• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=DiscoInferno;50205856]But Fallout 3 didn't have "Legendary" weapons. Like, there's no difference between a Lucky Laser Rifle and Rightous Authority, ect. ect. Which makes the named weapons less unique than the named weapons in previous games. So it's a step down in that regard.[/QUOTE] We were talking about unique as in visually different not by name. Those 4 weapons I mentioned is the only in F3 that had no variants and is unique. The F3 ol'painless for exaple is not unique because it is visually identical to every other hunting rifle in the game. So it is a step down from new vegas, but most certainly a step up from F3.
That Horse Armor joke, holy fuck.
[QUOTE=Jetamo;50206268][URL]https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114[/URL] Annoyingly, it sounds like you might not be able to install mods WITHOUT using the launcher.[/QUOTE] I'm pretty sure that's only for Bethesda.net mods, considering that regular mods have been working fine throughout the whole CK closed beta. Though, you install the Bethesda.net mods while ingame, rather than through the new launcher. The new launcher is only for starting the CK currently. Also, I wonder if Bethesda would put up the mods they made that are in the new video. There's quite a few things in there (like the Horse Armor) that aren't currently on Bethesda.net.
You can install mods from the nexus still and the new in game interface while simple and limited works fine and doesn't conflict with anything. Most mod tools and managers will need to be updated in order to work with the new system. And that's about it. I don't know why you're rating me Optimistic, I've been using the system for a few weeks now :v:
[QUOTE=Cor Angars;50206312]We were talking about unique as in visually different not by name. Those 4 weapons I mentioned is the only in F3 that had no variants and is unique. The F3 ol'painless for exaple is not unique because it is visually identical to every other hunting rifle in the game. So it is a step down from new vegas, but most certainly a step up from F3.[/QUOTE] I think the point was that Fallout 4's uniques (outside of the ones I listed) are basically just renamed legendaries, whereas even in Fallout 3, unique weapons had unique effects that you couldn't just randomly get off of NPCs. Also, Fallout 3 does actually have uniques that are visually different to their base weapons. Here: * Captain's Sidearm * Jingwei's Shock Sword * Paulson's Revolver * Trench Knife And you missed the Samurai's Sword, which only has a cut regular variant, and the Gauss Rifle (the simulation variants don't really count against this, as you can only get one in the wasteland). You could also argue that the Mesmetron does actually have other variants too, seeing as the Microwave Emitter shares the appearance, though it is another unique weapon. And the Alien Blaster isn't really unique. You can get one in the base game, and one in Broken Steel. It shares the appearance with Firelance, too. [QUOTE=Pokepunch;50206351]You can install mods from the nexus still and the new in game interface while simple and limited works fine and doesn't conflict with anything. Most mod tools and managers will need to be updated in order to work with the new system. And that's about it. I don't know why you're rating me Optimistic, I've been using the system for a few weeks now :v:[/QUOTE] I think that most of the major tools and managers have been updated by now (other than Mod Organizer). Bethesda accidentally moved plugins.txt to the Fallout 4 folder earlier, but apparently that's a bug and a hotfix will be coming out later for it.
I think I found the greatest New Vegas mod ever A Hokuto Shinken mod! [url]https://www.nexusmods.com/newvegas/mods/44755/?[/url]
I really dislike the absence of any kind of download bar for these mods. I enabled 3 mods and they're all just sitting there for 20~ mins, when I try to exit the manager says its still downloading. beth.net is probably slammed, and that's part of the reason but jeez.
Am I the only one who is not finding the Creation Kit? How do we download it?
[QUOTE=QueenSasha24;50206542]Am I the only one who is not finding the Creation Kit? How do we download it?[/QUOTE] Go to Bethesda.net, sign up for an account there, download the launcher (should be on the top bar, Classic download symbol), install and launch the launcher, sign in again, install Creation Kit: Fallout 4, wait an age for it to download, win [Editline]7[/editline] Addendum: Then wait 10 minutes for it to extract a 70mb .zip file... :why:
[QUOTE=Ruby_Axe;50206565]Go to Bethesda.net, sign up for an account there, download the launcher (should be on the top bar, Classic download symbol), install and launch the launcher, sign in again, install Creation Kit: Fallout 4, wait an age for it to download, win[/QUOTE] Thanks!
snip - Was beaten to the chase. The new CK wiki still doesn't seem to be up annoyingly.
And now it's saying "Error Signing In", goddamnit x-x
[QUOTE=QueenSasha24;50206612]And now it's saying "Error Signing In", goddamnit x-x[/QUOTE] same here, cant sign in using the launcher but i can sign in on the website :why:
[QUOTE=Pokepunch;50206126]After a quick Google it seems that a new program or website or something named Modpicker is [del]taking mods off the Nexus and re uploading them on their website without getting authors permission,[/del] the only way to prevent them doing this is by hiding your mods. This is the first I've heard about it but it sure does sound like total bullshit. Edit: They aren't taking them and re-uping them, just circumventing the Nexus page to download mods and taking attention away from the nexus and mod authors. Edit edit: And web scraping the Nexus site. Even more edit: The big issue is that the people that run Mod Picker aren't asking for mod authors permission to list their mod on the website, ignoring them completely.[/QUOTE] It sounds like it just automatically creates a listing with a link to its page on the Nexus - my understanding is that it's meant to consolidate listings from various mod sites or something but isn't hosting any of it locally??? It's like a mod phonebook??? Kind of hard to figure out what exactly it's doing. Like if I'm understanding this correctly it feels like these nexus modders are just being self important luddites as usual [quote] Mod Picker will not host or distribute your mods. Mod Picker will be to mods what Rotten Tomatoes is to movies. Mod Picker is a place where mod users (and authors) can share information about mods, and lists of mods. Mod Picker will drive users to your Nexus Mods page. Mod Picker will only scrape statistical data from Nexus Mods. That means that if the user wants to see your description or comments section they have to come here, to Nexus Mods. Mod Picker is not about supplanting your mod page, it’s about augmenting it with community-sourced information. We won’t have comments on mods on Mod Picker. You will be able to access a mod author control panel for your mods on Mod Picker. Access will be granted by linking your Mod Picker account with your Nexus account. The mod author control panel will allow you to manage tags and joint authorship options. Linking your account will also give you reputation on Mod Picker corresponding to the reputation of your mods.[/quote] so yeah it's just a mod phonebook these guys are whiners, this is functionally no different from the list of must-have mods in the OP here that links to individual mods on the Nexus, just bigger and more comprehensive :v:
[QUOTE=Omolong;50206415]I think the point was that Fallout 4's uniques (outside of the ones I listed) are basically just renamed legendaries, whereas even in Fallout 3, unique weapons had unique effects that you couldn't just randomly get off of NPCs. Also, Fallout 3 does actually have uniques that are visually different to their base weapons. Here: * Captain's Sidearm * Jingwei's Shock Sword * Paulson's Revolver * Trench Knife[/QUOTE] And my point is, there are more (but still few) truly unique weapons in F4 than F3, and plus that we have legendary! Therefor it is a upgrade from F3. The weapons you just listed are all DLC, since only two small dlcs with no weapons have been released for F4 I only counted vanilla. But yeah I forgot Firelance, but well that only strengthens my argument. That makes it 3 unique weapons in F3 instead of 4.
Bethesda just doesn't like unique items and I'm not sure I get why. TES is the same deal with very few unique weapons and even fewer with actual unique models/textures. Although to be fair I'm not very fond of Obsidian's approach to unique weapons, they're all cool looking but for the most part they're just dumped on various vendors or found on specific characters instead of being a reward for exploration. When it comes to unique weapons and armor I prefer the approach Obsidian had in DLC where you find 99% of unique loot by exploring, not by buying it off a vendor somewhere or by killing a dude.
[QUOTE=Ganerumo;50206750]Bethesda just doesn't like unique items and I'm not sure I get why. TES is the same deal with very few unique weapons and even fewer with actual unique models/textures. Although to be fair I'm not very fond of Obsidian's approach to unique weapons, they're all cool looking but for the most part they're just dumped on various vendors or found on specific characters instead of being a reward for exploration. When it comes to unique weapons and armor I prefer the approach Obsidian had in DLC where you find 99% of unique loot by exploring, not by buying it off a vendor somewhere or by killing a dude.[/QUOTE] ON that note, I didn't realize the weapons in Automatron were all unique, so I left them in a chest somewhere in the last dungeon. Upon realizing, I had to check every chest in all of the dungeons in the DLC because I could not remember where I put all of them, I hope Far Harbor has some neat-o unique weapons, I got a lot of mileage from the Automatron ones
With the launcher I've had issues just getting it to work :U But I got the creation kit working now so less worried about that now.
Still can't get it to work, I just want to try out the Creation Kit. ;-;
Creation kit's out so I'm going to try my hand at making a nice underground bunker/shelter type deal. Probably going to sprinkle unique items in. Any ideas for pre war weaponry?
The launcher right now is really bare bones. I don't know if it's just mine or not but the mods tab in the launcher doesn't even work. [QUOTE=SFC003;50206837]Creation kit's out so I'm going to try my hand at making a nice underground bunker/shelter type deal. Probably going to sprinkle unique items in. Any ideas for pre war weaponry?[/QUOTE] Paddle Ball.
[QUOTE=Cor Angars;50206681]And my point is, there are more (but still few) truly unique weapons in F4 than F3, and plus that we have legendary! Therefor it is a upgrade from F3. The weapons you just listed are all DLC, since only two small dlcs with no weapons have been released for F4 I only counted vanilla. But yeah I forgot Firelance, but well that only strengthens my argument. That makes it 3 unique weapons in F3 instead of 4.[/QUOTE] Automatron has weapons in it. There are three unique weapons (with one just being a legendary Laser Pistol) and two more common ones. I included the two unique weapons in my list as well. I don't really see what your argument is, though. Yes, Fallout 4 has more visually unique weapons, but Fallout 3 has a lot more weapons with unique stats/abilities. Fallout 4's legendary system massively devalues the worth of the majority of the uniques, because you can find a legendary weapon with the same legendary effect as a unique weapon. What's the point of going through the trouble of getting a unique weapon if a random enemy can just give you a weapon that functions the exact same way? The list I created is pretty much all of the uniques in Fallout 4 that aren't just a renamed legendary weapon. Compare that to Fallout 3, where almost all of the unique weapons have their own unique stats, even if the majority of them look the same as their base weapons. At the end of the day, unique stats are more important that unique appearances. If I had to choose, I'd much rather that we had fewer unique weapons that have their own unique stats than the current method of just renaming legendaries to create "unique" weapons. It's lazy and it's a terrible design decision, especially considering how easy it is give those weapons unique stats.
Did anyone else just get another patch? This one was 47MB.
ok but what if I don't want to redownload the 200+ mods I have through the new interface like it's not I don't like it it's just like... I like NMM better plus, what about incompatibilities? how are people that use this interface going to know if one mod is incompatible with another? especially on consoles, how are you going to fix crashes and things like that?
[QUOTE=Omolong;50206851]At the end of the day, unique stats are more important that unique appearances.[/QUOTE] And thus we've come to the origin of our philosophical differences, we'll agree to disagree then.
[QUOTE=LolzMan1325;50206902]ok but what if I don't want to redownload the 200+ mods I have through the new interface like it's not I don't like it it's just like... I like NMM better plus, what about incompatibilities? how are people that use this interface going to know if one mod is incompatible with another? especially on consoles, how are you going to fix crashes and things like that?[/QUOTE] I thought about this just now: what about things like patches? On some mods on the Nexus there's a separate optional downloads section where there' some patches and stuff sometimes, but with this interface it looks like there's just one download--so does that mean in this interface i'm going to have to dig through to find patches?
[QUOTE=Shalaska;50206877]Did anyone else just get another patch? This one was 47MB.[/QUOTE] It's an update to fix the game putting the Plugins.txt file in the Fallout 4 folder, as opposed to in an AppData folder (which is how it was before the update earlier today). Might be other changes too, but I don't know. [QUOTE=LolzMan1325;50206902]ok but what if I don't want to redownload the 200+ mods I have through the new interface like it's not I don't like it it's just like... I like NMM better plus, what about incompatibilities? how are people that use this interface going to know if one mod is incompatible with another? especially on consoles, how are you going to fix crashes and things like that?[/QUOTE] You don't have to redownload any mods. Any mods installed through any of the existing methods still work fine. This is pretty much exactly the same as how the Steam Workshop works for Skyrim, apart from the fact that you can subscribe to mods while ingame, rather than in Steam.
I'm getting 'Error signing in' too. I wonder what's causing it.
My guess would be strain on the severs, a whole lot of people are all trying to sign in and download the CK right now.
[QUOTE=Drk;50200227]Talking about GECK : so much for fucking April. Yeah yeah BETA and whatnot, but still, as long as it's not released for everyone it's not released period.[/QUOTE] Aha, get a load of this goon.
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