• Fallout V23: "I got another thread that needs your help."
    5,002 replies, posted
Well to be fair [sp]I don't think any of the factions that would actually care about keeping the institute as headquarters would have the technology and know-how to maintain the installations for any period of time. The only ones that could are the BOS and the Maxson has a gigantic hate boner for the institute so he'd never condone actually using that kind of tech[/sp]
Is there any easy way to change Nick's clothing? I want to put him in some less rugged but still detective-y clothing.
[QUOTE=Keychain;49255847]Is there any easy way to change Nick's clothing? I want to put him in some less rugged but still detective-y clothing.[/QUOTE] If you trade with a companion you can make them equip stuff in that menu. Works for settlers too. Not sure if Nick is an exception to that rule or something. [editline]Nick... is a synth.[/editline] You're right, it doesn't. Just checked. Damn, I wanted to give him the Silver Shroud armor.
[QUOTE=Joekirk;49255868]If you trade with a companion you can make them equip stuff in that menu.[/QUOTE] Yeah but I don't think it works with Nick. So I was wondering if there was a way to do it via console commands or something.
[QUOTE=Ganerumo;49255107]MQ endings [sp]I don't mind the fact you can only get to blow up the institute and not keep it as it is, at least on the short term. New Vegas' endings all end up with a faction getting control of the dam and there's no option to blow it up or abandon it. You practically have no impact on the actual outcome of the four main quests directly, even though I personally would have liked at least one ending where I get to walk out of the mojave and be a dumb anarchist and blow the whole thing up so nobody has it.[/sp] I will however never understand why Bethesda dislikes the ending slideshow so much though, especially in a game with so many companions that should all have their own slide.[/QUOTE] You get an option to blow the dams generators and make it useless to both NCR and Legion in the Yesman ending.
i got a name for my alien blaster [t]http://images.akamai.steamusercontent.com/ugc/400055647320867892/3E19217C5F2AF27F819DED9BDC08600AD5758452/[/t]
[QUOTE=WillerinV1.02;49255884]You get an option to blow the dams generators and make it useless to both NCR and Legion in the Yesman ending.[/QUOTE] Oh well that's that, wild card is the only ending I did once as my second run back when the game was released, forgot about that. Still wish the ending where you could walk out of the mojave was still in the game.
[QUOTE=Keychain;49255872]Yeah but I don't think it works with Nick. So I was wondering if there was a way to do it via console commands or something.[/QUOTE] If you just want to do it via console commands, you'd need the base ID of the clothing you want him to wear. You then have to use the additem and equipitem console commands to add it to his inventory and then equip it.
[QUOTE=Keychain;49255872]Yeah but I don't think it works with Nick. So I was wondering if there was a way to do it via console commands or something.[/QUOTE] help "item name you want" 0 note the item id then click on Nick, type equipitem ID 1 Bam, done. The 1 at the end of the command will normally prevent Nick from ever reverting back to his usual outfit.
MQ spoilers and major character/quest spoilers for the Railroad and Brotherhood: The factions' conversations with you after the main quest are really poorly implemented. [sp]I sided with the Minutemen and after blowing up the Institute, I figured I'd go check out the Railroad's reaction. They seemed pretty pleased, but they seemed to think Glory was dead, even though she was walking around the room. Furthermore, the Brotherhood at the police station seemed to think that I spared Danse, despite the fact that I never even joined the Brotherhood in this playthrough. They also talked like he was in some bunker somewhere even though he was walking around in the same building.[/sp]
[QUOTE=ColonelCorn;49255932]MQ spoilers and major character/quest spoilers for the Railroad and Brotherhood: The factions' conversations with you after the main quest are really poorly implemented. [sp]I sided with the Minutemen and after blowing up the Institute, I figured I'd go check out the Railroad's reaction. They seemed pretty pleased, but they seemed to think Glory was dead, even though she was walking around the room. Furthermore, the Brotherhood at the police station seemed to think that I spared Danse, despite the fact that I never even joined the Brotherhood in this playthrough. They also talked like he was in some bunker somewhere even though he was walking around in the same building.[/sp][/QUOTE] Yeah it seems like some of the post-ending stuff has some script hiccups. [sp]They think you spared Danse because the game literally only checks whether or not you killed him, not if you completed the quest related to him. And since by default unless told otherwise he goes into hiding, that's what the game assumes.[/sp]
[t]http://minimal.terrible.graphics/2015-12-05_22-29-52.jpg[/t] "Talk dirty to me"
[QUOTE=hypno-toad;49253095]Holy hell, those were some substantial memory improvements in the patch. Can finally play with 5k DSR. Jaggies are now an extinct species [t]http://i.cubeupload.com/einFVl.jpg[/t][/QUOTE] What are your graphics settings + what you set in your nvidia control panel?
Guys, am I the only one who has this problem? When I try to attack random BoS, they don't turn hostile no matter how much I hit them.They just stand still and yell some shit.Is it a bug or something? I joined the Minuteman BTW.
Perception: -5 [url]http://webmshare.com/play/PqqzL[/url] [vid]http://s1.webmshare.com/PqqzL.webm[/vid]
so is it okay to update to the beta patches while using mods?
grrr, the only way to create a staircase for a second story that you can attach floors to is to use the Shack Staircase, which can't be attached to Shack Foundation without sticking out :angry: [t]http://i.imgur.com/gppQTOS.jpg[/t] [t]http://i.imgur.com/OVnHUEk.jpg[/t]
[QUOTE=Spectre1406;49255886]i got a name for my alien blaster [t]http://images.akamai.steamusercontent.com/ugc/400055647320867892/3E19217C5F2AF27F819DED9BDC08600AD5758452/[/t][/QUOTE] any way to get more ammo for this thing? [editline]5th December 2015[/editline] [QUOTE=WillerinV1.02;49256135]so is it okay to update to the beta patches while using mods?[/QUOTE] depends. Check the patch notes for the betas and see if a mod changes something related to what the patch changed. [editline]5th December 2015[/editline] also the alien blaster holds 42 bullets in it by default. Is that a coincidence?
[QUOTE=Mbbird;49256137]grrr, the only way to create a staircase for a second story that you can attach floors to is to use the Shack Staircase, which can't be attached to Shack Foundation without sticking out :angry: [t]http://i.imgur.com/gppQTOS.jpg[/t] [t]http://i.imgur.com/OVnHUEk.jpg[/t][/QUOTE] Build exterior staircases. Looks better and works better imho
[QUOTE=Ganerumo;49255915]help "item name you want" 0 note the item id then click on Nick, type equipitem ID 1 Bam, done. The 1 at the end of the command will normally prevent Nick from ever reverting back to his usual outfit.[/QUOTE] [img]http://jesusfuck.me/di/X5PY/ripnick.png[/img] Something went terribly wrong. I wanted to equip Black Vest and Slacks on him. So I clicked on him and did "equipitem 000fc100 1" and this happened. Did I do something wrong or is Nick just incompatible with clothing that's not his own?
[QUOTE=Ruh-roh;49254067]Some people liked the percentage based checks from previous games and 3 and some people (me included) like the hard stat requirement checks from NV. Both sides have good arguments. My argument for prefering hard checks is because it really means when you character can do something or not, and that's it. If i encounter a very hard lock in the beginning of the game i'm just going to accept that i can't pick it and move on with my life, making a note to come back later. I'm just not good enough for it yet and i need to accept this, no ifs and buts, and that's fine. Maybe that door was a shortcut to end a quest way faster and without it i have to circle around and fight through a bunch of monsters to get to the goal, fine, it's my loss for not being a good lockpicker. I can accept and respect that. Percentage based checks completely ruin this because you can still pick the door even when you're a bumbling idiot with 1 lockpick skill trying to open the door with soap or something like that. Just try enough times and it will open. And if you know that it would save you the time from walking around the entire place, you're going to savescum and pick it. There's nothing stopping you from it so why the hell not? Surely this tells a lot about the players too, but when you have a chance of skipping through stuff or getting better rewards regardless of your merit in doing so, you're going to try it. It's only natural. But when the game outright tells you "this lock is too difficult to you and you won't pick it, this medicine surgery is too advanced for you and if you try something you will only make things worse", you know that you can't and you have to accept it, because that's the way you made your character. I can use amazing guns and hack computers like they're nothing, but i'm not a good doctor or have no lockpicking skills and i have to live with my decisions when i made my character. For modern gaming this is awful because players are god characters that can do everything everytime, but it wasn't like that before and i liked it. It's still a very open debate which i refuse to call any side wrong or dumb though. Both arguments have strong points in their favour.[/QUOTE] I would prefer a hybrid approach myself. Say if you had a speech check set at 75/100. Anything >= 75 will be an instant success. Anything below that and you have a percentage chance of succeeding up to let's say 20%. The good part of having things like this is that you can incorporate luck into the equation to boost the percentage of that random chance by more, how about another 15%. So if you're running a 10 luck character with 74/100 speech you'd get a 35% chance of actually making the check. It rewards the points that you did put into a skill for a check that you fall short on instead of having a flat-out "no". It isn't unbelievable that someone with 74/75 speech would know about the right thing to say in a situation. It would also highlight luck's ability to come through in major ways. Run a low speech and high luck character and still be able to have a chance just because you're lucky. I'm not saying the numbers there should be concrete either; they would probably need to get lowered more than this example if we wanted it for practical use in the game. Is this setup able to be savescummed hard? Oh yeah, but that's a player problem and not the game's. I don't feel that that should be a reason to not implement any system in a game. If you're worried about other people doing that you might as well also be worried about people using console commands and mods. It would be a bit more difficult to implement into hacking and lockpicking however. The same instant success would be in but I don't know how it would be received if anyone could break into any level lock / terminal like in Skyrim. If this was to be implemented you could have the difficulty of the hack dependent on the difference between skill and the success baseline. Have the challenge ramp up drastically the larger the disparity between the two. And once again luck could be implemented here as a chance that the first password you click on has a small chance of being correct or the lock's sweet-spot covers the entire lock. I can sort of see luck being OP if this system was implemented however if the chance is small enough then I don't see it being too much of an issue if a little luck can give you some rewards now and then.
[QUOTE=ClarkWasHere;49256174]any way to get more ammo for this thing? [/QUOTE] No, but you can convert it to use fusion cells and it only reduces the damage by 1.
[QUOTE=Spectre1406;49255886]i got a name for my alien blaster [t]http://images.akamai.steamusercontent.com/ugc/400055647320867892/3E19217C5F2AF27F819DED9BDC08600AD5758452/[/t][/QUOTE] Talking about Alien Blaster is there possibility to get Legendary one? [editline]6th December 2015[/editline] [QUOTE=Mbbird;49256137]grrr, the only way to create a staircase for a second story that you can attach floors to is to use the Shack Staircase, which can't be attached to Shack Foundation without sticking out :angry: [t]http://i.imgur.com/gppQTOS.jpg[/t] [t]http://i.imgur.com/OVnHUEk.jpg[/t][/QUOTE] Take both out, tcl, now put both in, tcl, done.
Am I the only one who doesn't understand how [sp] Maxson some how gave the order for everyone to kill Danse since he's gone into exile yet we treat it as though he actually died? [/sp]
[IMG_thumb]http://i63.tinypic.com/34iis1z.jpg[/IMG_thumb] remember to cook your meals before you eat them ok
[QUOTE=Tureis;49256382]Am I the only one who doesn't understand how [sp] Maxson some how gave the order for everyone to kill Danse since he's gone into exile yet we treat it as though he actually died? [/sp][/QUOTE] [sp]Maxson doesn't want to look weak or sympathetic by letting a synth mole in the Brotherhood survive, so he compromises with the Sole Survivor, who he respects immensely (even if he doesn't show it), by secretly exiling him and saying "Yep we killed em."[/sp]
How long does it take the castle to clean up? It's been several in-game weeks of exploring and fast travel and waiting, but it's still in shambes with mirelurk muck everywhere. I haven't done the quest that's apparently linked to it yet, I just found it on my own, if that changes anything.
[QUOTE=Keychain;49256285][img]http://jesusfuck.me/di/X5PY/ripnick.png[/img] Something went terribly wrong. I wanted to equip Black Vest and Slacks on him. So I clicked on him and did "equipitem 000fc100 1" and this happened. Did I do something wrong or is Nick just incompatible with clothing that's not his own?[/QUOTE] Since Synths are a separate race it's possible that clothes that aren't designed to work on synth (so practically nothing outside of the institute jumpsuit and the synth armor) and since the game doesn't know what model to use it just doesn't use any model. Try equipping some of the institute clothes on him or some of the armor, see if it actually works. As a side note, when you enter item IDs for vanilla items you don't have to put all the zeros at the start, you can just input the ID from the first character that's not a zero. So for instance if you want to get lockpicks you can just enter player.additem a, and not player.additem 000000a.
[QUOTE=Everything;49256416]How long does it take the castle to clean up? It's been several in-game weeks of exploring and fast travel and waiting, but it's still in shambes with mirelurk muck everywhere. I haven't done the quest that's apparently linked to it yet, I just found it on my own, if that changes anything.[/QUOTE] You have the do the quest 'Old guns' which you can apparently get from Preston, or a few days after you clear The Castle for the minute men (the old lady broadcasts it over the radio)
[QUOTE=Ruh-roh;49254067]Some people liked the percentage based checks from previous games and 3 and some people (me included) like the hard stat requirement checks from NV. Both sides have good arguments. My argument for prefering hard checks is because it really means when you character can do something or not, and that's it. If i encounter a very hard lock in the beginning of the game i'm just going to accept that i can't pick it and move on with my life, making a note to come back later. I'm just not good enough for it yet and i need to accept this, no ifs and buts, and that's fine. Maybe that door was a shortcut to end a quest way faster and without it i have to circle around and fight through a bunch of monsters to get to the goal, fine, it's my loss for not being a good lockpicker. I can accept and respect that. Percentage based checks completely ruin this because you can still pick the door even when you're a bumbling idiot with 1 lockpick skill trying to open the door with soap or something like that. Just try enough times and it will open. And if you know that it would save you the time from walking around the entire place, you're going to savescum and pick it. There's nothing stopping you from it so why the hell not? Surely this tells a lot about the players too, but when you have a chance of skipping through stuff or getting better rewards regardless of your merit in doing so, you're going to try it. It's only natural. But when the game outright tells you "this lock is too difficult to you and you won't pick it, this medicine surgery is too advanced for you and if you try something you will only make things worse", you know that you can't and you have to accept it, because that's the way you made your character. I can use amazing guns and hack computers like they're nothing, but i'm not a good doctor or have no lockpicking skills and i have to live with my decisions when i made my character. For modern gaming this is awful because players are god characters that can do everything everytime, but it wasn't like that before and i liked it. It's still a very open debate which i refuse to call any side wrong or dumb though. Both arguments have strong points in their favour.[/QUOTE] I'd be more in favor of a system that lets you hard-pass checks if you're above a certain threshold with no chance of failure (for instance if your charisma is equal or higher to whoever you're talking to), and any attempt below that point will result in a diceroll, possibly with luck having a minor effect on the outcome. I also wish the skill checks were recycled into actual gameplay elements. Like instead of sometimes having a preset check related to blowing up something with good enough explosive skill it should just allow you to blow open locks if your current level of Demolition Expert matches the level of the lock.
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