• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
So anybody know what the latest fallout 4 update is? I'm not in a beta or anything, this update hasn't actually downloaded any data but has been making full use of my disk write resources for a few minutes now. My computer sounds like a blender.
[t]http://images.akamai.steamusercontent.com/ugc/275093438584202465/2C6387A3FCFCAF381A2DDF86F65A9C8625EBF9EB/[/t] Why are her googles facing down? And how can I get that scribe's hat?
[QUOTE=Dvdgg;50170597][t]http://images.akamai.steamusercontent.com/ugc/275093438584202465/2C6387A3FCFCAF381A2DDF86F65A9C8625EBF9EB/[/t] Why are her googles facing down? And how can I get that scribe's hat?[/QUOTE] You know the answer, the answer is always murder.
[QUOTE=FlakTheMighty;50170616]You know the answer, the answer is always murder.[/QUOTE] [t]http://images.akamai.steamusercontent.com/ugc/275093438584265286/44E604D886644764C857060744AF801219DEDE00/[/t] It's called Medical Hat. And I don't understand the purpose of the Cyclops visor over the googles. Also, how can I get Deacon to get off the power amor? I thought it would be funny to have the guy who likes stealth in a power armor I found, but now he doesn't want to get off the damn thing.
[QUOTE=Dvdgg;50170858] Also, how can I get Deacon to get off the power amor? I thought it would be funny to have the guy who likes stealth in a power armor I found, but now he doesn't want to get off the damn thing.[/QUOTE] Talk to him, choose "Talk", and there should be an option to tell him to get out.
So [URL="http://www.nexusmods.com/fallout4/mods/12195/?"]this exists now.[/URL] [t]https://staticdelivery.nexusmods.com/mods/1151/images/12195-7-1461160876.jpg[/t] i don't know how he came up with these ideas, but he's brilliant. it's made by the same guy who made the gorilla power armor
I tried to love the new Survival mode. But it is crammed with far too much bullshit. Enemies are still horribly bulletspongy. I'd expect it from say Sentry bots and robotic enemies and People in PowerArmor, but not super low level ghouls and raiders etc. 5 10mm to the chest to leave a slither of health, no thank you. Not to mention some of the dieseases are such garbage. Sleep for 5 hours in my own bed at my own settlement and I'm suddenly lethargic and lost 50% ap refresh rate and gotta use the stupidly rare AntiBiotics or cram my INT high at the start to get the perk so I can craft it... :/ Or even the fact that PowerArmor, GIANT fusion powered Exo-Suits, built from Steel and Aluminium, can be torn apart in a couple swipes from a ghoul, and I lost like 35% of my health per swipe. I guess I need to just mod the shit outta survival to make it fun for myself. Shame. Was really hoping when the devs said that Survival mode would be balanced combat wise, that it would actually BE balanced in terms of damage for me and the enemy. When I outlevel a ghoul by almost 7 levels and have decent hard hitting 10mm weapons. I do NOT expect it to take 5-10 shots to drop one, or for a low level raider to tank 4 rounds to the chest, or 2 to the head and stay standing whilst I die from nearly three .38 rounds. Seems people all over the forums agree too, that the enemies are SUPER spongy still. Sorry had to rant a little. It's driving me nuts.
I decided to re-make one of the original Fallout 1/2 sprites today. [IMG]http://orig10.deviantart.net/35bd/f/2016/111/4/8/coupe_by_renakryik-d9zr7rc.png[/IMG] Original: [IMG]http://vignette3.wikia.nocookie.net/fallout/images/f/fd/DeuceCoupe.png/revision/latest?cb=20110621165403[/IMG] You can download the model here, but it's up to you to convert it to Fallout 3/NV/4: [URL]https://sketchfab.com/models/78f7d99c1c994f76afb51f6958247919[/URL] Is there any other Fallout 1/2 sprites that you guys would like to see in 3D? (Besides creatures/armor, I'm not so good at those)
[QUOTE=RenegadeCop;50171051]They need more realistic mechanics in general, really. You can't make it ~survival mode~ then add in rules that are not of this earth, like superhuman ghouls being able to tear powerarmor apart. They're rotting corpses! They just need to brainstorm and be more careful about constructing survival mode, instead of just hodgepodging it together.[/QUOTE] Agreed. Found this little mod. [url]http://www.nexusmods.com/fallout4/mods/7515/?[/url] Makes it so that PowerArmor works like a giant fusion powered exo-suit made of thick metals should. It absorbs the damage entirely, until the part breaks then only that part of can receive damage from further bullets and such. Gonna test the above mod, it sounds promising. Supposedly all the mods that change damage rates in survival do not work now, even recent ones built for it. Which sucks, horribly. Cause well it needs fixing as evidently Bethesda can't get it right. But yes, I like a lot of the changes they made, but the other half have me screaming at my screen in frustration to artificial difficulty as opposed to genuine challenge.
[QUOTE=Tuskin;50168474]Hm, I wonder if what they did with Fo4 means they'll do a voiced PC for the next Elder Scrolls.[/QUOTE] if they want to fuck up canon like they did with jedi academy (rodians suddenly speaking basic), then yeah. there's no real generic voice they could use for every race in tes, unless they get one guy who can magically do all the accents.
[QUOTE=Pops;50171313]if they want to fuck up canon like they did with jedi academy (rodians suddenly speaking basic)[/QUOTE] I don't think JKA was the first thing to have Rodians speaking basic. But this is the wrong thread for this.
[QUOTE=Tuskin;50168474]Hm, I wonder if what they did with Fo4 means they'll do a voiced PC for the next Elder Scrolls.[/QUOTE] A bit late, but I seriously hope they don't do a voice protag in Elder Scrolls. IT was a stretch in Fallout 4, but with all the different races in Elder Scrolls, it's just really unfeasible.
I really don't care about voice protagonists as long as I have enough meaningful choices and impactful roleplay in the game world. Fallout 4 had its moments but quite frankly it was lacking and it was still going to be lacking even if it had a mute protagonist and more options, because what they chose as their absolute best dialogue choices due to the time and expense of being voiced were not that great to begin with. Despite Mass Effect 3 shitting itself, I think that series is a great example of what a voice protagonist can do, along with the Deus Ex games. The problem was never having a voiced protagonist in my opinion, it was Bethseda lacking any meaningful choice in both action and dialogue. Which is odd as their older games seemed to have at least some meaning. Infact I think its really more of other people not having enough and not the player.
[QUOTE=doommarine23;50171478]I really don't care about voice protagonists as long as I have enough meaningful choices and impactful roleplay in the game world. Fallout 4 had its moments but quite frankly it was lacking and it was still going to be lacking even if it had a mute protagonist and more options, because what they chose as their absolute best dialogue choices due to the time and expense of being voiced were not that great to begin with. Despite Mass Effect 3 shitting itself, I think that series is a great example of what a voice protagonist can do, along with the Deus Ex games. The problem was never having a voiced protagonist in my opinion, it was Bethseda lacking any meaningful choice in both action and dialogue. Which is odd as their older games seemed to have at least some meaning. Infact I think its really more of other people not having enough and not the player.[/QUOTE] No a voiced protag is totally fine, and I think on it's own it works well on Fallout 4 (could've been better but w/e), but my point is it just CAN NOT work in a main Elder Scrolls game
[QUOTE=Katatonic717;50171506]No a voiced protag is totally fine, and I think on it's own it works well on Fallout 4 (could've been better but w/e), but my point is it just CAN NOT work in a main Elder Scrolls game[/QUOTE] I think it can work fine, it simply depends on how much someone really cares about their character having a different voice because of being a different race. Which in of itself does not dictate their voice, because characters of all races in the TES series have had voices that ranged from high pitch to gravelly low. So its really a question of variety and player expectations in my opinion, I don't see any other reason why it can't work. Should it be in? I don't know, don't care much either way.
[QUOTE=doommarine23;50171562]I think it can work fine, it simply depends on how much someone really cares about their character having a different voice because of being a different race. Which in of itself does not dictate their voice, because characters of all races in the TES series have had voices that ranged from high pitch to gravelly low. So its really a question of variety and player expectations in my opinion, I don't see any other reason why it can't work. Should it be in? I don't know, don't care much either way.[/QUOTE] I mean the Elder Scrolls has always had much more freedom in who your player character is than Fallout. You have so many options and so much else left up to your own imagination, trying to make a semi pre-established character with a voice would ruin all that imo.
[QUOTE=Katatonic717;50171574]I mean the Elder Scrolls has always had much more freedom in who your player character is than Fallout. You have so many options and so much else left up to your own imagination, trying to make a semi pre-established character with a voice would ruin all that imo.[/QUOTE] I'm mixed on this. As a person I'm very apathetic, I care that the game is good and the roleplay is meaningful. I don't mind my background being a bit more defined if the game itself is very well-done. Some of the greatest roleplaying games of all time honestly had a character that was at least somewhat defined. F:NV, Deus Ex, Planescape Torment, etc. However, I feel we have moved goal posts here. Voiced dialogue and the issue of voice variety is not the same as pre-established character backgrounds. Yes your character might not sound the way you expect, but I think that is just a reality of game design and limitations. You cannot be fat, you cannot be overly muscular, cannot be very short, cannot be handicapped. There is tons of little roleplay choices I wish I could do but I cannot and I don't really mind my character having a voice, if the acting is good and leads to a powerful performance in the moment my character is in.
i think it might be fundamentally flawed. Consider that Deus Ex: Human Revolution is generally accepted as the best example of a successful merging of written and voiced dialogue. Adam Jensen has conversations with people where he goes pretty heavily into philosophy, psychology, and ethics, as well as speculation of conspiracies and analysis of behavior--all pretty wordy stuff, with a ton of lines. That game was also a structured open world, which moved from one hub area to the next, which naturally limits the freedom the player has to enter into a wide variety of conversation topics. Fallout has been totally open-world, meaning a voiced main character needs to be able to have a huge number of conversations about widely varying topics. The Sole Survivor rarely debates behavior and ethics, sticking to short lines that are either sarcastic quips, affirmations, negatives, or short questions in order to cover all situations. This is only a minor hiccup compared to the biggest obstacle: more than one gender. When your main character speaks over 13,000 lines of dialogue, doubling up in order to have both genders playable adds a loooooot of time to the production and the writing, not to mention a lot of cost to the budget. I'm in a state of conflict about it. I don't believe we could have an Adam Jensen situation without the game being much shorter, but i've gotten used to and warmed up to the voiced dialogue that we do have now.
[QUOTE=RenaFox;50171119]I decided to re-make one of the original Fallout 1/2 sprites today. [IMG]http://orig10.deviantart.net/35bd/f/2016/111/4/8/coupe_by_renakryik-d9zr7rc.png[/IMG] Original: [IMG]http://vignette3.wikia.nocookie.net/fallout/images/f/fd/DeuceCoupe.png/revision/latest?cb=20110621165403[/IMG] You can download the model here, but it's up to you to convert it to Fallout 3/NV/4: [URL]https://sketchfab.com/models/78f7d99c1c994f76afb51f6958247919[/URL] Is there any other Fallout 1/2 sprites that you guys would like to see in 3D? (Besides creatures/armor, I'm not so good at those)[/QUOTE] Excellent work! Gives me some hope for some sort of classic fallout conversion for fallout 4 in the distant future. How about modelling the highwayman?
[QUOTE=DChapsfield;50171604]i think it might be fundamentally flawed. Consider that Deus Ex: Human Revolution is generally accepted as the best example of a successful merging of written and voiced dialogue. Adam Jensen has conversations with people where he goes pretty heavily into philosophy, psychology, and ethics, as well as speculation of conspiracies and analysis of behavior--all pretty wordy stuff, with a ton of lines. That game was also a structured open world, which moved from one hub area to the next, which naturally limits the freedom the player has to enter into a wide variety of conversation topics. Fallout has been totally open-world, meaning a voiced main character needs to be able to have a huge number of conversations about widely varying topics. The Sole Survivor rarely debates behavior and ethics, sticking to short lines that are either sarcastic quips, affirmations, negatives, or short questions in order to cover all situations. This is only a minor hiccup compared to the biggest obstacle: more than one gender. When your main character speaks over 13,000 lines of dialogue, doubling up in order to have both genders playable adds a loooooot of time to the production and the writing, not to mention a lot of cost to the budget. I'm in a state of conflict about it. I don't believe we could have an Adam Jensen situation without the game being much shorter, but i've gotten used to and warmed up to the voiced dialogue that we do have now.[/QUOTE] Honestly I'd be entirely fine with the shorter lines we have right now if we just had A. Better transitions from line to line B. Other characters/lore have shit writing to begin with, do I need to bring up the Institute? C. More meaningful choices and impact.
[IMG]https://41.media.tumblr.com/6fca8cc1866884530c8f341d87e669c7/tumblr_o5y73pj67X1rsfjkqo7_540.png[/IMG] [IMG]https://40.media.tumblr.com/0b9fbf5312a6db651bc47a84575c185a/tumblr_o5y73pj67X1rsfjkqo6_540.png[/IMG] [IMG]https://41.media.tumblr.com/da6fbcd47ecda4739a870cbec3c814df/tumblr_o5y73pj67X1rsfjkqo5_540.png[/IMG] [IMG]https://41.media.tumblr.com/77ec2e4d5ae4df5538ec49ca7cec7ef2/tumblr_o5y73pj67X1rsfjkqo4_540.png[/IMG] [IMG]https://40.media.tumblr.com/677bfd1210e14c6c36e4f8817a78a0b5/tumblr_o5y73pj67X1rsfjkqo3_540.png[/IMG] [IMG]https://40.media.tumblr.com/628f0428d493cae093495c11b863f91e/tumblr_o5y73pj67X1rsfjkqo1_540.png[/IMG] [URL="http://galoogamelady.tumblr.com/post/143126590803"]source[/URL]
a lot of the dialogue options feel like just a waste of time and resources on bethesda's part. in deus ex each of your dialogue choices felt meaningful. if something wasn't very meaningful, jensen would just say it for you which makes a lot more sense. imo, when you have a voiced protag, having to choose something every time your character opens their mouth is kinda retarded..
[QUOTE=milktree;50171698] if something wasn't very meaningful, jensen would just say it for you which makes a lot more sense. imo, when you have a voiced protag, having to choose something every time your character opens their mouth is kinda retarded..[/QUOTE] and in f04 whenever the protagonist actually [i] does [/i] say something for you that you didn't have a say in, it's always something that decides how your character feel's about something pretty significant, or makes your character look like a goof-ball moron spouting dumb quips at inappropriate moments, no matter what archetype you were going for with that character.
[QUOTE=doommarine23;50171613]Honestly I'd be entirely fine with the shorter lines we have right now if we just had A. Better transitions from line to line B. Other characters/lore have shit writing to begin with, do I need to bring up the Institute? C. More meaningful choices and impact.[/QUOTE] My problem is the VA's expressiveness. For example: [media]https://www.youtube.com/watch?v=Ov0VD5S1vsU[/media] I don't want him mumbling "bitch" under his breath, I want him going "bitch" with the same tone of voice you would use for reading aloud "lmfao what a dumb bitch," and even with that being the best way I can describe it, that's still different for a lot of people. I don't think this is feasible to fix, either. Sure you could have "Bitch (under breath)" and "Bitch (with gusto!)" options, but then you've removed one of the speech options which are already narrowed to Negative/Positive/Neutral/Inquisitive, and that's not even including the problem of having a fuckload of voice lines for each player-given phrase and npc response.
Has anyone made a ping pong paddle melee weapon mod yet? And if not, why not?
Not to change gears on this conversation but I was wondering what everyone here thought of my weapon mod overhaul idea. So I'm just going to focus this post on the first part of it. The other parts are cool shit like new mods and guns and fun stuff but that all comes later. Basically, I was thinking of overhauling how receivers are modified in the game. There is a bunch of them, they feel redundant and some of them will conflict with certain mods I plan to add such as ammo. They also make my work annoying because new mod-slots have to be attached to every single gun receiver. So I decided it would be easier for me to work with and would promote more customization of your gun, if I redesign how receivers are done in the game. All side-grade receivers in the original game like "automatic", "hairtrigger", "calibrated", and "armor piercing" would be removed because their functions would be added via new mod slots shown below. Using the 10mm as an example, and I want to stress, this is simply an [I]example and subject to change[/I]. [B]RECEIVERS: [/B] Base Receiver - Base Stats Light Receiver - lower weight, lower damage Heavy Receiver - higher weight, higher damage Hi-Grade Receiver - Better stats, balanced Light Hi-Grade Receiver - Better damage vs Light Receiver, lowest weight Heavy Hi-Grade Receiver - Best damage, highest weight Example of new modification slots [B]AMMO:[/B] Basic - Regular 10mm, Base Stats AP - Armor Piercing, worse recoil HP - Increased damage, worse armor penetration (maybe bleed damage bonus) [B]FIRING SYSTEM:[/B] Basic - basic semi-automatic Hairtrigger - higher ROF, semi-automatic Automatic - Basic Automatic Advanced Automatic - Automatic with better ROF [B]INTERNALS:[/B] Calibration - Better critical shot damage and accuracy Advanced Calibration - Best critical shot damage and accuracy
[QUOTE=gk99;50171776]My problem is the VA's expressiveness. [/QUOTE] I think a big problem is that the npc's dont really care about what you say. they might say one little extra thing based on what you say but then they just continue on with their conversation like it doesnt even phase them.
[QUOTE=Ardosos;50171782]Has anyone made a ping pong paddle melee weapon mod yet? And if not, why not?[/QUOTE] This is an excellent idea, thank you. :weeb:
[QUOTE=Naught;50171802]I think a big problem is that the npc's dont really care about what you say. they might say one little extra thing based on what you say but then they just continue on with their conversation like it doesnt even phase them.[/QUOTE] It's shit like this that makes me curious as to how Obsidian would do a "New Vegas 2" since they seemed to generally follow Beth's design decisions for basic gameplay. Like, would they drop the VA and revert the system or would they stick with it and try to actually do a good job with it?
[QUOTE=Naught;50171802]I think a big problem is that the npc's dont really care about what you say. they might say one little extra thing based on what you say but then they just continue on with their conversation like it doesnt even phase them.[/QUOTE] This times a hundred I made a character for the explicit purpose of being an absolute cunt to people, but all that happens is they A. Completely ignore what you said B. Have a one sentence response that might be good for a laugh C. They get mad and tell me to "Come back when I change my mind" or, in like 1 or 2 cases D. The conversation actually changes because the character gets offended I think this is especially awful when you meet the Railroad for the first time, they're supposedly this super tight secret organization who don't take any chances, yet, at every chance I got I was completely unwilling to cooperate and was generally a dick. Yet, the conversation still went the exact same way and they decided to let me join even though I was nothing but an absolute cunt to them. I got so mad that I just instantly slaughtered the entire fuckin lot of them. I love this game, but you're really only supposed to play a very specific type of character it seems like. Not much room for being my own character in regards to NPC reactions. It's also wroth noting that Piper has literally no reaction to this whatsoever, but she got pissed off when I stole some ammo off the shelf.
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