• Fallout Thread V26: At least it's not a Nuclear Winter
    5,001 replies, posted
[QUOTE=kibbleknight;50015078]so like, how do you make robots act like settlers? i've been wanting to have one of my stores run by robots, but when i do that they can't sell me anything, they can only trade me things from their inventory. Surely there's a way to make a non-follower robot for this sort of thing?[/QUOTE] "I hope you ain't one of those insitute synths to spy on me!"
[QUOTE=jonu67;50015045]Robots obviously.[/QUOTE] No, I meant mods. Settlement Keywords, Armor&Weapon Keywords, I hear those are a thing these days? Plus all other essential mods, before I can get to actual modding. Oh man, what am I getting into again
Unrelated to the current discussion. A retexture for the 1911 mod that makes it look like the Classic 1911, closer to how it looked in NV. [url]http://www.nexusmods.com/fallout4/mods/11221/?[/url]
[QUOTE=Bat-shit;50015106]No, I meant mods. Settlement Keywords, Armor&Weapon Keywords, I hear those are a thing these days? Plus all other essential mods, before I can get to actual modding. Oh man, what am I getting into again[/QUOTE] Get mods with robots in obviously.
I really hope someone makes a "proper shooting stance" mod for this once people start making animation mods, really irritates me when my character is sniping people in VATS and isn't even looking down the scope.
Well shit I'm in this thread again this time with an update, we released 1.1 of the [URL="http://www.nexusmods.com/fallout4/mods/11274/"]pipeshotgun[/URL] here some new shit. Here's some pictures, a render with all the new stuff I made for in the new update. and in game with dual bayonet and new materials. [t]http://i.imgur.com/2kZNqEN.png[/t][t]http://i.imgur.com/SNLCxli.jpg[/t] [quote=Changelog 1.1] - Gun damage has been rebalanced. - Adds 2 new recievers, 1 barrel, and 3 muzzle attachments. - Explosive receiver and ammo have been temporarily removed. It will be back when it is re-balanced and may be a unique version of the Pipe Shotgun. - Scopes have been removed due to problems, hopefully will be back in the next update. - Textures have been updated. - The Pipe Shotgun can now spawn with any combination of its attachments. [/quote]
I hope survival makes it so all weapons are just as lethal.. If I shoot a level 55 in their unarmoured face, it should do as much damage as to a level 5. Only thing that should reduce damage is armour.
[QUOTE=QueenSasha24;50015128]I really hope someone makes a "proper shooting stance" mod for this once people start making animation mods, really irritates me when my character is sniping people in VATS and isn't even looking down the scope.[/QUOTE] I want a magazine that toggles your shooting stance, like the one handed gangster pose for pistols in Fallout 3/NV
[QUOTE=asXas;50015179]Well shit I'm in this thread again this time with an update, we released 1.1 of the [URL="http://www.nexusmods.com/fallout4/mods/11274/"]pipeshotgun[/URL] here some new shit. Here's some pictures, a render with all the new stuff I made for in the new update. and in game with dual bayonet and new materials. [t]http://i.imgur.com/2kZNqEN.png[/t][t]http://i.imgur.com/SNLCxli.jpg[/t][/QUOTE] Freaking great job with that. Also, like the idea of making an actual unique version of the weapon, but as an addition to that idea, when it comes to the explosive receiver, which sounds a bit powerful, explosve weapons in general are OP, perhaps make it a unique mod attached to a named pipeshotgun then put it out in the wasteland for people to find. Sort of what Bethesda did with kremvh's tooth, or if you can somehow add it to the legendary pool, do that, and make the "unique mod" that comes with the one you can find even more unique.
[QUOTE=Ganerumo;50013958]It'd have to break the lore significantly to be playable. Ghouls are meant to be brittle, shitty people with shit lives who are in constant agony and who can't run a yard because they'd run out of breath (and their legs would probably explode if they ran more). Also it wouldn't even be a matter of overcoming bigots, people would shoot you on sight or just not let you in period. If people complained that the protagonist is the center of the world in F3, Skyrim and F4 then they'd be enraged at a game where you're the only ghoul in an entire region that's allowed in within days of showing up (if not hours). It'd be fun as a mod, but as a core feature you'd have to build an entire game around being literally just bad at everything. [/QUOTE] Tbh I don't see why it would be any different from bringing Strong or Hancock into diamond city/the prydwn. If you can bring a live super mutant within 5 feet of elder maxson without getting riddled with holes, then im sure they could figure out a way to make a ghoul race work. It could be as simple as "You can't come in here [i] freak [/i]" - "Would some caps change your mind?" - "fine, but wear this gas mask, and if you even think about going feral il put you down myself". In skyrim you can join the unwashed unshaven nationalist nordic anti-elf hate group as the worlds prettiest high elf, and nobody cares. I don't see how being an immortal radiation zombie that can heal from radiation is being "bad at everything"- Having fewer action points and lower strength in areas without radiation, and a lower charisma score overall (and even then, you try telling me hancock isn't charismatic) would be a neat way to offset the bonuses. Plus we are kind of past the point of thinking ghouls are brittle and in constant pain when you can have a baddass ghoul henchman in every recent game, and charred feral ghouls can soak up literally hundreds of rounds before eventually dying, AND then come back to life if a glowing one is around.
[QUOTE=asXas;50015179]Well shit I'm in this thread again this time with an update, we released 1.1 of the [URL="http://www.nexusmods.com/fallout4/mods/11274/"]pipeshotgun[/URL] here some new shit. Here's some pictures, a render with all the new stuff I made for in the new update. and in game with dual bayonet and new materials. [t]http://i.imgur.com/2kZNqEN.png[/t][t]http://i.imgur.com/SNLCxli.jpg[/t][/QUOTE] Superb work as always. Any other weapon ideas? Also would the GECK be necessary to add new animations? Would be great to have one utilizing the front grip on that. [editline]27th March 2016[/editline] [QUOTE=fulgrim;50015237]Tbh I don't see why it would be any different from bringing Strong or Hancock into diamond city/the prydwn. If you can bring a live super mutant within 5 feet of elder maxson without getting riddled with holes, then im sure they could figure out a way to make a ghoul race work. It could be as simple as "You can't come in here [i] freak [/i]" - "Would some caps change your mind?" - "fine, but wear this gas mask, and if you even think about going feral il put you down myself". In skyrim you can join the unwashed unshaven nationalist nordic anti-elf hate group as the worlds prettiest high elf, and nobody cares. I don't see how being an immortal radiation zombie that can heal from radiation is being "bad at everything"- Having fewer action points and lower strength in areas without radiation, and a lower charisma score overall (and even then, you try telling me hancock isn't charismatic) would be a neat way to offset the bonuses. Plus we are kind of past the point of thinking ghouls are brittle and in constant pain when you can have a baddass ghoul henchman in every recent game, and charred feral ghouls can soak up literally hundreds of rounds before eventually dying.[/QUOTE] Pretty sure Bethesda stop caring about such minor details ages ago. It should be logical to assume that every Ghoul is different in terms of how decayed they are though. So you could argue a fresh one would be sturdier than say a Feral.
[QUOTE=QueenSasha24;50015128]I really hope someone makes a "proper shooting stance" mod for this once people start making animation mods, really irritates me when my character is sniping people in VATS and isn't even looking down the scope.[/QUOTE] What bugs me is you're holding a pistol 2 handed in FP while in power armour, but in third person you're just using one hand.
[QUOTE=spekter;50015238]Superb work as always. Any other weapon ideas? Also would the GECK be necessary to add new animations? Would be great to have one utilizing the front grip on that.[/QUOTE] We've talked about making more pipe weapons from the concept art book so you might see more of my stuff in game. As for animation mattsahuman(co-creator) told me that the GECK didn't help last time and that someone released third party tools to make custom animations work. I don't really have any experience with modding beth games until now so I have no idea how it worked in previous games.
Main Quest spoilers [sp]The first time I ever entered the institute, there was a generic gen 3 synth in the room holding Synth Shaun, I don't think he was meant to be there, he hasn't been there in any other playthroughs. He had all the standard nameless synth dialogue, talking about how father is great and all that[/sp]
Is it possible to make a robots-only settlement with 100% happiness?
[QUOTE=spekter;50015062]Lol it fully rounds off the game and themes that the entire fallout series (sans bethesda games) encompassed.[/QUOTE] i would be interested to hear you elaborate on this
Huh (Main Quest, Institute) [sp]You can outright deny that 'Father' is your son and ask him to let you leave[/sp]
[QUOTE=erkor;50008666][T]http://images.akamai.steamusercontent.com/ugc/527292481533294327/0F1C578BB6D3E4B2E1C5BACCB1AB2DB869CEB3A1/[/T] takahashi is stalking me [I]send help please[/I][/QUOTE] Yeah me too, he randomly appeared on my robot island, I guess he wanted to be with his own kind [img]http://images.akamai.steamusercontent.com/ugc/287475801379972342/4142497BDE073C09072D62D69B0D670FABC5F74B/[/img] get out the way dude [img]http://images.akamai.steamusercontent.com/ugc/287475801379973047/0FB18078CBDCC7E1FF7A6F4699B3DFBC86972DA4/[/img]
Is there any way to modify what does or doesn't appear as Legendary items? If possible I'd like to remove some items (fuck off walking canes) and add some others.
I like to think instigating walking canes were used by old men yelling at kids for being on their lawns.
So I meant to post this here but accidentally posted it in the modeling topic [url]http://www.nexusmods.com/fallout4/mods/11357/?[/url] The most immersive of mods :v:
[QUOTE=asXas;50015294]We've talked about making more pipe weapons from the concept art book so you might see more of my stuff in game. As for animation mattsahuman(co-creator) told me that the GECK didn't help last time and that someone released third party tools to make custom animations work. I don't really have any experience with modding beth games until now so I have no idea how it worked in previous games.[/QUOTE] would love to see the 'Crude Blowback' design. It looks like it could line up well with animation touchpoints for the Combat Rifle, having a low foregrip and all, or maybe the Submachine Gun. [t]http://i.imgur.com/7SkAoSW.jpg[/t]
[QUOTE=asXas;50015179]Well shit I'm in this thread again this time with an update, we released 1.1 of the [URL="http://www.nexusmods.com/fallout4/mods/11274/"]pipeshotgun[/URL] here some new shit. Here's some pictures, a render with all the new stuff I made for in the new update. and in game with dual bayonet and new materials. [t]http://i.imgur.com/2kZNqEN.png[/t][t]http://i.imgur.com/SNLCxli.jpg[/t][/QUOTE] Looks like one of those 37mm tear gas launchers.
i wish there was a way to have button-operated doors also more buttons
[QUOTE=Wulfram;50013650]That's why I said NV was completely different from the rest of the games though. It has the most blank slate character out of all of them [editline]27th March 2016[/editline] you can do the same for 1 and 2 though Vault Dweller 1) Has to be between 16 and 35 2) Prior Residence 3) Grew up in a vault (which honestly is the most limiting thing since theres only so much you can do or be inside a vault) doesnt seem like much but being from a vault is an extremely limiting thing imo Chosen One 1) Again between 16 and 35 2) Place of residence 3) Known ancestry/Mother is the village Elder 4) Known familial accomplishments (since you're a descendant of the Vault Dweller) 5) Was groomed from birth to be the Champion of Arroyo (which honestly seems just as limiting as being from a vault) 6) Forced to care about the people of Arroyo (idk exactly but I dont think you can not save them like you could just ignore Vault 13 in the first game) I'm sure there's more things I'm forgetting, but the point is that yeah, 3 and 4 have more set backstory and limiting factors, but 1 and 2 weren't completely void of them either.[/QUOTE] There is also the vault dweller memoirs which is the canon ways of fallout 1 to 2. I wouldn't also say no to a Wasteland 2 - type of fallout 1 and 2. [editline]27th March 2016[/editline] [QUOTE=erkor;50015603]i wish there was a way to have button-operated doors also more buttons[/QUOTE] everytime i'm infront of a vault door, i feel like i should stop and see the doors closers and then it opens. it's more cinematic i guess? eh
[QUOTE=DChapsfield;50015443]would love to see the 'Crude Blowback' design. It looks like it could line up well with animation touchpoints for the Combat Rifle, having a low foregrip and all, or maybe the Submachine Gun.[/QUOTE] I looks like it will be our next gun I'm gonna start model it today and I'll probably post here again once I've got something to show.
[QUOTE=Tuskin;50015367]Huh (Main Quest, Institute) [sp]You can outright deny that 'Father' is your son and ask him to let you leave[/sp][/QUOTE] In my most recent playthrough I[sp]blew Father's head off as soon as I saw him (this character was strictly revenge focused and off her rocker), and it never came up for the rest of the game that he was your son. It came as a final revenge at the end, when you're destroying the Institute and "Shawn" appears. Your character might take him with you and assume you've save your son, but the holotape that tells you he's just a synth comes as a twist of the knife from Father from beyond the grave.[/sp]
I actually [sp]killed father a few times before he tells you he's actually your son (which I didn't know)[/sp]:v:
[QUOTE=Pax;50015692]In my most recent playthrough I[sp]blew Father's head off as soon as I saw him (this character was strictly revenge focused and off her rocker), and it never came up for the rest of the game that he was your son. It came as a final revenge at the end, when you're destroying the Institute and "Shawn" appears. Your character might take him with you and assume you've save your son, but the holotape that tells you he's just a synth comes as a twist of the knife from Father from beyond the grave.[/sp][/QUOTE] What, i've never heard something like that.. is it really different [sp] if you kill father BEFORE he tells you he is your son? Is the holotape any different? [/sp]
[QUOTE=asXas;50015179]Well shit I'm in this thread again this time with an update, we released 1.1 of the [URL="http://www.nexusmods.com/fallout4/mods/11274/"]pipeshotgun[/URL] here some new shit. Here's some pictures, a render with all the new stuff I made for in the new update. and in game with dual bayonet and new materials. [t]http://i.imgur.com/2kZNqEN.png[/t][t]http://i.imgur.com/SNLCxli.jpg[/t][/QUOTE] Considering the size of the barrel (fucking huge) and the fact that it's made out of what looks like industrial piping, you should have called it the Plumberbuss.
Sorry, you need to Log In to post a reply to this thread.