• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
One thing I like about Gamebryo/Creation though, if you remove a mod the game won't crash most of the time. I loaded a save from a month ago where I had a ton mods, it loaded fine, I was just naked missing weapons and my settlement was missing a bunch of items.
[QUOTE=Tuskin;49965632]One thing I like about Gamebryo/Creation though, if you remove a mod the game won't crash most of the time. I loaded a save from a month ago where I had a ton mods, it loaded fine, I was just naked missing weapons and my settlement was missing a bunch of items.[/QUOTE] Yeah but then you play for another hour or something and the game corrupts and is unloadable and you have to start over
[QUOTE=CompanionMube;49965567]so, after 4 HOURS of troubleshooting, turns out the reason why snap'n build, a settlement mod, kept crashing my game when i tried to load a save was because of [URL="http://www.nexusmods.com/fallout4/mods/9263/?"]a fucking belt mod[/URL] yeah, you know what, i won't even ask why, gamebryo is something a simple human being cannot comprehend it just works, doesn't it[/QUOTE] On the other hand I installed ~20 mods last night in Skyrim without testing any of them and I haven't crashed once :v:
[QUOTE=Tuskin;49965632]One thing I like about Gamebryo/Creation though, if you remove a mod the game won't crash most of the time. I loaded a save from a month ago where I had a ton mods, it loaded fine, I was just naked missing weapons and my settlement was missing a bunch of items.[/QUOTE] Removing mods seems to be in a pretty weird state lately. Sometimes, you can remove the mod and the most that happens is that you lose items. Other times, the game will crash when you try to load the save, even if you don't have any of the items in your inventory. I tried to remove Mojave Imports earlier (as I feel that it's becoming a bit of a mess) and the game would just crash when I tried loading the save, until I edited it to remove the plugins from the save's plugin list. After that, it worked fine.
[QUOTE=Spectre1406;49965538][URL="http://www.nexusmods.com/fallout4/mods/11075/?"]so, hooray for better dog armor?[/URL][/QUOTE] When is dog power armor though
[QUOTE=OzzyCockroach;49965707]When is dog power armor though[/QUOTE] You could probably do that by making a larger scaled up version of the dog model, rig it with a robot skin, and maybe animate some sort of dog hatch for dogmeat to climb up when he gets in it.
[QUOTE=OzzyCockroach;49965707]When is dog power armor though[/QUOTE] I want this as dog power armor [img]http://i.imgur.com/3xjNJtq.jpg[/img]
Throw a trashcan over a dog and you are done. [editline]19th March 2016[/editline] Or anyone really.
Bought this today [t]http://pre01.deviantart.net/25e1/th/pre/i/2016/079/e/d/20160319_192933_by_drzestarooni-d9vsxb0.jpg[/t] (camera quality is bad, sorry)
Huh I never noticed, some explosion decals use parallax textures like the bullet hole decals.
So.. the Institute lasers. If I'm not mistaken, they're weaker than the regular laser weapons so that players fighting against the Institute aren't outgunned, especially at lower levels, right? I think Vertibirds are kind of weak for similar reasons. Unfortunate side effect is that the Institute weapons are pitiful in player hands, and there is virtually no reason to use them if you've got a regular laser weapon. So, outside of a straight damage buff that would no doubt trounce low-level players, what would be an interesting way of making Institute lasers more useful in player hands without also invalidating the regular laser weapons? I was thinking, maybe Institute weapons should just have an inherent ability to ignore armor, not 100%, but like a default 40%. And then if you're a player, you could potentially get that percentage to 100% (assuming they're calculated that way) with a legendary penetrating modifier, and if the weapon is configured as a rifle with the highest Rifleman rank.
What is more powerful between bleeding and ignore armor for knuckles mod?
[QUOTE=Notanything;49966211]So.. the Institute lasers. If I'm not mistaken, they're weaker than the regular laser weapons so that players fighting against the Institute aren't outgunned, especially at lower levels, right? I think Vertibirds are kind of weak for similar reasons. Unfortunate side effect is that the Institute weapons are pitiful in player hands, and there is virtually no reason to use them if you've got a regular laser weapon. So, outside of a straight damage buff that would no doubt trounce low-level players, what would be an interesting way of making Institute lasers more useful in player hands without also invalidating the regular laser weapons? I was thinking, maybe Institute weapons should just have an inherent ability to ignore armor, not 100%, but like a default 40%. And then if you're a player, you could potentially get that percentage to 100% (assuming they're calculated that way) with a legendary penetrating modifier, and if the weapon is configured as a rifle with the highest Rifleman rank.[/QUOTE] institute rifles do more DPS than normal lasers, at max level both will be about the same with institute being weaker single damage but having larger DPS while normal lasers have higher single damage and lower dps. theoretically if you wanted to be an automatic toting energy weapon using genius, you'd want to stick with the institute weapons then as they are better for automatics
[QUOTE=ApertureXS200;49966242]What is more powerful between bleeding and ignore armor for knuckles mod?[/QUOTE] You fight a lot more things with blood than things with powerful armor
[QUOTE=fear me;49966298]You fight a lot more things with blood than things with powerful armor[/QUOTE] Alternatively, Not everything you fight has blood, but some things you fight have armor [i] and [/i] blood.
I wish there was an option for companions to auto equip better armour or weapons. A toggle in the options or or their dialogue menu.
Apparently the way additional damage from Armor Penetration is calculated in Fallout 4 makes it really weak. The target needs to have a shitton of armor for the effect to have any impact, so you're better off having bleed because bleed bypasses all resistances to begin with and cause more damage per second than Armor Penetration ever will. Also despite the name it works on absolutely anything.
[QUOTE=Ganerumo;49966486] Also despite the name it works on absolutely anything.[/QUOTE] Yeah I noticed this, thought it was really stupid considering it's not as if resistance to certain damage types isn't something most enemies in the game already have.
Bleed is weird because it's the only damage type with no resistance tied to it, but it does the exact same thing as Poison which has a dedicated resistance tied to it, making Poison a redundant damage type that nobody would actually use since it's just objectively worse than Bleed on practically everyone.
There is a temp fix out of the X-02 armour, it allows repairing and replaces the first person arms with the X-01 arms until he can do them properly.
holy shit, put the stupid [sp]deathclaw skull[/sp] aside, i've just found the [URL="http://i.imgur.com/mOdDG9Z.jpg"]best[/URL] [URL="http://i.imgur.com/AygP77C.jpg"]upgrade[/URL] in automatron
[QUOTE=CompanionMube;49966667]holy shit, put the stupid [sp]deathclaw skull[/sp] aside, i've just found the [URL="http://i.imgur.com/mOdDG9Z.jpg"]best[/URL] [URL="http://i.imgur.com/AygP77C.jpg"]upgrade[/URL] in automatron[/QUOTE] Where did you get the dlc from ?
His uncle works at Bethesda, or something.
[QUOTE=CompanionMube;49966667]holy shit, put the stupid [sp]deathclaw skull[/sp] aside, i've just found the [URL="http://i.imgur.com/mOdDG9Z.jpg"]best[/URL] [URL="http://i.imgur.com/AygP77C.jpg"]upgrade[/URL] in automatron[/QUOTE] I have a problem with this.
Why are all the children in Fallout 4 such assholes? The only truly nice one I've ran into is Erin Combes in Vault 81. And to make things worse she's one of the only kids you can choose to be a jerk to.
[QUOTE=Killajax;49966766]Why are all the children in Fallout 4 such assholes? The only truly nice one I've ran into is Erin Combes in Vault 81. And to make things worse she's one of the only kids you can choose to be a jerk to.[/QUOTE] Because they know they are invincible, the arrogant fucks.
[QUOTE=AlienCreature;49966800]Because they know they are invincible, the arrogant fucks.[/QUOTE] Thankfully, in FO3 people built their town around a bomb.
Well Nat's pretty harmless and a few of them just don't want to talk to you which I think is pretty reasonable for a kid in the Wasteland But then you have brats like Sheng I think Bethesda hates children and is taking out their frustrations by making fictional caricatures that are unable to die ...or something??
Okay no joke the robot DLC sounded like a gimmick at first but it actually looks fucking great
So exploring Skylanes Flight 1981, broke into the pilots hidden compartment and found 5 Gauss rifles. [editline]19th March 2016[/editline] The loot is randomly generated based on level, but holy shit. 2 of the rifles were unmodded, the rest had various mods. [editline]19th March 2016[/editline] [IMG]https://i.imgur.com/kpWzlq5.png[/IMG]
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