Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=AdrianTheShep;49968552][URL="http://www.nexusmods.com/fallout4/mods/11094/?"]http://www.nexusmods.com/fallout4/mods/11094/?[/URL]
"For role-playing purposes"[/QUOTE]
Imagine a [sp]playable Liberty Prime[/sp] mod.
Something I meant to ask about but kept forgetting.
When I cleared out the Combat Zone, I thought I saw one of the raiders jump off the stage. It occurred to me that I don't think I've ever seen any npc in any bethbryo game actually jump before. Like, is that a thing?
[QUOTE=vamper;49968510]Why is it a Sherman? What sense does that make?[/QUOTE]
Shermans were in fallout tactics.
[t]http://i.imgur.com/zQpbHLm.jpg[/t]
[QUOTE=Ardosos;49968654]Something I meant to ask about but kept forgetting.
When I cleared out the Combat Zone, I thought I saw one of the raiders jump off the stage. It occurred to me that I don't think I've ever seen any npc in any bethbryo game actually jump before. Like, is that a thing?[/QUOTE]
The Combat Zone was such a waste of a perfectly good scenario. Could've turned it into the Thunderdome, but instead it's just another generic raider base.
[QUOTE=jimbobjoe1234;49968735]The Combat Zone was such a waste of a perfectly good scenario. Could've turned it into the Thunderdome, but instead it's just another generic raider base.[/QUOTE]
There is some evidence in the game files to suggest it wasn't originally a raider base, there is a vendor programmed for it.
[QUOTE=jimbobjoe1234;49968735]The Combat Zone was such a waste of a perfectly good scenario. Could've turned it into the Thunderdome, but instead it's just another generic raider base.[/QUOTE]
I wouldn't even mind as much if it wasn't for the fact that it was displayed in the trailers in such a way that it seemed like it was an interactive environment rather than a dungeon.
[url]https://tcrf.net/Fallout_4#Unavailable_Vendors[/url]
This page hasn't been updated since February, wonder if we'll find more stuff when the Geck is out.
[QUOTE=Tuskin;49968742]There is some evidence in the game files to suggest it wasn't originally a raider base, there is a vendor programmed for it.[/QUOTE]
I think that it was still meant to be a raider base, but they would be non-hostile, and you could fight in the arena and such.
Seeing as it was in the trailer as a non-hostile environment, I wouldn't be surprised if there were either major bugs that weren't worth fixing for the release, or it just plain wasn't finished by the time the game went gold and it was decided that it wasn't worth adding t in an early patch.
Who knows, maybe it'll get restored out of nowhere in an update, like the new workshop items we got. These sorts of locations will definitely get mods that restore them otherwise.
[QUOTE=Ardosos;49968654]Something I meant to ask about but kept forgetting.
When I cleared out the Combat Zone, I thought I saw one of the raiders jump off the stage. It occurred to me that I don't think I've ever seen any npc in any bethbryo game actually jump before. Like, is that a thing?[/QUOTE]
They do, rarely. i can count on one hand the number of times i've seen an NPC jump.
Just found this.
Playable skeleton mod:
[url]http://www.nexusmods.com/fallout4/mods/11058/?[/url]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-3-1458375267.jpg[/t]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-1-1458375267.jpg[/t]
Apparently there's an optional esp that adds skeleton enemies too. :v:
Shame its just an outfit. Id really love to be able to be detective skeleton pi
[QUOTE=Tuskin;49967472]I think someone may have mentioned this before, I dunno but if you take companions to the [sp]Sentinel Site[/sp] in the glowing sea, they act like [sp]there are nukes there[/sp] when there are not. Cut content maybe?[/QUOTE]
[sp]no, there's nukes in it[/sp]
i liked it, i mean, last time we were given a chance to walk into an armed missile silo, things didn't go well, at least this time it wasn't actually ready to nuke anyone anymore
[QUOTE=Lupin;49968806]Just found this.
Playable skeleton mod:
[url]http://www.nexusmods.com/fallout4/mods/11058/?[/url]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-3-1458375267.jpg[/t]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-1-1458375267.jpg[/t]
Apparently there's an optional esp that adds skeleton enemies too. :v:[/QUOTE]
At last my favorite Skyrim Character, [URL="http://i.imgur.com/ExhMwGu.jpg"]Skelezar[/URL] [URL="http://i.imgur.com/yXQLbdn.jpg"]Boneaparte[/URL] can hop the worlds and begin taking over the Commonwealth.
I return Ashes back to Erin and her reward for me was a Fusion Core.
The shit kids have these days, I tell ya.
[QUOTE=Overwatch 7;49968611]Imagine a [sp]playable Liberty Prime[/sp] mod.[/QUOTE]
Somebody already did that and made a video actually. But they didn't release it to the public.
Yep, someone figured out how to use the console commands to make Liberty Prime somewhat controllable.
[video=youtube;QsxhlRCFc8o]http://www.youtube.com/watch?v=QsxhlRCFc8o[/video]
You can only move him around and can't choose when to attack, he just attacks when he wants to.
Holy shit, he just fucking picks up Behemoths, squashes their head like a Melon and then throws them, that shit's badass.
[QUOTE=Ardosos;49968654]Something I meant to ask about but kept forgetting.
When I cleared out the Combat Zone, I thought I saw one of the raiders jump off the stage. It occurred to me that I don't think I've ever seen any npc in any bethbryo game actually jump before. Like, is that a thing?[/QUOTE]
In Skyrim they could jump but it was very rare to ever actually see it happen. I think NPCs only do it in spots where hand-placed nodes tell them to or something.
[QUOTE=Lupin;49968806]Just found this.
Playable skeleton mod:
[url]http://www.nexusmods.com/fallout4/mods/11058/?[/url]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-3-1458375267.jpg[/t]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/11058-1-1458375267.jpg[/t]
Apparently there's an optional esp that adds skeleton enemies too. :v:[/QUOTE]
Fuck yes, it actually happened. Now for the power armor reskin that changes armor into a human body.
[editline]20th March 2016[/editline]
Also that first image would make a killer wallpaper or something.
[t]http://i.cubeupload.com/kOltCP.png[/t]
Now I'm immersed.
Has there been a single Bethesda game that did not involve fully modeled skeletons
[QUOTE=Ganerumo;49969963]Has there been a single Bethesda game that did not involve fully modeled skeletons[/QUOTE]
Wayne Gretzky Hockey
[sp]Theres something wrong with the DLC tho. Like i dont have the science perk and it still let me upgrade shit w/o having it. Also not everything has material cost and some texts are gibberish[/sp]
[QUOTE=cNova;49970124][sp]Theres something wrong with the DLC tho. Like i dont have the science perk and it still let me upgrade shit w/o having it. Also not everything has material cost and some texts are gibberish[/sp][/QUOTE]
[sp]that's because you downloaded a leaked beta, are you actually seriously asking why there might be problems?[/sp]
Okay now I want a mod that adds a set of power armor that is basicaly a wearable Randy Savage so you can run around the Commonwealth while screaming "OOOOOOH YEAAAAAH".
[QUOTE=CompanionMube;49968589]well, the need-to-loot-to-craft thing kind of gets thrown out the window once you're done with the main quest
you literally unlock everything once you finish "restoring order"[/QUOTE]
That's half the reward for completion, in reality the looting of parts is just for player having at least [I]something[/I] to build with. You also unlock a hell of a lot more parts then you would from just scavenging alone, plus the other station to build ([sp]eyebot[/sp]) so there's that as well.
Hm, I've encounted an odd issue. I just got the "Taking Point" quest for Covenant, but the problem is that I used to have that as a settlement, when I first met them I did their little quet line and they were happy with me, then later on I purged the town to keep my actually populated places low, I used the killall command so I know for damn sure they're all dead. When I try to activate the workbench, I get the "You are not allied to this settlement" since I turned on them a while back when I was allied and already owned the settlement. Is there a legit way to fix this or are console commands my only route?
[QUOTE=Sableye;49968923][sp]no, there's nukes in it[/sp]
[/QUOTE]
Next time read all the posts instead of just the first one.
[sp]McCready specifically says he sees missiles, and a couple other companions imply it as well[/sp]
[sp]Sounds like they planned on having unlaunched ICBMs in there, just didn't get around to doing it, or they had to be cut for some reason.[/sp]
[QUOTE=Tuskin;49967620][sp]I know what it is for, I'm just saying companion comments make no sense based on the environment, a few of them comment on missiles, heck McCready directly refers to missiles being in there[/sp]
[sp]So as I said above, I think they originally planned on having ICBM missiles in side, which would also explain why the complex still think they have not launched[/sp]
[/QUOTE]
[sp]Yeah, i get what you mean now. The most interesting thing to me about that video is how X6-88 says "That's definitely not Pre-War." What is that supposed to mean?[/sp]
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