Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
[QUOTE=Ganerumo;49307807]I don't exactly remember whether there was any dialogue toward Caesar or House in New Vegas that was basically "yeah I'll kill you now" since I never picked these options to begin with. I know for sure that you can turn House hostile immediately by using the terminal to access his containment chamber, and it has like two or three different stages of confirmation before it lets you actually commit to that decision.
You can complete a bunch of side quests in Fallout 4 by going aggressive. Since you can now interrupt dialogue at any point having a specific dialogue option for initiating combat is a bit redundant since you can just pull your gun and shoot someone in the head as they talk.[/QUOTE]
You could use Terrifying Presence on Caesar to tell him you'll decorate the tent with his guts and turn the Legion hostile. If I recall correctly repeatedly refusing to give House the chip turns him hostile too. It's a little touch but saying stuff like that is cooler than walking backwards and pulling out your gun, which isn't always an option because a lot of the buggers are marked as essential anyway.
[QUOTE=Ganerumo;49307840]When only two options are needed (yes/no) the two other options are either a slightly more polite no, and asking whoever you're talking to what they would do which I thought was a really nice feature to have in a game like this. Being able to ask what other people would do and hear their advice was pretty neat imho.[/QUOTE]
but thats not always the case, unfortunately
a good example is with shopkeepers, almost always the dialogue is "barter" "maybe" (no) "not interested" (no) or "tell me more". That could be condensed down to three, easily. Or two, because as you said we can leave dialogue at any time.
Sometimes the writing makes the most of the fact theres 4 choices, but they shouldn't have to. There's no real reason for there to always be exactly 4 choices.
[QUOTE=Bread_Baron;49307848]You could use Terrifying Presence on Caesar to tell him you'll decorate the tent with his guts and turn the Legion hostile. If I recall correctly repeatedly refusing to give House the chip turns him hostile too. It's a little touch but saying stuff like that is cooler than walking backwards and pulling out your gun, which isn't always an option because a lot of the buggers are marked as essential anyway.[/QUOTE]
You can even use Terrifying Presence to stop some quests that would end up in confrontation regardless - like scaring Jean Baptiste into not killing Cass for Birds of a Feather or avoiding to confront the legion during Oh My Papa
Attention to details like that are always appreciated
[URL="http://www.nexusmods.com/fallout4/mods/2451/?"]Crafting Workbenches[/URL], it's so amazing
Now I don't even need the Settlement Supplies Extended ([URL="http://www.nexusmods.com/fallout4/mods/1145/?"]SSEX[/URL]) mod, because now I can just craft decorative Junk items on workbenches!
(I do have [URL="http://www.nexusmods.com/fallout4/mods/1478/?"]Homemaker - Expanded Settlements[/URL] though, which adds quite a bit too.)
Most importantly, now I can craft NUKA GRENADES! YEAH! :chem101:
[editline]13th December 2015[/editline]
And I can craft Power Armor pieces! YEAAAAH! (X-01 requires Rank4 Science and Armorer :disgust: But this is one helluva'n upgrade for me from T-45, I can get the 2nd best I think)
Does Crafting Workbenches' decorative junk system work better or worse than OCDecorator ?
[QUOTE=Ganerumo;49307886]Does Crafting Workbenches' decorative junk system work better or worse than OCDecorator ?[/QUOTE]
I'm not sure, I'm reading the desc. of that mod.
Does that mod allow crafting of Junk items through the Building-mode, or how does it work?
[QUOTE=Bat-shit;49307901]I'm not sure, I'm reading the desc. of that mod.
Does that mod allow crafting of Junk items through the Building-mode, or how does it work?[/QUOTE]
You get an additional menu in build mode which lets you create decorative junk out of regular junk from your inventory.
[img]http://i.imgur.com/Tm9zIP9.jpg[/img]
Food was also briefly implemented but had to be reverted back.
Yes I see, just read it too.
I can try that out.. by crafting a Junk Item (Coffee Pot) from one of those Junk Crafting Benches (Crafting Benches mod) and then see if it's usable in the Building Mode's OCDecorator categories.
But not on this very instant though.. but I'll try
OCDecorator only creates recipes for static objects based on vanilla junk, it can't dynamically create new static objects.
It's really handy because it lets you place objects directly instead of having to craft them at a table, drop them, open the build menu and then move them around.
I think it's a little unfair to say people disappointed with fallout 4 for being fallout 3+ just had unrealistically high expectations.
I can accept that it was never going to be new vegas 2, and although i will admit part of the reason im so disappointed is that it's pretty clear we aren't going to see another game that does what new vegas did for a very long time, it's not the sole reason, or even the biggest reason.
I just think Bethesda should have mixed things up a bit to create more of a difference between 3 and 4.
You leave the vault looking for your family member [sp] he's a middle aged guy have you seen him? [/sp] and find yourself in a hostile urban wasteland, populated by a large faction of super mutants, a large faction of direction-less raiders, two smaller factions of mercs- one group law-bringers and one group bloodthirsty generic mercs.
One half of the map is scorched wasteland, one half is urban ruins. All water is irradiated and there are two main cities, both with their own little gimmick, both are fairly small.
Which game was i just describing, fallout 3 or 4?
For fucks sake the ending of the brotherhood of steel quest-line is to [sp] go grab a mcguffin and then escort liberty prime to the[/sp] [del] purifier [/del] institute, [sp] then you have your climatic ending and see some ending slides that don't really relate to anything you chose to do throughout the game[/sp] that's not *close* to [sp] fallout 3's ending, it basically IS fallout 3's ending [/sp]
All the new stuff is just optional gameplay content like settlement building and raidant quest givers.
The end result just feels like im playing fallout 3 but with much better combat, way more fleshed out followers, much less to say, and hundreds of lore-unfriendly mods.
[IMG]http://i.imgur.com/tj3qWWF.jpg[/IMG]
This little gap drives me more and more insane as I keep playing.
[QUOTE=Ganerumo;49307924]OCDecorator only creates recipes for static objects based on vanilla junk, it can't dynamically create new static objects.
It's really handy because it lets you place objects directly instead of having to craft them at a table, drop them, open the build menu and then move them around.[/QUOTE]
Yes I know, it seems great, but this Crafting Benches mod is absolutely amazing as well, allows the crafting of much more; nuka grenades, power armor pieces, ammunition, guns, clothing, normal armors..
It also allows the crafting of Junk Items, so.. that may be a bit redundant, since you can craft them as static objects with OCDecorator apparently..?
In fact, you can optionally leave out the "Crafting Workbenches - Junk.esp" so that you cannot construct a Junk Crafting Bench, and thus cannot craft Junk items, which is redundant again because you can craft them as Static objects with OCDecorator!
So, it shouldn't/doesn't matter if they work or don't work together; meaning that OCDecorator mod recognizes all the Coffee Pots that you craft using the Crafting Workbenches mod.
eyy guys here's my char
[t]http://images.akamai.steamusercontent.com/ugc/400056371815972282/000260DCCF012DC04498DAA7F44143728F217B69/[/t]
[sp]it's default[/sp]
ALso guys, about those Revolvers, does your character manually pull back the hammer every time, or are there any double-action revolvers..? :disgust: I haven't really played with 'em much.
Honestly, I wish the game nixed the whole [I]SHAAAAAUN[/I] plotline and just started off with your character awaking from cryosleep with all other details left to the player. A person from the old world who finds themselves suddenly (to them) thrust into the new one. They can either cling to who they were before or take advantage of this blank slate and begin again.
There's only two revolvers in the game and they're both single action.
[editline]13th December 2015[/editline]
[QUOTE=Overwatch 7;49307967]Honestly, I wish the game nixed the whole [I]SHAAAAAUN[/I] plotline and just started off with your character awaking from cryosleep. A person from the old world who finds themselves suddenly (to them) thrust into the new one. They can either cling to who they were before or take advantage of this blank slate and begin again.[/QUOTE]
That's kind of what you can do in the base game though.
[QUOTE=Overwatch 7;49307967]Honestly, I wish the game nixed the whole [I]SHAAAAAUN[/I] plotline and just started off with your character awaking from cryosleep with all other details left to the player. A person from the old world who finds themselves suddenly (to them) thrust into the new one. They can either cling to who they were before or take advantage of this blank slate and begin again.[/QUOTE]
Hell, taking a page from New Vegas, the play character could even wake with amnesia as an unintended side-effect of being frozen for 200 years. If they really wanted to do something with your character having a backstory, then you could find hints or clues and decide whether or not to pursue your past. That would have been great.
Same deal as Fallout 3 where the main quest is personally motivated but you can ignore it if you want to roll with a character that doesn't have any particular ties with their family.
One of the most important things you get in fallout 3 as you are forced out of the vault is a message from your dad telling you [I]not to follow him[/I], which constitutes for your main incentive of not looking for your dad and thus never starting the main quest properly. In fallout 4 once you're out of the vault you can ignore Codsworth's directions (and mostly evade his questions regarding shaun by being a pessimistic asshole) and pretty much never mention your child again as long as you stay clear off the main quest, since the main quest is built around finding your son.
[QUOTE=Ganerumo;49307972]There's only two revolvers in the game and they're both single action.[/QUOTE]
I'm pretty sure the .44 is DA. It looks like a Model 29.
[QUOTE=Ganerumo;49308007]Same deal as Fallout 3 where the main quest is personally motivated but you can ignore it if you want to roll with a character that doesn't have any particular ties with their family.
One of the most important things you get in fallout 3 as you are forced out of the vault is a message from your dad telling you [I]not to follow him[/I], which constitutes for your main incentive of not looking for your dad and thus never starting the main quest properly. In fallout 4 once you're out of the vault you can ignore Codsworth's directions (and mostly evade his questions regarding shaun by being a pessimistic asshole) and pretty much never mention your child again as long as you stay clear off the main quest, since the main quest is built around finding your son.[/QUOTE]
"to avoid being forced something just don't play the game" isn't a good argument against things being forced to you
if you don't play the main quest the game doesn't advance (specially in Fallout3 where the enclave never appears if you don't) so it's not a compelling argument.
[QUOTE=Grenadiac;49308016]I'm pretty sure the .44 is DA. It looks like a Model 29.[/QUOTE]
It's single action, the character cocks the hammer manually every time he fires.
[QUOTE=Ganerumo;49308025]It's single action, the character cocks the hammer manually every time he fires.[/QUOTE]
Any gun with an external hammer can be used in single action whether it's built DA or not. Double action just means the trigger pull sets the hammer. You can still manually cock it for a lighter trigger pull. In all likelihood this is another case of Bethesda not knowing anything about firearms, but the gun is double action.
[QUOTE=Ruh-roh;49308018]"to avoid being forced something just don't play the game" isn't a good argument against things being forced to you
if you don't play the main quest the game doesn't advance (specially in Fallout3 where the enclave never appears if you don't) so it's not a compelling argument.[/QUOTE]
Every bethesda game since Arena is built around the concept that you can disregard the main quest without breaking the story and while still having a ton of things to do. It's practically a tradition at this point.
[QUOTE=Overwatch 7;49307967]Honestly, I wish the game nixed the whole [I]SHAAAAAUN[/I] plotline and just started off with your character awaking from cryosleep with all other details left to the player. A person from the old world who finds themselves suddenly (to them) thrust into the new one. They can either cling to who they were before or take advantage of this blank slate and begin again.[/QUOTE]
Oh man thats an awesome idea, they could even have a terminal with short back-stories on a few of the cryopod occupants, with several corrupted records, but no specification what occupant each entry correlated to..... so you could pick one that suited your character, or decide that your record was one of the corrupted ones and make your own up.
Have the vault experiment be about seeing the reactions of people from all walks of life to a post-nuclear world- one occupant was a priest, one a war veteran, one was a serial killer brought down to the vault in chains on the day of the blast, one was a parent of four, one was a renowned scientist, one was a Chinese POW, a robco sales executive etc etc
Yeah like I figured... no revolver actually worthy of using in FO4 :-(
Super weird as fuck, because in NV I looked forward to finding myself a double-action revolver, which were rarer and obviously better than single-action revolvers.
[QUOTE=Ganerumo;49308037]Every bethesda game since Arena is built around the concept that you can disregard the main quest without breaking the story and while still having a ton of things to do[/QUOTE]
No one is disputing that you still have tons of shit to do. The point is that the main quest blows and you're forced the whole DAAAD and SHAAAUN thing onto you whether you like it or not. "Tradition" or not it's still bad.
I see the main quest as one of the most important character development tools available to the player. It's a trying crucible that your character must navigate, the outcome of which defining who your character is as a whole. You can't get that same experience through endless radiant quests.
yeah I mean compare it even to skyrim where for the most part the fact that you're the last dragonborn isn't brought up [I]that[/I] much in dialog
[QUOTE=DONUT KING;49304203]I saw a mod one here somewhere that allowed you to scrap anything in the immediate vicinity of a settlement. Can someone link me to that mod? I've been searching and can't find it in a reasonable amount of time...[/QUOTE]
D:
[QUOTE=Ruh-roh;49308052]No one is disputing that you still have tons of shit to do. The point is that the main quest blows and you're forced the whole DAAAD and SHAAAUN thing onto you whether you like it or not. "Tradition" or not it's still bad.[/QUOTE]
In Fallout 1 you have to find a water chip to help your vault as your sole motivation for the first act of the main quest and you can't divert from that. You can also ignore the task at hand and doom your vault to certain death.
In Fallout 2 you have to find the GECK to help your village as your sole motivation for the first act of the main quest and you can't divert from that. You can also ignore the task at hand and doom your village to certain death.
In Fallout 3 you have to find your dad as your sole motivation for the first act of the main quest and you can't divert from that. You can also follow your father's advice and not look for him, and make with what you've got.
In Fallout New Vegas you have to find Benny as the sole motivation for the first act of the main quest and you can't divert from that. You can also drop the job and ignore Benny and move on with your life.
In Fallout 4 you have to find your son as your sole motivation for the first act of the main quest and you can't divert from that. You can also forget about Shaun and move on with your life.
Stop acting like having a specific goal is new to Fallout 4 when it's been around since Fallout 1, like seriously.
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