Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=Omolong;50185259]The latest version of [url=http://www.nexusmods.com/games/mods/modmanager/?]NMM[/url] now supports the new mod activation system, so I'd suggest using that. I'm pretty sure it's the only mod manager that supports it until Wrye Flash/Bash comes out. [url=http://www.nexusmods.com/fallout4/mods/11834/?]This mod[/url] and [url=http://www.nexusmods.com/fallout4/mods/11841/?]this mod[/url] both (apparently) enable the console in Survival mode in the same way, so it's your choice which one you'd use. I'm not using Survival mode, though, so I can't really confirm if they work myself.[/QUOTE]
Can confirm those console mods work flawlessly
[QUOTE=Omolong;50185259]The latest version of [url=http://www.nexusmods.com/games/mods/modmanager/?]NMM[/url] now supports the new mod activation system, so I'd suggest using that. I'm pretty sure it's the only mod manager that supports it until Wrye Flash/Bash comes out. [url=http://www.nexusmods.com/fallout4/mods/11834/?]This mod[/url] and [url=http://www.nexusmods.com/fallout4/mods/11841/?]this mod[/url] both (apparently) enable the console in Survival mode in the same way, so it's your choice which one you'd use. I'm not using Survival mode, though, so I can't really confirm if they work myself.[/QUOTE]
Thanks, I've actually had NMM installed for a while but the .net framework it's dependent on needed me to restart my computer so I've been putting it off. It's all working now, console's a godsend and I still can't believe they removed for survival.
[QUOTE=No Party Hats;50185589]Can confirm those console mods work flawlessly[/QUOTE]
Happy to say I can also confirm this, if only for the second of the two console mods he linked to
Covenant is such a pain in the ass for building. It's so fucking small.
With WW they've added like 300 worth of concrete shipments to all the traders I've come across, but Wood and Steel are only available in a few places (primarily Diamond City).
I really wish they'd add general shipments like wood and steel to all traders, then leave special stuff (cork, ceramic, etc.) to certain traders.
It makes it super hard in survival to make settlements far away from diamond city.
Is there a mod to enable placing anything anywhere within settlement limits that doesn't require some third party software like F4SE?
[QUOTE=MightyLOLZOR;50185654]Covenant is such a pain in the ass for building. It's so fucking small.[/QUOTE]
I think best you can do is scrap everything in and outside the houses, and decorate them yourselves. I guess? I haven't played with that settlement at all.
But like, unless you use Spring Cleaning (which you shouldn't use to scrap all things you normally can't because it can break AI navigation) it doesn't seem like there's much room to build in Covenant anyway.
[editline]23rd April 2016[/editline]
[QUOTE=laharlsblade;50185879]Is there a mod to enable placing anything anywhere within settlement limits that doesn't require some third party software like F4SE?[/QUOTE]
Do you even need Script Extender yet?
At least with 63 mods currently, I haven't had [I]any[/I] crashes literally.
[QUOTE=Bat-shit;50186121]
Do you even need Script Extender yet?
At least with 63 mods currently, I haven't had [I]any[/I] crashes literally.[/QUOTE]
What do you mean "yet"? The number of mods you're using and the amount of crashes you've had has absolutely nothing to do with what I'm asking. The two mods I've found that supposedly allow you to place objects anywhere are either a cheat table for Cheat Engine or a "F4SE Plugin", I'm asking if there's a mod that does the same thing without any dependencies.
[QUOTE=Katatonic717;50182429]I was using an old version of Homemaker which didnt have support for WW. The only issue was most WW stuff wasnt showing up though
So I found a patch that said it also needed Keywords so I got that. That made almost everything in the menu vanish.
Eventually I ditched keywords, updated homemaker, and it all worked fine[/QUOTE]
Hmm..
On Homemaker files [URL="http://www.nexusmods.com/fallout4/mods/1478/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D1478&pUp=1"]page[/URL] it says: [B]Small fix for compatibility for WW. Avoid using SK due to menu loss!![/B]
However, [URL="http://www.nexusmods.com/fallout4/mods/11899/?"]here[/URL] it says Homemaker, WW and Settlement Keywords do work using a patch, and a correct load order, which is all in the link.
Maybe Homemaker author isn't aware of this patch yet? I compared the loadorder to my own and it was spot-on, except I don't have the DLC yet so can't try it.
[QUOTE=TheRealRudy;50186199]you know, while this is interesting stuff, it still amazes me greatly bethesda went to such great lengths to avoid any direct references to the enclave in fo4, and for what reason?
the enclave was a huge plot point in fo3, and they definitely left a big mark behind on the east coast as well (considering all those x-01 suits scattered all over the commonwealth too), so why avoid talking about them
hell the prydwen was built out of all materials and remains of the enclave base crawler at the adams air force base, so why cant one direct reference to them be found? it makes no sense[/QUOTE]
Either they realized how awful their Enclave was or they are going to make an Enclave centric DLC and want it to be super mysterious and out of the blue by not having them mentioned anywhere.
[QUOTE=TheRealRudy;50186199]you know, while this is interesting stuff, it still amazes me greatly bethesda went to such great lengths to avoid any direct references to the enclave in fo4, and for what reason?
the enclave was a huge plot point in fo3, and they definitely left a big mark behind on the east coast as well (considering all those x-01 suits scattered all over the commonwealth too), so why avoid talking about them
hell the prydwen was built out of all materials and remains of the enclave base crawler at the adams air force base, so why cant one direct reference to them be found? it makes no sense[/QUOTE]
Probably because the enclave is completely irrelevant to the story.
Same reason why the events of New Vegas aren't mentioned and NCR only gets a brief allusion. For the most part it's irrelevant to the Commonwealth since they never had to bother with these things.
The only people who know about the enclave in the Commonwealth are the BOS themselves and it fits their ideals and personality that the Enclave would be swept under the rug and forgotten.
All they needed was an npc in a solitary corner of the map that either tells you (through a charisma check) or has a computer terminal with journal entries explaining how he was an enclave deserter who escaped to the Commonwealth. They could even reference the events of FO3 and the Lone Wanderer ("I heard from a trader that some kid led the attack that routed the Enclave at the Purifier...). It is really weird that there is no mention or reference to them at all, especially when other things from 3 are referenced.
There's also the fact that the enclave's fate is partly up to the player.
Events from 3 are mentioned but not things that the player had agency over. If they specified anything about how the lone wanderer solved situations it'd directly invalidate the runs of a part of their playerbase, which they don't want to do.
The only thing that's made fully canon is that the protagonist did [I]not[/I] nuke the citadel. Otherwise, as far as I'm aware, stuff like Raven Rock or the state of the purifier is never mentioned to prevent conflicts.
I read that more like "it got cut for Enclave connections because why would you put BoS paint on something associated with the Enclave?". Since it's Brotherhood paint, not Enclave paint.(Or something like that I probably worded that like shit). And because the Brotherhood are never seen wearing it in the first place.
If it were cut to not have anything associated with the Enclave be in the game, why would X01 power armor be there in the first place?
Bethesda's had the habit of making events of the previous games unclear since Daggerfall, why would they change now when it's a good system ?
[QUOTE=Bat-shit;50186214]Hmm..
On Homemaker files [URL="http://www.nexusmods.com/fallout4/mods/1478/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D1478&pUp=1"]page[/URL] it says: [B]Small fix for compatibility for WW. Avoid using SK due to menu loss!![/B]
However, [URL="http://www.nexusmods.com/fallout4/mods/11899/?"]here[/URL] it says Homemaker, WW and Settlement Keywords do work using a patch, and a correct load order, which is all in the link.
Maybe Homemaker author isn't aware of this patch yet? I compared the loadorder to my own and it was spot-on, except I don't have the DLC yet so can't try it.[/QUOTE]
fyi I only have the latest version of Homemaker and OCDecorator
[sp]I'm not completely sure what your issue is[/sp]
What the point of the combat zone if it is basically the normal unarmed? If there is a combat zone mods, it would be cool to also have a unarmed overhaul. I'd like the special attack from new vegas to come back using cool animation, and i think we are gonna need more unarmed weapon to make the fight entertaining and don't feel repetitive. It would also be cool if you could add Cages to the combat zone so there can be mutant that will fight you so it's like PvPvE :)
What do you think?
[QUOTE=Bat-shit;50186214]Hmm..
On Homemaker files [URL="http://www.nexusmods.com/fallout4/mods/1478/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D1478&pUp=1"]page[/URL] it says: [B]Small fix for compatibility for WW. Avoid using SK due to menu loss!![/B]
However, [URL="http://www.nexusmods.com/fallout4/mods/11899/?"]here[/URL] it says Homemaker, WW and Settlement Keywords do work using a patch, and a correct load order, which is all in the link.
Maybe Homemaker author isn't aware of this patch yet? I compared the loadorder to my own and it was spot-on, except I don't have the DLC yet so can't try it.[/QUOTE]
Basically Settlement Keywords isn't needed anymore. The last DLC fixed the keywords limit issue, and now you can add as many workshop mods as you want with everything showing in the menus without issue.
I switched all my mods to the non-SK versions and everything appears to work fine.
[QUOTE=Katatonic717;50186475]fyi I only have the latest version of Homemaker and OCDecorator
[sp]I'm not completely sure what your issue is[/sp][/QUOTE]
No issue here.
[QUOTE=Ganerumo;50186301]Probably because the enclave is completely irrelevant to the story.
Same reason why the events of New Vegas aren't mentioned and NCR only gets a brief allusion. For the most part it's irrelevant to the Commonwealth since they never had to bother with these things.
The only people who know about the enclave in the Commonwealth are the BOS themselves and it fits their ideals and personality that the Enclave would be swept under the rug and forgotten.[/QUOTE]
You should watch shoddycast, their video on bottle cap currency actually explains why the events on the west coast would have a dramatic effect on the east coast. Basically the NCR is the only safe place to grow food, raise meat and make jet, while the East coast has a lot of tech and stuff, they show that there is a silk road type trail that connects both coasts, and so the NCR may not be common knowledge but every major hub would know about them as occasional caravans from out west would arrive. Now fallout 4 takes place like 10 years after NV so the outcome of the Hoover dam and the legion are pretty big pieces of information since the legion loosly controls a vast stretch of territory between the two coasts and the NCR winning there would have caused the legion to collapse, boosting trade as caravans would be somewhat safer between the two
Also they spitballed numbers and it wouldn't take that long to make the trip, only like a year if I remember. So news of a gigantic battle out west would have reached the Commonwealth, I mean the 2nd battle of the Hoover dam was probably the largest military operation that anyone has seen in over a century
It would have reached the commonwealth but there's no reason for them to care six years after the fact.
They have enough problems to deal with without having to care about some battle that happened between seemingly irrelevant factions on the other side of the continent.
Regardless of the outcome of New Vegas the legion didn't reach the commonwealth or the east coast whatsoever, the NCR can't physically expand that far, and House wouldn't give a fuck about the commonwealth to begin with. Caravans wouldn't have trouble going through regardless as shown by the caravan dude you can meet in the legion camp in NV.
[QUOTE=TheRealRudy;50186726]uhm, what problems again apart from the ones that show up once the sole survivor sticks his head out of the cryopod after 200 years?[/QUOTE]
Two centuries worth of getting anally violated by mutants, ghouls, raiders and synths.
Also the fact that the minutemen, the Commonwealth's only form of federated defense for a century, just imploded into even more groups of raiders.*
Also the institute sabotaging any attempts at forming a government from the local population to prevent any form of grand scale interference (any more than what the railroad were already doing anyway).
[QUOTE=TheRealRudy;50186726]uhm, what problems again apart from the ones that show up once the sole survivor sticks his head out of the cryopod after 200 years?[/QUOTE]
Super mutant hordes still, no real government to speak of (not like the NCR), raider gangs still plaguing the place, the Institute and the fear / mistrust that they've propagated. I understand that some of those aren't the most well written things (e.g super mutants basically being there because bethesda wants super mutants to be enemies) but the east coast is still being painted as an unstable mess compared to the west.
Just the heads up, Fallout New Vegas has been added to the GOG's API catalogue:
[url]https://api.gog.com/products/1454587428[/url]
Not released yet but it's there, along with Elder Scrolls 4 GOTY Edition. Unknown about Fallout 3 but chances are, it will get a release.
[QUOTE=TheRealRudy;50186751]apart from the synths, who were only just introduced to the commonwealth around 2229 mind you, and the super mutants that fell out of the sky, that sounds pretty much like any ordinary wasteland to me[/QUOTE]
California is relatively safe from these kinds of things thanks to the NCR coming in about a century ago and shaping things up significantly. At around the same time, the minutemen came in and essentially did the same thing by eliminating raider threats left and right, except unlike the NCR they didn't gain political traction and eventually imploded due to internal disputes and lack of a proper political framework.
Caesar's legion only widened the gap seeing as they're a lot more straight forward than the NCR, and there's far less organized crime as a result (possibly none at all).
The East Coast in general is a shithole and surviving on a day to day basis is obviously a lot tougher than in the more civilized and stable West coast.
I like Fallout in general and I find it interesting how different regions have different political climates, and how regions that are hundreds of miles from one another actually have differences.
It makes for a far more interesting universe than everything magically getting better at the same pace and at the same time everywhere on the continent.
[QUOTE=Ganerumo;50186800]California is relatively safe from these kinds of things thanks to the NCR coming in about a century ago and shaping things up significantly. At around the same time, the minutemen came in and essentially did the same thing by eliminating raider threats left and right, except unlike the NCR they didn't gain political traction and eventually imploded due to internal disputes and lack of a proper political framework.
Caesar's legion only widened the gap seeing as they're a lot more straight forward than the NCR, and there's far less organized crime as a result (possibly none at all).
The East Coast in general is a shithole and surviving on a day to day basis is obviously a lot tougher than in the more civilized and stable West coast.[/QUOTE]
I'm sure that this discussion will end up with a Chris-Avellone type of quote "I don't want civilization to come back! It's fallout so it will be a post apocalyptic world forever!" :v:
[QUOTE=ApertureXS200;50186815]I'm sure that this discussion will end up with a Chris-Avellone type of quote "I don't want civilization to come back! It's fallout so it will be a post apocalyptic world forever!" :v:[/QUOTE]
But the most interesting part of Fallout 2 is how Arroyo basically becomes a proper full blown city with modern architecture and people not living amidst their own piss and shit.
The games are always centered around the borderlands and the story is always about changing them (for better or worse, although the better way is usually the canon one) because that's what generally makes for an interesting context gameplay wise, but that doesn't mean post-F3 DC and the NCR stop existing.
[QUOTE=Ganerumo;50186379]There's also the fact that the enclave's fate is partly up to the player.
Events from 3 are mentioned but not things that the player had agency over. If they specified anything about how the lone wanderer solved situations it'd directly invalidate the runs of a part of their playerbase, which they don't want to do.
The only thing that's made fully canon is that the protagonist did [I]not[/I] nuke the citadel. Otherwise, as far as I'm aware, stuff like Raven Rock or the state of the purifier is never mentioned to prevent conflicts.[/QUOTE]
considering the one reference they do make to the enclave decides the cannon actions of the player in regards to one of only two choices where the player's choices actually effected the outcome of the (main quest) story at all, I don't think they avoided mentioning the enclave at all just to preserve the player's agency.
the enclave's fate isn't up to the player at all, Kell's clearly states that they defeated them at the airforce base, and built the prdwyn from the wreckage of the enclave crawler, and honestly, that's okay with me! because all the other choices were totally retarded.
All we are reallying missing out on are play-throughs where we help the good guys fight the bad guys and then [sp] fucking poison everyone including yourself [/sp] at the last minute, and then go on to help the good guys fight the bad guys again only to [sp] bomb the fuck out of your allies, leaving the power armoured fascists you have been pissing off the entire game to regroup and come after you[/sp] at the last minute. Not a huge loss.
Also, I fail to see how the enclave isn't relevant at all to the commonwealth, considering they were obviously there long enough to leave hundreds of suits of X0-1 and crashed vertibirds laying around at some point, and past victories are a great rallying point in times of strife.
[i]"If the Brotherhood survived everything the Enclave could throw at us, how could the institute possibly stand against us!? to victory!"[/i]
Plus I hate how isolated bethesda's wastelands are from the rest of the post war world, it's almost like those "you can't go any further in this direction" boundaries actually exist in the cannon. In new vegas you get people from all over showing up, passing through, telling their stories about the state of the rest of the world. It really makes you feel like you are part of a bigger world, then the [b]Brotherhood of steel[/b] shows up in the commonwealth and everyone is like "lol who".
There was a war waged between two army's of super soldiers wearing power armor, in the former capital of america, and nobody has heard of it? nobody is even slightly perturbed when one of those groups show up on their doorstep?
The crashed vertibirds aren't Enclave, they're pre-war. It is a minor retcon of when vertibirds became operational. The intro, the Museum of Freedom and several crashed vertibirds across the map make it clear that these aren't enclave, they were knocked out of the sky by the nuclear blast and you frequently find skeletons wearing pre-war military fatigues near them.
The suits being X-01 is the same problem as finding pipe guns in pre-war chests, which is the dynamic loot acting up. Can't use dynamic, level-scaling loot as your basis for what's canon and what's not.
The dynamic loot does cause some noticeable issues with consistency (on top of not being a very fun mechanic.)
Basically if an armor set can be anything based on semi-random factors then if it turns out to be X-01 it's not any more canon than if it was a 45 or a 60 or a 51. It's just a random set of armor.
However there are two locations that [I]will[/I] consistently spawn X-01 armor given you have a high enough level, and they're both properly locked and secured locations, so it makes sense that you'd find a still intact suit in there. No way a suit of x-01 armor would somehow be laying around in the sunshine for six years without anyone leaving with it, one more reason to not consider randomized loot canon.
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