Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
[img_thumb]http://images.akamai.steamusercontent.com/ugc/644377194745252077/977EF5B291DB8A2E512A25F8C0D4C3EB5EF831D5/[/img_thumb]
I like this Katana.
[IMG]http://i.imgur.com/BlsXzhh.jpg[/IMG]
[QUOTE=Kommodore;49331703]it really makes no sense to me that Bethesda would have spent all this time and attention significantly improving gunplay only to limit the majority of perks' effects to VATS. i struggle to understand how anyone could not find this perk tree unbelievably boring.[/QUOTE]
Well most of Fallout 3's perks were boring as were Skyrim's skills. Bethesda are just bad at making perks apparently.
[QUOTE=QueenSasha24;49331922][T]http://images.akamai.steamusercontent.com/ugc/644377194745252077/977EF5B291DB8A2E512A25F8C0D4C3EB5EF831D5/[/T]
I like this Katana.[/QUOTE]
What mod?
[QUOTE=Tau;49332040]What mod?[/QUOTE]
[URL="http://www.nexusmods.com/fallout4/mods/6044/?"]Celtic Katana.[/URL] It's a port from a Skyrim mod.
[QUOTE=QueenSasha24;49331922][img_thumb]http://images.akamai.steamusercontent.com/ugc/644377194745252077/977EF5B291DB8A2E512A25F8C0D4C3EB5EF831D5/[/img_thumb]
I like this Katana.[/QUOTE]
Do you have a robotic right arm of some shorts or is it just perspective and similar textures to the cave?
How is your accuracy with 10 Perception? Grinding up 5 perk points to slam into it, but I'd like to know first.
[QUOTE=-Iker-;49332079]Do you have a robotic right arm of some shorts or is it just perspective and similar textures to the cave?[/QUOTE]
looks to me like the rain texture is covering most of the arm
[QUOTE=MissingGlitch;49331800]Minutemen ending. But be careful with the railroad. For some reason there is a chance they will turn hostile towards you because they think you are working for the Institute.[/QUOTE]
Okay, I'm a bit past the part where [sp]You build the teleport and infiltrate the institute. I got the Railroad to help me out with that and right now the Synths I'm helping escape are telling me to continue working for the Institute for now.[/sp] Is it too late for to get the Minutemen ending still?
Ooh true, now that I take a closer looks it seems to be that one retextured vault suit on the nexus. Damn, now I want a mod that adds robotic limbs and eyes and stuff, I wanna be augmented.
[editline]17th December 2015[/editline]
[QUOTE=Itauske Roken;49332090]looks to me like the rain texture is covering most of the arm[/QUOTE]
[QUOTE=UntouchedShadow;49332092]Okay, I'm a bit past the part where [sp]You build the teleport and infiltrate the institute. I got the Railroad to help me out with that and right now the Synths I'm helping escape are telling me to continue working for the Institute for now.[/sp] Is it too late for to get the Minutemen ending still?[/QUOTE]
[sp]Just punch Father in the face. A quest should start telling you to leave the institute. Once you leave that quest completes and another one starts telling you to talk to Preston.[/sp]
[QUOTE=MissingGlitch;49332116][sp]Just punch Father in the face. A quest should start telling you to leave the institute. Once you leave that quest completes and another one starts telling you to talk to Preston.[/sp][/QUOTE]
I wonder what happens if you do that, but you've never met the Minutemen?
The portal mod is coming along nicely.
[QUOTE=Dr.Snapple;49332241][video=youtube;A5H7xQMArF8]http://www.youtube.com/watch?v=A5H7xQMArF8&feature=youtu.be[/video] ???[/QUOTE]
The ghouls... they keep happening!
[QUOTE=Dr.Snapple;49332241][video=youtube;A5H7xQMArF8]http://www.youtube.com/watch?v=A5H7xQMArF8&feature=youtu.be[/video] ???[/QUOTE]
now you're thinking with radiation!
[QUOTE=QueenSasha24;49331922][img_thumb]http://images.akamai.steamusercontent.com/ugc/644377194745252077/977EF5B291DB8A2E512A25F8C0D4C3EB5EF831D5/[/img_thumb]
I like this Katana.[/QUOTE]
Where did ya find the "full" combat armour?
[QUOTE=Agent 47;49331748]I don't understand why they removed random crits from normal non-vats gameplay.[/QUOTE]
A nice compromise would be a "Gambler's" legendary effect of "Small chance to inflict a critical hit at any time"
It would stack with VATS crits too, so if you're really lucky, you might get a critical critical.
[QUOTE=Dr.Snapple;49332241][video=youtube;A5H7xQMArF8]http://www.youtube.com/watch?v=A5H7xQMArF8&feature=youtu.be[/video] ???[/QUOTE]
I told you bro, I told you about the ghouls!
[QUOTE=Bread_Baron;49329683]Joining a faction of raiders and terrorising the wasteland as part of the story is pretty much be the same concept as joining the Legion in New Vegas. I don't see the problem.[/QUOTE]
Raiders and Bandits in Bethesda games are always like this "no PC club," they've got a really weird aversion to letting you cooperate with raiders, and when they do let you cooperate they always, [I]always[/I] betray you just as this "haha fuck you for trusting raiders, bet you'd didn't see that coming XD" sort of deal.
It's never the type of thing that they do anymore, but it would have been cool if they treat raiders sort of like the vampire factions in morrowind. Maybe have a few main raider clans like Red Tourette's gang, Tower Tom's gang, the Forged, etc, and let you ally with one by doing an initiation ritual (ala like Fallout 1 where you have to murder some kidnapped women to prove you're a hardcore motherfucker to join The Khans) then maybe just get to do little repeatable raids on settlements, or get blood bounties to collect the heads of the other main raider leaders. Could have actually been awesome to have an anti-minuteman path where you just extort settlers with charisma or completely wipe out settlements.
Just another wasted opportunity obviously, but hey it's a neat thought :v:
At this point half the game is wasted opportunity.
I wish the Shishkebab was a heavy weapon. Medium weapons suck ass and katanas are meant to be held with two hands anyways.
[editline]17th December 2015[/editline]
[QUOTE=DogtoothCG;49328434]That isn't "planned" per-say, but we do have the Elite gear available as armor addons; after taking a quick gander at the original Elite gear, I may make a bulkier helmet to go with it.
Are you referencing the belt for the thigh holster? If yes, that was specifically left out; while it may have made for some nice visual interest, the lack of holstered weapons, and my opinion that it is not in fact a part of the "pre-war" outfit resulted in its absence. Thank you though, I"m glad you like it! I wouldn't call myself "professional", ie, I don't work at a studio, or have full-time clientele, but I am always looking ;)
I think you're certainly right about the size of the helmet; as it currently stands, the human head fits rather well within the bounds of the helmet (the facemask is currently removeable), but it does appear to have a good deal of empty space in the top of the head (they have some web insert in helmets I believe, to aid in universal fitment; I should be able to reconcile that with some minor adjustments, shouldn't screw with the normals too much. In regards to weight sliders, that is certainly on the list!
As for the textures, this is something I'd like to look into; as is, I've always tried to maintain a similar visual style to what is already present ingame, taking careful consideration not to over-do it in terms of texture quality or polycount. I always want my work to be consistent with the art style layed out by the devs. That being said, I haven't pulled any of the textures out of the game yet, but with your keen eye, I should likely do that tonight before getting too far ahead of myself![/QUOTE]
You're doing a fantastic job though so far, especially since its the first attempt. Keep going!
[QUOTE=gbtygfvyg;49329942]Can people stop bringing up karma? It was a shit system and I'm glad it's gone.
I can only see its implementation IF they overhaul it.[/QUOTE]
wrong it wasn't a shit system if done correctly, it never was, a better thought out karma system would have wiped the floor with this no consequences for your actions bullshit we have now.
[editline]17th December 2015[/editline]
[QUOTE=Dr.Snapple;49332241][video=youtube;A5H7xQMArF8]http://www.youtube.com/watch?v=A5H7xQMArF8&feature=youtu.be[/video] ???[/QUOTE]
I'm guessing they wanted to add a working escalator at some point and forgot to remove the motion function on the stairs :D
[editline]17th December 2015[/editline]
Also
[img]http://i.imgur.com/MyMkPUT.png[/img]
This is the best use of physics i've seen in the game thus far, if you go to the Gunners plaza there's a house nearby with a guy brewing Moonshine and he blows the fucking lab up as you approach! the flying bits of debris and the house blowing apart is actually pretty gorgeus.
[QUOTE=DrugUnit;49332362]Where did ya find the "full" combat armour?[/QUOTE]
I first found it out in Quincy. High ranking Gunners wear it more often than not.
Fallout 4 really need more descructables imo, disappointed my fat man doesn't really harm the environment in anyway.
[QUOTE=brenz;49332081]How is your accuracy with 10 Perception? Grinding up 5 perk points to slam into it, but I'd like to know first.[/QUOTE]
From what i've seen its anywhere between 2-4% per point in vats, could be wrong on that tho cause i only tested it at 9, 10 and 11.
I now realize I am addicted. Not to chems, but to +STR +END armor.
With how many I have (both legs, chest and one arm, all four deep pocketed), I lose like half my carry weight if I take them off. It's agonizing because I want to use outfits like [sp]the silver shroud[/sp]'s jacket, but my stats just plummet.
A mod I want to see ASAP is something that will allow the player to have direct control over the knockdown/takedown bash moves, maybe at a cost of AP or something.
Honestly for what could be such a huge aspect of the game's combat, the fact that (AFAIK) there isn't any in game information about them, they only happen in third person, they don't cost any resources, and they only happen under seemingly random conditions is just bad game design, IMO.
-shit wrong thread-
[QUOTE=Fouytan222;49332946]A mod I want to see ASAP is something that will allow the player to have direct control over the knockdown/takedown bash moves, maybe at a cost of AP or something.
Honestly for what could be such a huge aspect of the game's combat, the fact that (AFAIK) there isn't any in game information about them, they only happen in third person, they don't cost any resources, and they only happen under seemingly random conditions is just bad game design, IMO.[/QUOTE]
They're not entirely out of your control, but you pretty much have to figure out the way they work.
[sp]Be close and power attack when they're low on health. They become much more common when you get the feel of doing that[/sp]
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