughts and criticisms would be great.
[URL="http://www.nexusmods.com/fallout4/mods/12075/?"]Here is the link[/URL][/QUOTE]
This is great. is there any way to keep the damage the same though? the Laser Musket is much less useful at half damage, to the point where you may as well use a regular Laser Rifle.
[QUOTE=DChapsfield;50150067]This is great. is there any way to keep the damage the same though? the Laser Musket is much less useful at half damage, to the point where you may as well use a regular Laser Rifle.[/QUOTE]
Yeah, the Laser Musket having the slowest rate of fire in the game is enough to balance it IMO. Even to match the gauss rifle at 6-crank it takes quite a bit longer between shots.
[QUOTE=Ganerumo;50147553]Would have been cool to see a kind of centaur that's just a horribly mutated bundle of people merged with walls among the rest of the mashed flesh, whose only job is to flail and scream if you get too close, acting as the super mutant equivalent of proximity mines/alarms.
Understandable that stuff like nightkin/centaurs aren't around anyway since they don't have direct access to FEV anymore.[/QUOTE]
Nightkin were just abusing stealth boys though.
[QUOTE=El Burro;50150017]Just fought the Mechanist as the Silver Shroud in survival beta mode, it was a tough fight but I managed it.
Now, I remembered last time I finished the Automatron DLC my game crashed when I left the Mechanists lair and being unable to save I really didn't want that to happen. Right? Riiight? Game?
I went to build myself a bed and the game crashed.
:scream:[/QUOTE]
I think I have the same thing happen, the only thing that has prevented a crash so far is being in the area in power armor, at least for me. I'd crash a little ways from Boston Airport, but whenever I was in power armor I'd only crash if I got out around there.
I wonder why the fuck this happens.
Anyone else having no reload sound on combat rifle/submachine gun based guns? Like Ive got an AK mod using that reload and no guns using that anim has a reload sound in thirdperson.
If you have any mods that change the HUD swf file, the game will crash in that area because there isn't a single HUD mod that supports the new icon added by Automatron. I'm pretty sure that you'll get similar problems in the new Survival mode, as that adds new icons which no mods support either. Though, you might just end up with the icons not showing up instead.
[QUOTE=Omolong;50150354]If you have any mods that change the HUD swf file, the game will crash in that area because there isn't a single HUD mod that supports the new icon added by Automatron. I'm pretty sure that you'll get similar problems in the new Survival mode, as that adds new icons which no mods support either. Though, you might just end up with the icons not showing up instead.[/QUOTE]
What tools are people using to edit the HUD? I'll patch DEF_UI myself if I have to.
[editline]17th April 2016[/editline]
[QUOTE=Ganerumo;50149865]Mod Organizer allows you to mod games without pouring shittons of files in the data folder, which makes for much cleaner installs, prevents overwriting issues (you decide which mods overwrite which directly in MO), and allows for different profiles each with their independent saves, ini configurations and mod selection.[/QUOTE]
The CK will probably let you chuck all your files in BA2 archives, so no matter how big your mod is, you can just have "Mod.esp" and "Mod.ba2"
i'll probably just wind up using a combination of MO and the CK thing
[QUOTE=lavacano;50150432]What tools are people using to edit the HUD? I'll patch DEF_UI myself if I have to.
[editline]17th April 2016[/editline]
The CK will probably let you chuck all your files in BA2 archives, so no matter how big your mod is, you can just have "Mod.esp" and "Mod.ba2"
i'll probably just wind up using a combination of MO and the CK thing[/QUOTE]
I'm fairly sure that people are using JPEXS (or at least that's what I've seen people recommend) for editing any swf files. I did have a go at editing DEF_UI myself for Automatron, but I couldn't get it to work properly. To be honest, though, it would probably be best if someone either makes their own UI mod like SkyUI, or at least goes over DEF_UI to fix all of the bugs that are still in there.
Also, Mod Organizer isn't going to properly work with Fallout 4 once the Survival update comes out, seeing as Bethesda has changed how the game loads plugins. Using NMM or something isn't so bad as you can edit the plugins.txt to include the new asterisks at the beginning of each line, but I'm not sure if that's going to work with Mod Organizer. Unless it gets updated, the best mod managers will have to be either NMM or Wrye Flash.
[QUOTE=TheRealRudy;50150464]
can't wait for some mod to fix the whole gamespeed tied to fps thing so i dont need to get a constant 60fps to be playable, and play on my native 1080p res instead of this disgustingly low one[/QUOTE]
correct me if i'm wrong but wouldn't this basically need a rewriting of (large parts of) the game engine
I have exactly no proof because I can't find shit about it online, but I don't think the game logic slows down at 30fps. Pretty sure it just speeds up above 60.
I know I'm in a similar situation on how well I can run it and I always just played capped at 60 but with dips down to 30-40 and I never noticed the game slowing down. Getting choppy and looking like ass, sure, but the game speed was the same.
[editline]boop[/editline]
And also it runs at 30fps on consoles and they're not slowed, so...
[QUOTE=Pretty Obscure;50150670]I have exactly no proof because I can't find shit about it online, but I don't think the game logic slows down at 30fps. Pretty sure it just speeds up above 60.
I know I'm in a similar situation on how well I can run it and I always just played capped at 60 but with dips down t0 30-40 and I never noticed the game slowing down. Getting choppy and looking like ass, sure, but the game speed was the same.[/QUOTE]
Below 30 FPS I noticed the game takes a lot longer to decide to do something (and while it's doing that you just get a period of nothing happening). But at higher framerates, I also noticed those periods of nothing happening, usually while trying to get a radiant quest.
I think the slowdown in game logic is generally just "you don't have enough horsepower to run this game", or in the case of radiant quests, "hang on i'm trying to find a dungeon that you didn't just clear or get a quest for", and the fact that it seems to happen sub 30 FPS is coincidental.
That just sounds like memory issues. The game logic speed is what controls audio, animation, and physics speeds and such (aka the reason everything goes fast and breaks above 60fps) and I'm like at least 80% sure there's no slow down at low FPS.
[editline]boop[/editline]
If someone's got or can make a video like that one that shows the difference between 60 and higher FPS' comparing melee swing speed and the rate a bottle drops and such to prove it then by all means. I certainly never noticed it though.
[QUOTE=Zotobom;50150547]correct me if i'm wrong but wouldn't this basically need a rewriting of (large parts of) the game engine[/QUOTE]
Yes.
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