Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=Conro101;50071558]What's the pipboy mod he's using?[/QUOTE]
It's the same pipboy being used in that FO mod "The Frontier"
[QUOTE=SFC003;50071569]It's the same pipboy being used in that FO mod "The Frontier"[/QUOTE]
That looks more like one that's on GUN in the public downloads section.
it's a port of the fallout 4 pipboy into new vegas
[QUOTE=Itauske Roken;50071590]That looks more like one that's on GUN in the public downloads section.
it's a port of the fallout 4 pipboy into new vegas[/QUOTE]
do you have a link to their site? searching "fallout new vegas GUN" is extremely unhelpful, surprising no one
[QUOTE=Itauske Roken;50071590]That looks more like one that's on GUN in the public downloads section.
it's a port of the fallout 4 pipboy into new vegas[/QUOTE]
Huh, it probably is then. My bad.
[QUOTE=Conro101;50071607]do you have a link to their site? searching "fallout new vegas GUN" is extremely unhelpful, surprising no one[/QUOTE]
[url]http://www.gunetwork.org/t9363-nvrelease-fallout-4-pip-boy-for-new-vegas[/url]
You have to be a member to get it
[QUOTE=Gray Altoid;50071315]Holy heck the grenade spam in survival beta is awful.
Like, it's pretty much mandatory to slap padded/dense mods on your armor if you're not going out there with power armor.[/QUOTE]
Sounds like youve got shit luck, been playing over 10 hrs on my survival save and the only time grenades get me is when im acting like an idiot and dont run the insrant i see the marker
[QUOTE=Itauske Roken;50071646][URL]http://www.gunetwork.org/t9363-nvrelease-fallout-4-pip-boy-for-new-vegas[/URL]
You have to be a member to get it[/QUOTE]
:snip:
thanks for the link, it all worked out
Honestly the save system is a little silly because ive had my fair share of crashes, but all in all matresses/sleeping bags are -everywhere-. Theres at least one per dungeon, and if youre in boston then youre less than a minute from one for certain.
The non-city regions can be dicey, but that honestly gives you major incentive to make settlements. Im loving my minutemen fortress in covenant, its just close enough to boston that i can regularly trip there for rnr
[QUOTE=myng;50070649]The bigger question is why can they only hold 4 bottles, even though the machine is the size of a man[/QUOTE]Probably the same reason automatic coffee machines need to be hauled by heavy machinery and bolted onto a very sturdy surface.
[editline]edit[/editline]
Can't remember where it was, but there was some location that had a whole series of terminal entries regarding someone who got fired and replaced by an enormous coffee machine that took up his entire former cubicle.
"(dialogue) is not a mode you are locked into, you can walk away whenever you want, shoot them in the face if you want."
so I walk up to this random encounter where this dude is about to shoot this synth dude right
and my speech isn't naturally high enough to pass the checks so I wanted to leave the dialogue to put on this dirty blue suit i found earlier that increases my charisma by 2 raising it to 6
but i couldn't for the life of me leave the dialogue, usually looking away works at some point but all that ended up happening was i looked at the tree behind me. sometimes using the movement keys works too but not here. i ended up reloading a save just so i could pass this check.
but why this? why was I only locked in the dialogue for this particular situation?
[QUOTE=DChapsfield;50070722]While researching this, i found the thumbnail of a now missing image which detailed a prop-maker's plan for the machine. basically, the small door area would have a hinged internal back or side panel and when you inserted money, the cola would slide out from a containment matrix inside the machine and pop into the refrigerated section. Perhaps they would be flash-chilled, and the soda would be manufactured to be stable at higher temperatures so they didn't need to be constantly refrigerated.[/QUOTE]
I found a dead raider lying on the floor of my Red Rocket home, holding one of my named weapons. Somehow he managed to get inside and pull a weapon out of my workshop storage before Cait or Piper mowed him down.
Now I'm paranoid about all the stuff I have stored in my settlements' workshops.
[QUOTE=ScumBunny;50072047]I found a dead raider lying on the floor of my Red Rocket home, holding one of my named weapons. Somehow he managed to get inside and pull a weapon out of my workshop storage before Cait or Piper mowed him down.
Now I'm paranoid about all the stuff I have stored in my settlements' workshops.[/QUOTE]
Settlers and raiders can take shit from settlement workshops. I had Sheffield at Sanctuary when ferals attacked. Sheffield tried to go to Valhalla by stealing one of my experimental MIRV upgraded Fat Man launchers and my mininukes, and point-blank cluster nuking the whole pack. I only store my stuff in Home Plate at DC now.
They can also take your fusion cores and steal your power armor as well. Luckily you can tell settlers to fuck off and get out, but you'll have to either steal the core or kill them if a raider takes one.
well I finally got around to starting a survival mode run
Deathclaw wrecked me at concord and my last 'save' was in a bed just before concord
wouldnt it be great if there was a chance upon killing a power armored enemy, the frame locks up and hangs in whatever position it was before the user was killed? then you could take the frame off a downed enemy and watch his body flop out. it'd be a neat detail.
[QUOTE=WillerinV1.02;50072130]wouldnt it be great if there was a chance upon killing a power armored enemy, the frame locks up and hangs in whatever position it was before the user was killed? then you could take the frame off a downed enemy and watch his body flop out. it'd be a neat detail.[/QUOTE]
It'd be neat to find a powered down armor like that and you open it expecting it to just be empty and a body flops out instead.
[QUOTE=zombini;50072121]Settlers and raiders can take shit from settlement workshops. I had Sheffield at Sanctuary when ferals attacked. Sheffield tried to go to Valhalla by stealing one of my experimental MIRV upgraded Fat Man launchers and my mininukes, and point-blank cluster nuking the whole pack. I only store my stuff in Home Plate at DC now.
They can also take your fusion cores and steal your power armor as well. Luckily you can tell settlers to fuck off and get out, but you'll have to either steal the core or kill them if a raider takes one.[/QUOTE]
More than certain they only pick stuff up from containers, not from settlement inventory, as these are the only times I ever saw any one of them pick something up for defense (I leave several military crates with stuff in them for that purpose to avoid giving each of them weapons, I let em pick), that, or it somehow never happened once to me over 436 hrs & 4 different playthroughs all of which I constantly make as many settlements as possible.
[QUOTE=Bragdras;50072152]More than certain they only pick stuff up from containers, not from settlement inventory, as these are the only times I ever saw any one of them pick something up for defense (I leave several military crates with stuff in them for that purpose to avoid giving each of them weapons, I let em pick), that, or it somehow never happened once to me over 436 hrs & 4 different playthroughs all of which I constantly make as many settlements as possible.[/QUOTE]
They can, and will pick them up from the settlement inventory, that's where Sheffield got my Fat Man launcher from. That was a while ago though, but it's unlikely that they changed it.
I've also experienced too big for their britches settlers stealing my shit in the form of one of the minutemen at the castle taking all of my gauss rifle ammo and one of my legendary plasma rifles (even though that makes no sense) because she apparently thought she needed all of that so she could go stare menacingly at those raiders that spawn at the docks across the water from the diner for like 15 minutes.
[QUOTE=Itauske Roken;50072128]well I finally got around to starting a survival mode run
Deathclaw wrecked me at concord and my last 'save' was in a bed just before concord[/QUOTE]
the assault rifle actually has a higher DPS than the minigun
just saying :pudge:
[QUOTE=LolzMan1325;50072339]the assault rifle actually has a higher DPS than the minigun
just saying :pudge:[/QUOTE]
where is this assault rifle?
if you take the fusion core out of your armour after you leave it behind then settlers/raiders can't get into the suits. annoying and inconvenient, but it works.
[QUOTE=Itauske Roken;50072350]where is this assault rifle?[/QUOTE]
oh my bad, i misspoke; i just meant to say that the minigun is woefully underpowered in the base game. it's actually impossible to find assault rifles that early in the game since they're considered a high-level item. no doubt due to the previously stated fact.
So, a new mod on the nexus that gives the player a weaker version of intimidation as a free perk got me thinking about the system.
I'd like to see a mod that makes intimidation success radial so for example, if you're in a fight with three raiders and intimidate one successfully the other two should automatically roll checks as well instead of having to manually target and intimidate them all.
Intimidation rank 1, 40% chance to intimidate target and 40% chance to intimidate surrounding targets. Rank 2, still 40% chance initially but balanced by making it a 60% chance to intimidate everybody around on success. Rank 3, continuing the pattern, 40% initial check with an 80% radial success rate so while your initial intimidation success rate is still spotty, if you do manage to pull it off it's almost guaranteed everybody around is going to follow suit. (maybe even a lower base chance, would obviously need testing)
I'd also like to see wasteland whisperer restricted to (arguably) sentient creatures like super mutants, since it's weird to be able to just go "Shh boy it's okay..." and a radscorpion will be all like "we chill fam" and scuttle off. Not sure about ghouls or synths, but definitely no animals. Well, maybe dogs. But not mongrels.
Outside of those two specific perks, I'd also like to see a mod that gets rid of the more unbelievable perk benifits, like the water breathing of aquaboy and the magic magazine refill of scrounger, etc.
[editline]banana[/editline]
And also, a thing that lets you tie up people you've intimidated since there's already an animation for that would be pretty rad.
[QUOTE=Pretty Obscure;50072386]So, a new mod on the nexus that gives the player a weaker version of intimidation as a free perk got me thinking about the system.
I'd like to see a mod that makes intimidation success radial so for example, if you're in a fight with three raiders and intimidate one successfully the other two should automatically roll checks as well instead of having to manually target and intimidate them all.
Intimidation rank 1, 40% chance to intimidate target and 40% chance to intimidate surrounding targets. Rank 2, still 40% chance initially but balanced by making it a 60% chance to intimidate everybody around on success. Rank 3, continuing the pattern, 40% initial check with an 80% radial success rate so while your initial intimidation success rate is still spotty, if you do manage to pull it off it's almost guaranteed everybody around is going to follow suit. (maybe even a lower base chance, would obviously need testing)
I'd also like to see wasteland whisperer restricted to (arguably) sentient creatures like super mutants, since it's weird to be able to just go "Shh boy it's okay..." and a radscorpion will be all like "we chill fam" and scuttle off. Not sure about ghouls or synths, but definitely no animals. Well, maybe dogs. But not mongrels.
Outside of those two specific perks, I'd also like to see a mod that gets rid of the more unbelievable perk benifits, like the water breathing of aquaboy and the magic magazine refill of scrounger, etc.
[editline]banana[/editline]
And also, a thing that lets you tie up people you've intimidated since there's already an animation for that would be pretty rad.[/QUOTE]
I really hate how the intimidation perks were implemented; I should not have the same chance to pacify a normal Raider as I do to pacify a Raider Veteran in power armor. Similarly, if I'm in full X0-1, carrying a Fatman, with a Sentrybot companion, I should have a significantly higher chance to pacify humans than I would if I'm walking around in my vault suit solo with a pipe pistol. Same goes for animal whisperer and the one that works on Super Mutants, but less so for the creatures I guess. Still, they should in theory be more intimidated by someone in power armor than someone without it, if only for the size difference.
I can't decide which kind of dialogues skill checks I like more, New Vegas' (you either have the amount of skill required or you absolutely can't win check) or Fallout 3's (the higher the amount of skill for each check you have, the more chance you have to win the check, to the point you can use save scumming to win the check, eventually)
Well one is a straight forward yes if you have it and the other is a maybe sometimes no matter how much of it you have.
At first I was also very confused because I thought that the higher the percentage showed the more chances I had at winning the check
I much prefer New Vegas in that regard, I hate random chance, New Vegas actually feels like a skill check, while Fallout 3's system feels like a gamble.
I mean you could just brute force the hell out of it if you really wanted too in Fallout 3.
Speaking of settlers stealing shit, is placing my stuff in containers in rooms that their pathfinding can't navigate sufficient to protect it?
[QUOTE=EliaMoroes;50072500]At first I was also very confused because I thought that the higher the percentage showed the more chances I had at winning the check[/QUOTE]
Was rather annoying when my shit was maxed and I'd fail it.
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