• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
dearly looking forward to the mod that completely fucking bins the current SPECIAL system
[QUOTE=RenaFox;50171119] 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] I'd really like to see more of this, old assets rendered like this are the best. [t]https://staticdelivery.nexusmods.com/mods/130/images/48139-2-1351016188.jpg[/t] What about the original raised Overseer's chair model, or the radar dish at Navarro? [t]https://dl.dropbox.com/s/ugb9c6vh8ew3we0/Overseer_Command_Center.png?dl=0[/t] [t]https://dl.dropbox.com/s/w3rlftyzz2d0qin/turret-and-dish.PNG?dl=0[/t]
I want that chair irl
[QUOTE=gk99;50171862]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] I would be in favor of the VA if they made it just as customizable as the the new face generation system, like in Saint's Row 3. However, I want them to scrap the 4 choice dialogue. It really just narrows down to 2 options, like yes or no/unsure, or rail roads you into one unavoidable option, like fighting, but that's because there weren't really that many choices that actually mattered. Even if you were an asshole to someone, the conversation still went the same way as if you picked any other options. I want more options that can expand the story line so that the player can get a better understanding of it, but I also want options that makes the player's strengths play into their hands of which you as the player made. For example, your SPECIAL stats. If you made a diplomat, you should be able to work into someone's reasoning with your high charisma skills and get them to work for your benefits (think the great khans and boomers of NV). If you were a force to be reckoned with, you should intimidate those who don't let things go your way with dark threats of your brute force strength (like that NCR soldier in a tent near Primm who was holding off on you, all you had to do was flex your muscles to peep him). If you had eagle-eye perception, you should be able to investigate and interrogate one's true intentions and form (like the loser with the unloaded shotgun in Fallout 3). What matters the most is how and where should they be implemented. Unlike in the other games, Fallout 4 never really showed much options in regards of your special stats. There were a few times when they did matter, but they showed up too little times for the player to even bother invest in them.
[QUOTE=Gentleman Cat;50171998] There were a few times when they did matter, but they showed up too little times for the player to even bother invest in them.[/QUOTE] Outside of charisma, these happen once in fallout 4. There is literally only one set of checks like the ones you are describing in the entire game, and they are all to do with fixing up a boat without using parts as part of the same quest.
[QUOTE=fulgrim;50172044]Outside of charisma, these happen once in fallout 4. There is literally only one set of checks like the ones you are describing in the entire game, and they are all to do with fixing up a boat without using parts as part of the same quest.[/QUOTE] Twice, actually. I seem to recall someone digging up a secret second set of skill checks in the game. Can't remember what for, though.
does survival mode affect loot scarcity?
[QUOTE=Gentleman Cat;50171998]I would be in favor of the VA if they made it just as customizable as the the new face generation system, like in Saint's Row 3.[/QUOTE] To be honest, the voice customization isn't all that much. It works because it's a linear game with a linear storyline with a set personality of "cocky reckless asshole" and they allow you the freedom of accent, gender, pitch, and whether or not you're a zombie (or nolan north in SR4).
So I'm just gonna bring this up for anyone else who's having trouble getting the Molecular Beam Emitter to snap to the stupid Reflector Platform, particularly with the Brotherhood at the Airport and the whole "remove the carpets" trick isn't working you aren't obligated to build somewhere based on faction, even though the game tells you to (I.E. railroad @ sunshine tidings co-op, minutemen @ sanctuary, and BOS at the airport), you can build at any settlement available and if you sleep or fast travel after building the necessary NPCs should appear wherever you built it. I finally got mine to snap in at Sanctuary with the BOS by building it in the dirt, after I went to go talk to Maxson who was still at the airport, I went back to Sanctuary and Ingram was there. this issue no doubt has to do with mods which tons of people use, so again, this is mostly for the BOS at the airport if the carpet removal trick isn't working for you, just build it at some other settlement.
[QUOTE=Kommodore;50172069]does survival mode affect loot scarcity?[/QUOTE] areas marked as 'CLEARED' on the map will regenerate enemies less often, and i believe containers that regen loot also refresh at a much slower pace
[QUOTE=AJ10017;50172627]areas marked as 'CLEARED' on the map will regenerate enemies less often, and i believe containers that regen loot also refresh at a much slower pace[/QUOTE] Speaking of, can someone explain the default respawning system briefly? If an area doesn't say cleared, how long before it's reoccupied? If I clear an area and it's marked as cleared, is it empty forever? Or how long will it take to reset?
General question, I'm making my launcher run a check to see if the game is running every 2.75 seconds right now because I have a plan for a virtual filesystem for mods, in my tests while running the check my CPU usage peaked at 90%, with the check running 115 times and without the check running my CPU usage peaked at 84%, would you call that okay or is that something I should cut and figure out a different way to check if the game is running that's less resource intensive? [img]https://facepunch.com/fp/ratings/tick.png[/img] for keep it [img]https://facepunch.com/fp/ratings/cross.png[/img] for remove it Note that I don't even have that great of a CPU, I have an i5 2500K.
[QUOTE=AJ10017;50172627]areas marked as 'CLEARED' on the map will regenerate enemies less often, and i believe containers that regen loot also refresh at a much slower pace[/QUOTE] if that's all then it's a bit disappointing given the overabundance of supplies in the world
[QUOTE=AJ10017;50172627]areas marked as 'CLEARED' on the map will regenerate enemies less often, and i believe containers that regen loot also refresh at a much slower pace[/QUOTE] Unless it's Quincy Quarry, in which case you can clear it, walk about a quarter the width of the map away, walk back, and it'll be full of raiders again. Meanwhile all other locations don't respawn after multiple in-game weeks. The respawn system in survival is fucking garbage.
[QUOTE=FlakTheMighty;50172694]General question, I'm making my launcher run a check to see if the game is running every 2.75 seconds right now because I have a plan for a virtual filesystem for mods, in my tests while running the check my CPU usage peaked at 90%, with the check running 115 times and without the check running my CPU usage peaked at 84%, would you call that okay or is that something I should cut and figure out a different way to check if the game is running that's less resource intensive? [IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] for keep it [IMG]https://facepunch.com/fp/ratings/cross.png[/IMG] for remove it Note that I don't even have that great of a CPU, I have an i5 2500K.[/QUOTE] Checking if the game is running shouldn't amount to an extra 6% load, even when running continuously. What exactly are you trying to do?
Feelin pretty content with my cybernetic/robot scientist lady character right now [t]http://images.akamai.steamusercontent.com/ugc/266086239332145815/E27EF5CB1867478718CA17634CF87D4CC969E5D8/[/t]
[QUOTE=doommarine23;50171789]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] The thing is, Critical shot damage are useless, accuracy is useless, and weight is even more useless. Did you really cared about those stats in game? They are also mostly for VATS. So what the point of those mods ?
[QUOTE=DeEz;50173163]Checking if the game is running shouldn't amount to an extra 6% load, even when running continuously. What exactly are you trying to do?[/QUOTE] Just checking if the process is running. (Using the renamed executable to skip the launcher) [code] if (Process.GetProcessesByName("Fallout4Launcher").Length > 0) [/code] I'm sure the extra 6% could be attributed to something else but I was only checking overall usage when I was testing, not what was using it.
Someone finally released a night vision mod. [url]http://www.nexusmods.com/fallout4/mods/12220/?[/url] [IMG]https://staticdelivery.nexusmods.com/mods/1151/images/12220-0-1461238388.jpg[/IMG]
Public service announcement, for anybody looking to make Arefu 2.0, you can build on top of the overpasses that are above Greygarden and Finch Farm
This is for the skill check discussion last page. There is also a skill check on top of the museum of history, if you have 8+ strength you can take the minigun without being in the power armour. There are the checks on the boat as mentioned.. There is a third SPECIAL check, but I don't recall where it is, I only saw it on Reddit
There might as well be no checks at all.
[QUOTE=AtomicSans;50175006]There might as well be no checks at all.[/QUOTE] It's a pretty pessimistic view, but I have to agree. Skill checks in 4 seem so haphazard and lazy.
This would probably take some time to do, but I wonder if it'd be possible to remove the basic charisma checks and have them replaced with checks to a skill more relating to the statement (an intimidating line = STR, Clever thing = INT etc.)
Found this on google, no idea where it is [t]http://i.imgur.com/Lp9Trg0.jpg[/t]
The problem is that it wasn't a top down design decision. There was just no organized intent to make these kinds of checks matter. For that matter, it doesn't seem there was an overall design goal for the dialogue at all. They just wrote some stuff in there and moved along. It's like there wasn't even a second polishing pass.
So there was a small patch recently on fallout 4. And apparently it broke something, because all extra stuff on face, scars, tattoos, blemishes and etc glow in the dark sort of, and reflect light very oddly. Im guessing it is a shader thing or something? It didn't do this just 2 days ago.
There hasn't been a FO4 patch since February. Are you in the 1.5 beta?
[QUOTE=Tuskin;50175169]There hasn't been a FO4 patch since February. Are you in the 1.5 beta?[/QUOTE] No, but i remember looking through the downloads in steam and it had like a couple of mb's download on it yesterday. I dont know what or why.
[QUOTE=Mattchewy;50174436]Someone finally released a night vision mod. [url]http://www.nexusmods.com/fallout4/mods/12220/?[/url] [IMG]https://staticdelivery.nexusmods.com/mods/1151/images/12220-0-1461238388.jpg[/IMG][/QUOTE] That top lense on the splinter cell goggles looks tiny. But maybe they made it like that to avoid trouble for looking too much like splinter cell
Sorry, you need to Log In to post a reply to this thread.