Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=Notanything;50009615]I wonder if modding for Fallout 4 will get to a point where it'll be possible to have Fallout 3 and Fallout NV included as a whole, much like TTW did. Would probably be a hell of a lot harder since the visual transition would be ugly going from Fallout 4's style to NV's, or 3's.
At the very least, maybe not the quests, but the entire maps.[/QUOTE]
The big problem I see with this is that the F3 and NV engines were incredibly similar so it was a relatively small leap to make to simply port over the game, but the gap between them and F4 is much larger and would require the re-implementation of several systems.
So basically you'd be recreating the entire game from scratch rather than porting it over (much like Skywind, and you've probably seen how long that's taking)
Ok sorry for spamming this thread I should go back to my little hole in the 3D Art thread. but before I go here is a render of the two bayonets I made.
[t]http://i.imgur.com/xIiqgTL.png[/t]
[QUOTE=jonu67;50009599]Ballistic weave is totally worth it, it's second only to power armour stats wise, and with the correct under armour, namely army fatigues, you can also wear armour ON TOP OF IT too, giving you another boost over the already insane amount of armour the ballistic weave provides you.
[t]http://i.imgur.com/PrvJq1r.jpg[/t][t]http://i.imgur.com/3ElmjBM.jpg[/t][t]http://i.imgur.com/tBmh0Zy.jpg[/t]
I normally don't have to go that far though, because this is pretty much enough protection for me, plus the charisma bonuses for shops too, plus 99% of the time I'm in power armour, it's not very often I leave the safety of my death dealing shell.[/QUOTE]
I just wish more things accepted ballistic weave. What I find visually appealing like the Institute lab coats, or the synth uniform can't accept it. But curiously, Father's lab coat does. I know the easiest solution is to just download a mod that allows that, but for some reason it feels 'cheaty' even though I'm normally fine with using mods.
[QUOTE=asXas;50009669]Ok sorry for spamming this thread I should go back to my little hole in the 3D Art thread. but before I go here is a render of the two bayonets I made.
[t]http://i.imgur.com/xIiqgTL.png[/t][/QUOTE]
Wow the double bayonet looks really good! Great job!
[QUOTE=Ruby_Axe;50009649]The big problem I see with this is that the F3 and NV engines were incredibly similar so it was a relatively small leap to make to simply port over the game, but the gap between them and F4 is much larger and would require the re-implementation of several systems.
So basically you'd be recreating the entire game from scratch rather than porting it over (much like Skywind, and you've probably seen how long that's taking)[/QUOTE]
Yeah, you could pretty much just drop the Fallout 3 files into the New Vegas folder and it would "work". It would pretty broken in places if you did that (in both games), but it wouldn't need masses of work to get fix it, as TTW shows compared to something like Skywind.
Even if you ignore all the changes in mechanics and such between Fallout 3/New Vegas and Fallout 4, you'd still have a massive amount of work in just porting the assets over. Textures and models would need to be redone, and you'd probably have to rewrite scripts for Papyrus. Plus the way the engine handles a lot of things has changed, so you'd have to recreate all the records instead of copying them over.
But hey, at least the New Vegas weapons wouldn't be so limited by the mod system, so you could have all of the cut weapon mods without losing anything.
Is anyone else having the problem where you can't place items in or on the Castle? Whenever I try to put something in there, the objects are unplaceable. Sometimes the selected item will phase through the floor and then be place-able. The areas outside of the Castle work as normal.
I took up someone else suggestion on how they ran their settlements.
All of the Minutemen in the castle are equipped with combat armors and the likes. Four settlers are used as labor slaves to pick the crops. Every other outlying settlement consist of nothing but drug dens and weak peasants. I am a monster but this is the new world.
[QUOTE=Itauske Roken;50008325]um is anyone else getting a bug where when they switch weapons or into 3rd person or first person that their ammo counter drops a few?[/QUOTE]
Can anyone help with this?
[QUOTE=Omolong;50009782]Yeah, you could pretty much just drop the Fallout 3 files into the New Vegas folder and it would "work". It would pretty broken in places if you did that (in both games), but it wouldn't need masses of work to get fix it, as TTW shows compared to something like Skywind.
Even if you ignore all the changes in mechanics and such between Fallout 3/New Vegas and Fallout 4, you'd still have a massive amount of work in just porting the assets over. Textures and models would need to be redone, and you'd probably have to rewrite scripts for Papyrus. Plus the way the engine handles a lot of things has changed, so you'd have to recreate all the records instead of copying them over.
But hey, at least the New Vegas weapons wouldn't be so limited by the mod system, so you could have all of the cut weapon mods without losing anything.[/QUOTE]
Isn't there also something with how the worldspace is built ? It doesn't use square cells anymore in Fallout 4, so you'd have to redo the entire worldspace from scratch. The work of reproducing the exact same worldspace as accurately as possible would by itself take years.
[QUOTE=Ganerumo;50009881]It doesn't use square cells anymore in Fallout 4,[/QUOTE]
Wait what? Where'd you get this from?
I knew this reminded me of something
[t]http://images.akamai.steamusercontent.com/ugc/528418381441425010/9AEF2514BC555AE86F37294967C43CD8B65D3C3F/[/t]
[t]http://vignette3.wikia.nocookie.net/halo/images/e/e0/Knight_Roaring_2.jpg/revision/latest?cb=20130818164917[/t]
[QUOTE=ClarkWasHere;50009939]Wait what? Where'd you get this from?[/QUOTE]
I'm pretty sure he's pulling that fact out of his ass.
[QUOTE=ClarkWasHere;50009939]Wait what? Where'd you get this from?[/QUOTE]
People tried to access the content via New Vegas' GECK and the cells seemingly used a different shape entirely.
It was mentioned several versions ago on this thread.
Come on guys :saddowns:
[media]https://www.youtube.com/watch?v=5DmYLrxR0Y8[/media]
I wasn't being serious :frown:
[QUOTE=yellowoboe;50004984]pics of trumpness
I've adopted the Trump method.[/QUOTE]
[t]http://images.akamai.steamusercontent.com/ugc/294231200815187739/42F07943E69A92695407732EF91F954E972034AF/[/t][t]http://images.akamai.steamusercontent.com/ugc/294231200815188055/FE03C7D06A4C6F7289763138952D97C71833D887/[/t][t]http://images.akamai.steamusercontent.com/ugc/294231200815188481/CA33AA6A0C2EE74B60FA8AC87EFD696BB8058DE6/[/t]
As have I.
You might as well just call us Donald J. Tenpenny.
[t]http://images.akamai.steamusercontent.com/ugc/475501085816867304/4629337638C79B16F4A885FC3DC65280DE1A19B2/[/t]
Call him C00k-C00k, pity we don't have "raider" sounding robot voices or at the very least snarky robot personalities like Whitechapel Charlie in goodneighbor, another pity that the Raider machine parts are all focused on melee, I would have liked a few cool looking raider parts that focused on ranged weapons more.
[QUOTE=Ganerumo;50009972]People tried to access the content via New Vegas' GECK and the cells seemingly used a different shape entirely.
It was mentioned several versions ago on this thread.[/QUOTE]
I doubt that they changed the cells that much, but it's hard to say for sure. This isn't really something we can know for sure until the official tools come out anyway, seeing as previous mod tools don't have proper support for the game, and the xEdit tools aren't very useful when it comes to general cell editing.
Do you know what to do after beating the main storyline ? Looking for interresting side quests since I can't do the covenant ones anymore :(
[QUOTE=426_Hemi;50010313]Do you know what to do after beating the main storyline ? Looking for interresting side quests since I can't do the covenant ones anymore :([/QUOTE]
Your options post MQ are finish up sidequests, explore, build settlements, and do radiant quests if you [I]really[/I] want to.
Some fun sidequests are Confidence Man, Last Voyage of the U.S.S. Constitution, The Silver Shroud, and Trouble Brewin'.
if was really fun finishing up the DLC and being rewarded with a radiant quest!
The only radiant quests I've ever enjoyed were the ones for the Thieve's Guild in Skyrim.
I've tried doing the end game dailies for the DLC but the quests auto complete before I can even get to the objectives. I am assuming here the enemies are dying to the world environment.
For some reason, using Reshade's dxgi.dll means the game freezes while starting up. ENB works fine, though. Does anyone know of good presets that rely on just ENB?
i made a concrete wall checkpoint for my sanctuary
[T]http://images.akamai.steamusercontent.com/ugc/527292481534226881/5421FCED057A36620A828028754D6DF04D772742/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/527292481534170759/FDF4007D3C11BE43A96BBB14AB4E12066AF7D288/[/T]
Too bad if enemies attack Sanctuary they spawn INSIDE.
Great job Bethesda.
[QUOTE=KaptonJack;50010359]The only radiant quests I've ever enjoyed were the ones for the Thieve's Guild in Skyrim.[/QUOTE]
Radiant quests work fine to simulate the more menial tasks of some factions, but Bethesda's mistake is to use them as replacements rather than complements.
[editline]26th March 2016[/editline]
Although I don't understand how people are having difficulties with defending settlements.
As long as you have more beds than population, and higher defense than food and water, you'll almost never going to get attack, if never at all. The only misc quests I get about helping settlements are from the ones I haven't improved yet.
I've only ever had a settlement attacked once, and that was when I liberated one of the first settlements you get sent to and went back to get parts for turrets. Would like it if there was more to it than defence > food+water = no attack.
That, and settlement attackers having a real approach path to the settlement from e.g. a hostile faction outpost or stronghold, rather than just appearing right around where the player appears when fast-travelling there.
Finally someone started doing it. I hope he is serious about it, the idea is so great
[media]https://www.youtube.com/watch?v=VaH-ttUtLF4&feature=youtu.be[/media]
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