• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=Bat-shit;50194907]Lol yeah, but it's not the most accurate look-a-like attempt.[/QUOTE] Its there actually a good representation of him? i never saw something visually like him made by anyone on the character creation Also, its a pain in the ass try to recreate someone elder this is the CLOSEST representation i did of him, without his haircut (and other details) he totally lack of his... personality, u know [IMG]http://i.imgur.com/oYmeojr.jpg[/IMG] seems like the young donald
[QUOTE=laharlsblade;50195206]Does anyone have an inventory UI mod they like? I've seen [url=http://www.nexusmods.com/fallout4/mods/388/?]this[/url], which looks alright, but the inventory boxes on the barter screen could still be taller, and the mouse-wheel scrolling an entire page sounds like too much. The thing I want most is to be able to scroll through my inventory faster, or even better search it, so I can find holotapes I just picked up or my pre-war money stack when I accidentally store it in the workshop.[/QUOTE] [url=http://www.nexusmods.com/fallout4/mods/10654/?]DEF_UI[/url] probably has the best inventory at the moment. The guy who made it has more or less abandoned it, though, so any update could break it easily. I don't think that HUD component works with Automatron or Survival, though. And ExamineMenu.swf doesn't work with Automatron. You could probably get rid of ExamineConfirmMenu.swf and Workshop.swf too.
[QUOTE=lavacano;50195178]You could do it like a GMod SWEP Primary/Power attack as normal, then reload key to switch between stab and punch[/QUOTE] Honestly if someone could do this, that'd be fucking awesome. It's like I want to switch firing modes on my guns but nope, I instead have to go to a workbench and switch between Semi-Automatic to Full-Automatic.
[QUOTE=jonu67;50195069]You technically have three melee attacks,[B] if you count the middle mouse button[/B], it might be possible to make it like that with the G.E.C.K.[/QUOTE] Hey I learned a thing. lol
[QUOTE=AdrianTheShep;50195217]Its there actually a good representation of him? i never saw something visually like him made by anyone on the character creation Also, its a pain in the ass try to recreate someone elder this is the CLOSEST representation i did of him, without his haircut (and other details) he totally lack of his... personality, u know [IMG]http://i.imgur.com/oYmeojr.jpg[/IMG] seems like the young donald[/QUOTE] This looks more like Dolph Lundgren to me.
[QUOTE=Omolong;50195246][url=http://www.nexusmods.com/fallout4/mods/10654/?]DEF_UI[/url] probably has the best inventory at the moment. The guy who made it has more or less abandoned it, though, so any update could break it easily. I don't think that HUD component works with Automatron or Survival, though. And ExamineMenu.swf doesn't work with Automatron. You could probably get rid of ExamineConfirmMenu.swf and Workshop.swf too.[/QUOTE] Thanks, I'll keep an eye on it, but if any's using a mod that they know is compatible with the latest update and DLC I'd like to see that too.
[QUOTE=fulgrim;50194963]I honestly prefer fallout having a mix and match of styles when it comes to weapons. Armor and clothing should be as close to the art direction as possible, but with weapons as long as it doesn't stray too far into [b]ultra-modern-overly-modified-gun-porn-with-under-slung-care-package-launcher[/b] territory Im probably okay with it. Having more modern, conventional, looking firearms show up alongside cowboy repeaters/revolvers, 50's sci-fi ray guns, and totally unique looking weapons like That Gun was actually pretty charming in new Vegas. It added a nice sense of weapon variety, and made sure you never quite knew what kind of weapon would turn up next.[/QUOTE] New Vegas honestly had the best weapon selection.
[QUOTE=QueenSasha24;50194580]So my friend modeled and textured the stun knife from MGS4 into Fallout 4. [img_thumb]http://images.akamai.steamusercontent.com/ugc/262708539626258013/E82B47F896475AECB3EA1DA92713050501E062F3/[/img_thumb] She did a pretty good job I think.[/QUOTE] Looks really nice. Ask for it being lore friendly it actually fits to a small degree[sp]When you attack the institute there are 2 synths with black carbon fiber looking armor, so it could make sense as a institute weapon. [/sp]
[QUOTE=vamper;50195579]Looks really nice. Ask for it being lore friendly it actually fits to a small degree[sp]When you attack the institute there are 2 synths with black carbon fiber looking armor, so it could make sense as a institute weapon. [/sp][/QUOTE] [sp]That appears to have actually been the original concept for the elite synths, funnily enough. Wish someone would do a full restoral, if it hasn't been done already.[/sp] Anyway, Fallout is [I]retro-futuristic[/I], not retro. Ideally everything would be a mixture of both new and old, but there's enough remnants of the 50's that a bit of more obviously modern/futuristic stuff isn't out of place. (And IMHO the Institute's aesthetic fits perfectly, it's straight out of mid century scifi.)
When I said "unfitting," I mostly meant aesthetically. Sharp, blocky edges don't really fit with the aesthetic.
[QUOTE=vamper;50195579]Looks really nice. Ask for it being lore friendly it actually fits to a small degree[sp]When you attack the institute there are 2 synths with black carbon fiber looking armor, so it could make sense as a institute weapon. [/sp][/QUOTE] That's exactly what I thought. It looks awesome and it's a simple enough design to pass for institute tech. I'd use it, I don't think there are enough cool knives in fallout 4. Pretty sure it's just combat knives and switchblades in vanilla.
[QUOTE=AtomicSans;50195633]When I said "unfitting," I mostly meant aesthetically. Sharp, blocky edges don't really fit with the aesthetic.[/QUOTE] Chalk it up to me having the reading comprehension of a Gen1.That's not even something I was thinking about. :P Come to think of it, FO4 does have a really soft visual style, when compared to a lot of modern games.
Alright so, when it comes to enabling mods in the survival beta, how do I load loose files? I know for a fact the game when in beta skips over things like textures, sounds, things that don't have .ESPs to go with them, which I'm guessing is why doing that thing where I get the NMM and it puts an * next to everything doesn't actually work because a lot of meshes and textures aren't being loaded that are necessary for some of the mods. Help would be appreciated :smile:
[QUOTE=plunger435;50195568]New Vegas honestly had the best weapon selection.[/QUOTE]I'm not sure I can forgive New Vegas for the Assault and Marksman Carbines but there's so many good uniques... :lick:
The only thing that bothered me about the new legendary system is It felt it was an excuse not to model new models for uniques. Put explosive on a 10mm and give it a custom name and BOOM you got a unique weapon.
I'm disappointed there wasn't a proper 10mm SMG like the other games.
[QUOTE=purvisdavid1;50195941]I'm disappointed there wasn't a proper 10mm SMG like the other games.[/QUOTE] yeah, seemed like the crafting system was perfect for this
[QUOTE=Retyuoligkl;50195958]yeah, seemed like the crafting system was perfect for this[/QUOTE] I would have had one customized 10mm SMG if it was in game, shame though.
[QUOTE=jonu67;50194805]Carbon Fiber exists in the Fallout universe though? mainly for weapon mods in New Vegas from what I remember. Other than that, I agree it's not stylistically designed, nor does it fit the Aesthetic in the correct fashion for Fallout, it's still a very nice job though Starlight, lovely implementation of the MGS model.[/QUOTE] Just as a side note because I've spent the last 2 weeks writing a paper along these lines, composites in general would exist in fallout regardless of being space future or not, they already have bmi, and cyanate ester thermosets because of some of the tech we do see, and the power armor would almost certainly have to incorporate carbon fiber into its construction, even before that though, almost all the composites we do use today were discovered during or before the 1950s, it's just been a case of improving upon them and actually finding uses for them today
Honestly I find the art-style discussion to be a bit rubbish, really. Fallout 1, 2 and Tactics are post-apoc punk, that is their style, a very grim but exaggerate punk 80-90s style with a lot of real modern, even experimental weaponry like the H&K CAWS and P90. F3 is Beth and they did their own thing, went heavier on the 50s styling but it still feels more muted compared to F4. Its hard for me to really decide what F3 is. It feels like F1-F2 but more "realistic" and with that 50s kick. I suppose its nicely in the middle. F:NV is Obsidian's deal and to me, its F3 with a lot of F1-2 touches. It has a lot of real or inspired by real, weaponry and some more post-punk grime to everything, the 50s vibe imo took a dial back, just a little bit for the sake of everything else. Fallout 4 is to me, nearly alien to the other games besides some shared continuity or motifs, its a very colorful game and has a huge focus on that 50s styling and perhaps even more exaggeration than F1-F2 did in some ways. I also want to point out that all of these games had all kinds of different weapons and items of varying rarity, age, and lore to them. Does no one remember the Chinese stealth suit, complete with carbon-fiber? That shit was radical and looked like it was out of Mass Effect. This still applies to Fallout 4, does no one ever bat an eye when they see how the assault rifle looks, versus the covert sidearm? Spoilers, thats because of lore/artdesign. The Assault Rifle is meant for power suit arms if you read about its art-concepts when it was first designed. Design whatever the hell you want, just make sure it fits the shading/coloring/lighting. Give it a reason to look the way it does, justify its existence; do not shit blindly onto your canvas and call it art.
[QUOTE=MissingGlitch;50195889]The only thing that bothered me about the new legendary system is It felt it was an excuse not to model new models for uniques. Put explosive on a 10mm and give it a custom name and BOOM you got a unique weapon.[/QUOTE] I don't think any of the Fallout 3 uniques had custom models, and not all of the New Vegas uniques have them either (though a lot of them were just cut because they didn't have time to implement them, like the unique Combat Knife). EDIT: also fwiw I don't hate the Assault Carbine but then again the Service Rifle exists so I think it all balances out [IMG]http://vignette2.wikia.nocookie.net/fallout/images/b/b8/ServiceRifle.png/revision/20101117035527[/IMG] woooooooood
If there was one thing I really enjoyed about Fallout 4 it was the art direction. It's not exactly in line with the previous two games and only tangentially relatable to the first two but I enjoyed it.
[QUOTE=ElusiveBadger;50196178]I don't think any of the Fallout 3 uniques had custom models, and not all of the New Vegas uniques have them either (though a lot of them were just cut because they didn't have time to implement them, like the unique Combat Knife).[/QUOTE] They were going to have unique models for a couple of things here and there in FO3, but Beth cut them for reasons I don't really know.
[QUOTE=Grenadiac;50196180]If there was one thing I really enjoyed about Fallout 4 it was the art direction. It's not exactly in line with the previous two games and only tangentially relatable to the first two but I enjoyed it.[/QUOTE] I definitely appreciate more when a game is visually pleasing to look at rather than have picture-perfect real life graphics. Sure it has its moments of being a blurry mess depending on your rig but imo a game trying to branch out and create its own unique style is leagues better than your run-of-the-mill realism shooter.
I do feel Beth did a good job at making Fallout feel like its own atompunk universe the one thing i never liked about Fallout 2 and New Vegas is the modern things that seeped into them.
[QUOTE=ElusiveBadger;50196178]I don't think any of the Fallout 3 uniques had custom models, and not all of the New Vegas uniques have them either (though a lot of them were just cut because they didn't have time to implement them, like the unique Combat Knife). EDIT: also fwiw I don't hate the Assault Carbine but then again the Service Rifle exists so I think it all balances out [IMG]http://vignette2.wikia.nocookie.net/fallout/images/b/b8/ServiceRifle.png/revision/20101117035527[/IMG] woooooooood[/QUOTE] someone should port this to fallout 4.
[QUOTE=MissingGlitch;50195889]The only thing that bothered me about the new legendary system is It felt it was an excuse not to model new models for uniques. Put explosive on a 10mm and give it a custom name and BOOM you got a unique weapon.[/QUOTE] I feel like it's less (intentionally) being lazy with models, and more being lazy with effects. Bethesda didn't do unique appearances for most Fallout 3 uniques, and I'm pretty sure that Skyrim was similar, so there's probably more of an internal reason why they don't do unique appearances, rather than being lazy with that. The legendary system definitely makes let them be a lot more lazy with the effects that uniques get, though. I don't think anyone can argue that. It's honestly a lot easier to give unique items unique appearances now, though. You could either give them unique mods that contain both the unique appearance (like Kremvh's Tooth and the unique Gamma Guns) and the unique effect, or if you wanted uniques to always look unique (like, say, skulls and bones on a Flamer that isn't part of one specific mod), you could just give the item a unique legendary effect that adds that appearance. That would stop players removing the unique appearance. Obviously that second method wouldn't work for unique mods that replace sections of items, but it would work if you're attaching something to a whole item or for texture swaps (or both!). All of this means you don't have to create a whole new item and set of assets for each unique item, you just have to create however many unique parts the item has, and then just the rest of the records and such to make it so the unique appearance is on the item correctly.
[QUOTE=AtomicSans;50194608]It's pretty unfitting for fallout but it's very well done.[/QUOTE] It fits okay. [IMG]http://vignette3.wikia.nocookie.net/fallout/images/e/e6/Chinese_stealth_armor.png/revision/latest?cb=20150525193344[/IMG]
Please use [t] tags.
I love the Chinese stealth suit it fits perfectly as the Chinese had a stealth focus over the USA power armor focus.
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