• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=MrProComics;50211663]Millenia [url]https://www.nexusmods.com/fallout4/images/29309/?[/url] [t]https://staticdelivery.nexusmods.com/images/1151/431125-1461722516.jpg[/t][/QUOTE] It's nice to see Millenia making original weapons, sure his modeling skills are excellent but most of his previous stuff were just remakes of actual guns that I felt didn't really fit Fallout
Some screenshots of a new exterior worldspace I'm working on. Only started today but I'm expecting it to grow exponentially! All feedback is appreciated also, I'm going for a small riverside town on the verge of being taken over by nature sort of look. [url]http://imgur.com/a/cBye3[/url] (FYI lighting and set dressing is NOWHERE near complete) ((Also sorry for the link I couldn't embed the whole album for some reason?))
[QUOTE=Ruby_Axe;50212522]It's nice to see Millenia making original weapons, sure his modeling skills are excellent but most of his previous stuff were just remakes of actual guns that I felt didn't really fit Fallout[/QUOTE] I just wish this one was a little more in line with Fallout 4's style. People almost never make original guns that are both completely new models (i.e. not shoved together in Nifskope. Not that there's anything wrong with those, they're just not as nice looking) and actually fitting, and it makes me sad. best new vegas weapon mod coming through [t]https://staticdelivery.nexusmods.com/images/130/2177994-1292540310.jpg[/t] so beautiful
[QUOTE=Ruh-roh;50212313]uHud is just a magic plugin that makes UI mods work together. it changes nothing by default. MCM is just a menu manager and it changes nothing by default either, it's more of a modders resource. PN comes with an outdated MCM version but you can just install the new one over it again (make sure to put the standalone MCM over PN in priority though). TTW options is an optional .esp that you need to activate it if you want to see the menu options for it, without it you won't see anything on the menu anyway.[/QUOTE] Oop, meant oHud not uHud (they're all so alikeeee) But yeah, I know about the TTW options and stuff but it's just that absolutely nothing aside from PN Core and Rebalance show up in MCM, even though for instance oHud and F4 Quickloot Menu should show up there.
[QUOTE=MrProComics;50211663]Millenia [url]https://www.nexusmods.com/fallout4/images/29309/?[/url] [t]https://staticdelivery.nexusmods.com/images/1151/431125-1461722516.jpg[/t][/QUOTE] I'm getting a major Insitute vibe from this, I feel like this is something they'd create, I mean it's a pity we didn't see more advanced looking weapons come from them other than the cheaper Laser weapons they made to supply Synths with, because they clearly have the tech to make something like this, I could see this being like a prototype or something. God I wish we got so much more from the Insitute other than "We develop Synths and all other technological progressions we have accomplished are now left by the wayside, cuz Synths" such wasted potential.
[QUOTE=Diago21;50212615]Some screenshots of a new exterior worldspace I'm working on. Only started today but I'm expecting it to grow exponentially! All feedback is appreciated also, I'm going for a small riverside town on the verge of being taken over by nature sort of look. [url]http://imgur.com/a/cBye3[/url] (FYI lighting and set dressing is NOWHERE near complete) ((Also sorry for the link I couldn't embed the whole album for some reason?))[/QUOTE] That's sweet. Where'd you learn from?
Does the geck come with a model management utility that finally replaces nifskope? it's annoying as fuck that they keep using the NIF format and just keep expecting that a team of two volunteer open source developers can keep decoding their format every time.
[QUOTE=hypno-toad;50212891]Does the geck come with a model management utility that finally replaces nifskope? it's annoying as fuck that they keep using the NIF format and just keep expecting that a team of two volunteer open source developers can keep decoding their format every time.[/QUOTE] Official Nif tools are only available for 3ds max 2013
Ok I think I narrowed down my holotape issue to being that holotapes will only play the sound in the holotape sound category. Any idea how to add sounds to sound categories? Or am I still not looking in the right direction?
Thought I would post some of my model related things. [t]http://puu.sh/oxPc9/14e8584e6b.jpg[/t] Half-Life 1 grenade ported over. [t]http://puu.sh/oxPeO/1daae8d7ce.jpg[/t] Sub-par CS:GO knife port. [T]http://puu.sh/oxPy6/eb1e7df38d.jpg[/T] My first ever port, From Black Mesa. [t]http://puu.sh/oxPgv/b825153c3b.jpg[/t] Koso bar from Half-Life Opposing Force (ignore the parts on the top and bottom, I scaled the texture incorrectly) Very Half-Life related, probably because I can't model for crap and I apparently just rely on existing models.
[QUOTE=Itauske Roken;50212921]Official Nif tools are only available for 3ds max 2013[/QUOTE] I was hoping to make weapon mods for the game, but if its 3ds or bust, its looking like bust.
very nice how bethesda isn't supportive whatsoever when it comes to questions regarding their tool. I asked a question last night and literally no one is able to answer
Well, it looks like we might have a hint at something that might go into the Advanced Switches category I mentioned [url=https://facepunch.com/showthread.php?t=1509953&p=50169830&highlight=#post50169830]here[/url]. While I was in the process of updating a mod, I noticed that the game now has a record that pretty clearly references workshop logic gates. There's also another pair of records that were created just before it, and are just called Out and In, so I wouldn't be surprised if they're related. Either that, or they're for manufacturing. I can't say if any of this will actually come true, but this does give us a bit of a hint at what we could see.
Getting sick of being in a long ass mission, getting close to the end, and then having the game just fucking crash out of nowhere for no goddamn reason and having to spend the entire goddamn 45 mins all over again. [editline]27th April 2016[/editline] [t]http://images.akamai.steamusercontent.com/ugc/268338674588066783/B9D112C688026F3B9F0E3F36AC3DAC67E7E1F337/[/t] Paladin Danse helping someone step up their press up routine.
[QUOTE=Jamie1992GSC;50213942] [t]http://images.akamai.steamusercontent.com/ugc/268338674588066783/B9D112C688026F3B9F0E3F36AC3DAC67E7E1F337/[/t] Paladin Danse helping someone step up their press up routine.[/QUOTE] Looks like he's putting a bit of his weight on that sturdy looking metal box there, but still, BOS is now FULLY HARDCORE. I just flipped through the 200 or so mods available on beth.net, and there are only two "Kill Preston Garvey" mods. Don't know if I was expecting more or less, but I was expecting a "Kill Marcy Long" mod and was left disappointed. Some useful looking stuff up there already, I can hardly wait to get in on this action come June with my PS4.
I want a mod that adds a room filled with mama murphys and deathclaws, and you can watch them battle it out.
All I need now is a pump action shotgun and I'll be back into this game, I have the itch but I need that last thing to really convince me
I downloaded the creation kit and made a simple mod: turned one of the pipe gun mods into a pipe minigun, just changing the fspeed value, and increasing even more the drum mag capacity. This thing burns through .38 ammo like oil, a single drum holds 252 bullets, yet in like 3 seconds the drum is empty. And the recoil makes you shoot most of the bullets into the sky. It's only suitable for close range fights, and even then I have to move the mouse down to keep aiming towards anything in front of me. I don't know if I should keep it like this, a hose of bullets, or reduce the recoil while reducing the damage, so you can at least aim most of the shots. But I have to do something with the 7000 .38 ammo bullets I have in my game. And until the tutorials are released, I don't want to experiment too much.
Can these mods still be put on the Fallout 4 nexus?
I just want a mod that adds back the 10mm SMG that deals more standard damage per bullet than the 10mm auto receiver, is more controllable when firing, and has a higher standard ammunition capacity of 30 compared to the 20 with the 10mm extended magazines. However, it would be much more heavier than the 10mm pistol, especially when you're going to modify it with upgraded receivers or accessories which makes it less effective as a side arm. It has a slower rate of fire compared the the 10mm auto receiver to balance out its high damage and accuracy as an automatic weapon, as weapons that have auto receivers have their damage significantly reduced for a higher rate of fire. VATS AP usage for this weapon is also higher than the 10mm pistol since it's a bigger weapon, but is still able to dish out plenty of burst shots. Edit: While I'm still on the subject of new (or old) weapon ideas, how about buffing/overhauling the Tommy Gun (AKA submachine gun) currently in the base game? As of right now it's useless and weak, a literal pea shooter because of it's laughably low damage for a 45. caliber bullet. It should deal at least 25 points of damage with the basic receiver, and keeping it's high rate of fire. That already makes it decent enough to stand a chance against unarmored or lightly armored enemies. The Tommy gun should also have a few more additional mods that makes it more flexible to a PC's play style, like adding a bottom forward grip for better hip-fire accuracy for spray and pray while having inferior sighted accuracy, as the standard grip has excellent sighted accuracy for economical and controlled burst shots but inferior hip-fire accuracy. The ability to remove the stock completely to reduce weight, but it can cause accuracy issues. It would also feature a new 30 round box magazine, which makes the weapon comparatively lighter (about 11 pounds with base stats) and more economical than the drum magazines if you want to travel light and still carry a variety of fire power. The drum magazines are also now heavier (about 3 pounds heavier), especially the large 100 round magazine (7 pounds heavier) considering how heavy 45. cartridges are in such a high capacity load. The fast rate of fire and recoil for this weapon should pull your aim up the longer you fire it and the accuracy starts to degrade as well, so you have to pull the gun down yourself in order to hit your target consistently (kind of like in Counter-Strike). The Tommy gun is now a viable close-range, mid-game weapon that effectively utilizes the uncommon 45. rounds and can easily dispatch unarmored and lightly armored enemies, but it requires a lot of control from the user to aim it properly and make use of it's high rate of fire.
I can't even make a Bethesda.net account. No matter browser or computer I try on, I get an error.
[QUOTE=Starlight 456;50208801]I saw a picture once where the drum connected to a port that fed into a magazine tube, something like this: [IMG]http://i.imgur.com/YHFEDLa.png[/IMG][/QUOTE] I just had a vision of how this could actually function It has a gas operated magazine tube, clearly. Every time the gun fires gas from the barrel pushes a piston, located in the tube in front of the magazine, to advance the next round into the chamber by shoving the next shell out of the drum! Maximum points of failure! And you'd need the drum in the gun for it to operate... but it could feed that way, I guess.
[QUOTE=Cor Angars;50205065]Compare that to fallout 3 unique weapons. * Alien Blaster * Mesmetron * Lincoln's Repeater * Repellent Stick While new vegas has so many unique weapons I'm not even gonna bother try getting a list of them all, strange how I never realized that before.[/QUOTE] The only reason I'm even mildly happy they ditched weapon/armor condition (I miss that shit like you wouldn't believe, it always kept me actually caring about what weapons the enemy had because I liked to keep mine in good shape) is the fact that uniques were a pain in the ass to keep repaired because the only way to repair some of them was to see a merchant or something, and I do not have the caps for that nonsense.
I am so hype for Starlight's trench knife. [img_thumb]http://i.imgur.com/dtrpZXl.png[/img_thumb] Shit's looking awesome.
[QUOTE=gk99;50214872]The only reason I'm even mildly happy they ditched weapon/armor condition (I miss that shit like you wouldn't believe, it always kept me actually caring about what weapons the enemy had because I liked to keep mine in good shape) is the fact that uniques were a pain in the ass to keep repaired because the only way to repair some of them was to see a merchant or something, and I do not have the caps for that nonsense.[/QUOTE] It was a good cap sync for that reason actually, it tended to make sure you didn't get too wealthy if you wanted the very best. That being said, it would not be a viable system in fallout 4 considering how few caps you get in comparison and how many fewer vendors with fewer caps there are than in NV (without settlements).
[QUOTE=FlakTheMighty;50214806]I can't even make a Bethesda.net account. No matter browser or computer I try on, I get an error.[/QUOTE] I had the same problem until I used a US VPN, after that everything worked fine, try that.
encountering legionary assassins with boone as your companion [IMG]https://33.media.tumblr.com/c1133ab33255046a306ed2ca96ef8daf/tumblr_inline_nbr082mXLw1rqjwo6.gif[/IMG] ([URL="http://referencereference.tumblr.com/post/97231764594"]x[/URL])
[QUOTE=WJS;50215172]I had the same problem until I used a US VPN, after that everything worked fine, try that.[/QUOTE] I live in the US though. If that fixes it, what the fuck?
[QUOTE=FlakTheMighty;50215271]I live in the US though. If that fixes it, what the fuck?[/QUOTE] I only used a US one because I'm in the EU, try one from outside the US
[QUOTE=Gentleman Cat;50214482]I just want a mod that adds back the 10mm SMG that deals more standard damage per bullet than the 10mm auto receiver, is more controllable when firing, and has a higher standard ammunition capacity of 30 compared to the 20 with the 10mm extended magazines. However, it would be much more heavier than the 10mm pistol, especially when you're going to modify it with upgraded receivers or accessories which makes it less effective as a side arm. It has a slower rate of fire compared the the 10mm auto receiver to balance out its high damage and accuracy as an automatic weapon, as weapons that have auto receivers have their damage significantly reduced for a higher rate of fire. VATS AP usage for this weapon is also higher than the 10mm pistol since it's a bigger weapon, but is still able to dish out plenty of burst shots. Edit: While I'm still on the subject of new (or old) weapon ideas, how about buffing/overhauling the Tommy Gun (AKA submachine gun) currently in the base game? As of right now it's useless and weak, a literal pea shooter because of it's laughably low damage for a 45. caliber bullet. It should deal at least 25 points of damage with the basic receiver, and keeping it's high rate of fire. That already makes it decent enough to stand a chance against unarmored or lightly armored enemies. The Tommy gun should also have a few more additional mods that makes it more flexible to a PC's play style, like adding a bottom forward grip for better hip-fire accuracy for spray and pray while having inferior sighted accuracy, as the standard grip has excellent sighted accuracy for economical and controlled burst shots but inferior hip-fire accuracy. The ability to remove the stock completely to reduce weight, but it can cause accuracy issues. It would also feature a new 30 round box magazine, which makes the weapon comparatively lighter (about 11 pounds with base stats) and more economical than the drum magazines if you want to travel light and still carry a variety of fire power. The drum magazines are also now heavier (about 3 pounds heavier), especially the large 100 round magazine (7 pounds heavier) considering how heavy 45. cartridges are in such a high capacity load. The fast rate of fire and recoil for this weapon should pull your aim up the longer you fire it and the accuracy starts to degrade as well, so you have to pull the gun down yourself in order to hit your target consistently (kind of like in Counter-Strike). The Tommy gun is now a viable close-range, mid-game weapon that effectively utilizes the uncommon 45. rounds and can easily dispatch unarmored and lightly armored enemies, but it requires a lot of control from the user to aim it properly and make use of it's high rate of fire.[/QUOTE] I want a mod to add a "heavy receiver" for the minigun that lets it shoot .38, then .38 would be useful even in late game.
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