• Fallout V23: "I got another thread that needs your help."
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[QUOTE=Mister Sandman;49264228][url]http://pastebin.com/sdYRr4Yg[/url] Here you go. Also, I'm using MO. Forgive me if I've done anything stupid or installed anything unnecessary or incompatible. My brain kind of turns in to mush when I'm modding and I lose my ability to pay attention but it's the only way I can get through it, so :v:[/QUOTE] My best bet would be some kind of conflict by New Vegas Landscape Overhaul, seeing as you don't have too much mods for the usual weird glitches to be happening. Never used the mod but judging by the description they alter some of the textures and stuff like ruins and roads so it could be it. Maybe it's too low in the priority list and it's being overwrited by something else, or too high and trying to put something over one of the other mods that change the place (i'm almost sure NV Bounties changed something around Novac for one of the quests) Just for the sake of asking, have you actived Archive Invalidation in your MO profile? Also, could you take a picture of this flying road so i could check if it's any of the (many) bugs i've encountered and fixed before Also it seems that you have TTW instaled but disabled the relevant TTW esps and esms. I never tried doing that before, i just used the start-up menu to start in the Mojave, so i don't know if maybe there's some kind of conflict by disabling them too. I know you shouldn't be using YUP if you have TTW over TTW fixes that integrates it with the proper F3 fixes too, but then again, never tried disabling the TTW stuff to just play in the mojave, so i can't offer much help in this aspect.
[QUOTE=Mbbird;49264046]seriously? In the south peninsula [sp]there's a beautiful shipwrecked tanker, on a landscape that looks the most like STALKER in the game, with a really neat "interior" and deck that is crewed by norwegian (i think) speaking raiders in an endless fight against mirelurks and NOTHING COMES OF IT. It was so fucking cool and literally nothing was even written for the miniboss. fucking hell.[/sp][/QUOTE] IMO, not everything has to have a terminal explaining every last detail. It feels better to find something crazy and unexplainable and not have the game hand hold you through every detail of it with logs in six terminals spread out over the area.
[QUOTE=skylortrexle;49264281]IMO, not everything has to have a terminal explaining every last detail. It feels better to find something crazy and unexplainable and not have the game hand hold you through every detail of it with logs in six terminals spread out over the area.[/QUOTE] It depends. When its something small or with little consequence, you don't need to explain anything, just the cool setpiece is enough to tell the story. But when it's something a bit more important to the overall lore like freaking norwegian viking raiders in the commonwealth somehow, people can't help but want a bit more of backstory about what the heck are they doing there
You know given the amount of super mutants in the Commonwealth I'm starting to think the Institute couldn't have pulled this off, they might have added to the population of Super Mutants but building an army from what they had? Bullshit, with how many the Institute could possibly create the numbers of Super Mutants should be constantly dwindling, not becoming as strong as they have! And I'm hearing the Super Mutants actually take prisoners sometimes and said prisoners say they were taking them to "someplace" for reasons unknown, perhaps, other than using them as food, they found some FEV vats, it would explain there growth despite the project being shut down? I mean that's how the Capital Wasteland Super Mutants kept there numbers up. And it would make perfect sense given the numbers of them within in the Commonwealth, that just wouldn't make sense otherwise.
[QUOTE=Ruh-roh;49264296]It depends. When its something small or with little consequence, you don't need to explain anything, just the cool setpiece is enough to tell the story. But when it's something a bit more important to the overall lore like freaking norwegian viking raiders in the commonwealth somehow, people can't help but want a bit more of backstory about what the heck are they doing there[/QUOTE] It's pretty obvious I think. They were in the ocean, then they crashed and have been stuck on land. Most of them were ghouls so its safe to say they have been there for a while, probably pre-war. They don't leave the boat because they don't speak English and most people are hostile to ghouls, especially ones they can't talk to. They built up a little fort and have been living there.
[QUOTE=skylortrexle;49264281]IMO, not everything has to have a terminal explaining every last detail. It feels better to find something crazy and unexplainable and not have the game hand hold you through every detail of it with logs in six terminals spread out over the area.[/QUOTE] no but the game unfortunately has few other ways to add flavor. it also doesn't have a lot of this kind of variety. like, if there were random patches of unexplained stuff like this everywhere it'd be pretty cool and you'd just immerse in the mayhem, but instead there's a meta feeling of being cheated when nothing else cool happens over there :(
Just had an idea for a gimmicky perk that I don't even know it it would be possible to mod in the game: [QUOTE]"Return to sender" Melee attacking projectiles in V.A.T.S sends them to where they came from![/QUOTE] I'd love to deflect a mininuke by just using a simple baseball bat.
[QUOTE=skylortrexle;49264312]They were in the ocean, then they crashed and have been stuck on land. Most of them were ghouls so its safe to say they have been there for a while, probably pre-war. They don't leave the boat because they don't speak English and most people are hostile to ghouls[/QUOTE] What were they doing in the ocean? Are they really from pre-war or they ghoulified in another way? How do they even know about being Ghouls if they never had any contact with them before and why the non-ghouls don't shoot the ghoul ones thinking they're abominations? Don't get me wrong, i'm not dissing your explanation or anything, but it's all speculation. Putting a small note around that answered or at least hinted to any of this stuff wouldn't hurt the game. Imagine Vault 11 without any backstory being given, just the posters lying around and the robots trying to kill you in the end. It would still be a cool place, but not as good as in the final game when you put together all the pieces about what really happened.
[QUOTE=-Iker-;49264328]Just had an idea for a gimmicky perk that I don't even know it it would be possible to mod in the game: I'd love to deflect a mininuke by just using a simple baseball bat.[/QUOTE] It would definitely be more possible with grenades since vats already targets them.
[QUOTE=-Iker-;49264328]Just had an idea for a gimmicky perk that I don't even know it it would be possible to mod in the game: I'd love to deflect a mininuke by just using a simple baseball bat.[/QUOTE] My first thought was "that'd be mad OP" but if that was the third rank and it required level 40 or something that'd be sweet. I just hate seeing things locked behind VATS. [editline]7th December 2015[/editline] [QUOTE=Ruh-roh;49264332]What were they doing in the ocean? Are they really from pre-war or they ghoulified in another way? How do they even know about being Ghouls if they never had any contact with them before and why the non-ghouls don't shoot the ghoul ones thinking they're abominations? Don't get me wrong, i'm not dissing your explanation or anything, but it's all speculation. Putting a small note around that answered or at least hinted to any of this stuff wouldn't hurt the game. Imagine Vault 11 without any backstory being given, just the posters lying around and the robots trying to kill you in the end. It would still be a cool place, but not as good as in the final game when you put together all the pieces about what really happened.[/QUOTE] I think skylortrexle's mini-story is pretty much spot on. I mean it actually is kinda nice to not have handholding exposition everywhere, but anyway... :(
[QUOTE=Ruh-roh;49264260]My best bet would be some kind of conflict by New Vegas Landscape Overhaul, seeing as you don't have too much mods for the usual weird glitches to be happening. Never used the mod but judging by the description they alter some of the textures and stuff like ruins and roads so it could be it. Maybe it's too low in the priority list and it's being overwrited by something else, or too high and trying to put something over one of the other mods that change the place (i'm almost sure NV Bounties changed something around Novac for one of the quests) Just for the sake of asking, have you actived Archive Invalidation in your MO profile? Also, could you take a picture of this flying road so i could check if it's any of the (many) bugs i've encountered and fixed before Also it seems that you have TTW instaled but disabled the relevant TTW esps and esms. I never tried doing that before, i just used the start-up menu to start in the Mojave, so i don't know if maybe there's some kind of conflict by disabling them too. I know you shouldn't be using YUP if you have TTW over TTW fixes that integrates it with the proper F3 fixes too, but then again, never tried disabling the TTW stuff to just play in the mojave, so i can't offer much help in this aspect.[/QUOTE] [t]https://dl.dropboxusercontent.com/u/54123195/ScreenShot28.png[/t] [t]https://dl.dropboxusercontent.com/u/54123195/ScreenShot27.png[/t] Disabling New Vegas Landscape Overhaul got rid of it, so it definitely seems to be something to do with that mod. I have the TTW plugins disabled for the record. Not sure why they show up in the mod list since TTW's main files and shit are disabled on the left panel. Who knows. Anyway, my only worry about NVLO is that while this is mostly just a random immersion breaking quirk that I can just disable in the console and move on even if I'd rather it not be there, there's nothing saying there's not some massive fucked up landscape issue somewhere I don't know about. And yeah, I'm pretty sure I have Archive Invalidation activated.
[QUOTE=Mister Sandman;49264348]stuff[/QUOTE] Could you jump in this flying road and stay up there? Would be funny Anyway i don't see a merged patch in your load order so maybe you don't even need to disable NVLO. Try doing one (you use FNVedit, load all your stuff, right click and use "create merged patch")
[QUOTE=Ruh-roh;49264332]What were they doing in the ocean? Are they really from pre-war or they ghoulified in another way? How do they even know about being Ghouls if they never had any contact with them before and why the non-ghouls don't shoot the ghoul ones thinking they're abominations? Don't get me wrong, i'm not dissing your explanation or anything, but it's all speculation. Putting a small note around that answered or at least hinted to any of this stuff wouldn't hurt the game. Imagine Vault 11 without any backstory being given, just the posters lying around and the robots trying to kill you in the end. It would still be a cool place, but not as good as in the final game when you put together all the pieces about what really happened.[/QUOTE] Well the boat is called the FMS Northern Star, which is almost the same as a real military boat from Norway so they were in the ocean doing military stuff. It's more than possible that with the bombs going off, they lost communication and ended up near america. Ocean drifts and all that. As for the ghoul thing, they lived on the boat and can speak a common language so they wouldn't kill each other. plus its not like turning into a ghoul is instant. They would see their friends change over time. How would you put lore into the game for the boat? scraps of paper wouldnt be readable. Terminals would also be unreadable. Audio logs, inaudible. There is no way to convey the information without someone else who shouldn't know just telling you the information flat out. [editline]7th December 2015[/editline] Maybe I'm just really easy to please but I think the boat told me everything I needed to know with context clues.
[QUOTE=skylortrexle;49264366] plus its not like turning into a ghoul is instant.[/QUOTE] Moira disagrees :downs: [QUOTE=skylortrexle;49264366]How would you put lore into the game for the boat? scraps of paper wouldnt be readable. Terminals would also be unreadable. Audio logs, inaudible.[/QUOTE] You could find a note in norwegian anyway. Of course, you couldn't read it if you dont know norwegian, but just having the note there with the guys telling a bit more about how crazy things turned out and their reaction to the ghoulification of their friends when they got there would be interesting. They're smart enough to live in a small community so its not like they couldn't do it. You can't understand what they're saying anyway and this is what picks your curiosity about them. i'm not saying my idea is better than yours or the game is any way worse for not having this, of course. i'm just trying to give some examples when a bit of backstory could prove nice instead of being handholding. it's irrelevant and the place is still a cool setpiece anyway
[QUOTE=Ruh-roh;49264399]Moira disagrees :downs: [B]You could find a note in norwegian anyway. Of course, you couldn't read it if you dont know norwegian, but just having the note there with the guys telling a bit more about how crazy things turned out and their reaction to the ghoulification of their friends when they got there would be interesting.[/B] They're smart enough to live in a small community so its not like they couldn't do it. You can't understand what they're saying anyway and this is what picks your curiosity about them. i'm not saying my idea is better than yours or the game is any way worse for not having this, of course. i'm just trying to give some examples when a bit of backstory could prove nice instead of being handholding. it's irrelevant and the place is still a cool setpiece anyway[/QUOTE] I would have appreciated this a lot actually. I just don't have a desire like you do for more information. While we are talking about this, i was upset that they were hostile instantly. there were no warning yells from them (you couldnt understand anyway) or even a conversation where they try to communicate and you just go "uhhhhhhhhhhhh what?" this goes hand in hand with the lack of exposition you mentioned. [editline]7th December 2015[/editline] Fuck I need to go to bed. 4:30 am here.
[QUOTE=cpt.armadillo;49258511]I think the best way to do a skill check when you are under the required number is to give you a chance to succeed equal to your skill in it. For example, if you have 74 speech and need 75 to pass, then you have a 74% chance of making it. If you have 48 speech and need 75, then you have a 48% chance to pass. If you have 75 or above, you automatically pass. This way, every point you put in helps you in the check, but you don't have to ignore other skills just to pass a check.[/QUOTE] that sounds good in theory until you think about what happens when you have 24/25 vs 99/100
[QUOTE=butre;49264422]that sounds good in theory until you think about what happens when you have 24/25 vs 99/100[/QUOTE] Well, following his logic if you have 99/100 you're already a pretty good smooth talker so it wouldn't be that absurd if you had a 99% chance of passing a 100 speech check I still think that hard checks should be kept to give you meaning to your choices. Investing a lot of points in stuff that isn't directly related to combat feels cheaper when all other characters that just go gun blazing can still convince people as good as your charismatic speech player or do surgeries as your intelligent medicine character
[QUOTE=butre;49264422]that sounds good in theory until you think about what happens when you have 24/25 vs 99/100[/QUOTE] Maybe then instead the percentage is based on how close you are to the required skill? So like if it's a 25/50 situation, you'd have a 50% chance. So a 24/25 would be a 96% chance.
[QUOTE=skylortrexle;49264312]They don't leave the boat [B]because they don't speak English[/B] and most people are hostile to ghouls, especially ones they can't talk to. They built up a little fort and have been living there.[/QUOTE] Speaking of that, I was pleasantly surprised when I went on that boat with my charisma build character. I used the intimidate perk on one of them, and was completely expecting him to suddenly start using a generic raider voice and start speaking english, but instead he wordlessly puts his hands up. When I 'talked' to him, which basically makes you tell them to keep docile (saying something like "No funny business"), he shook his head as if to say "no" instead of doing the standard Raider thing of saying something like "alright alright" or "don't shoot".
[QUOTE=Samiam22;49264433]Speaking of that, I was pleasantly surprised when I went on that boat with my charisma build character. I used the intimidate perk on one of them, and was completely expecting him to suddenly start using a generic raider voice and start speaking english, but instead he wordlessly puts his hands up. When I 'talked' to him, which basically makes you tell them to keep docile (saying something like "No funny business"), he shook his head as if to say "no" instead of doing the standard Raider thing of saying something like "alright alright" or "don't shoot".[/QUOTE] Which shows how much effort was spent into pointing out they're foreigners stranded on an unknown land in a pretty dire situation.... and then it doesn't go anywhere from there. A bit of wasted potential, to me.
[QUOTE=Ruh-roh;49264444]Which shows how much effort was spent into pointing out they're foreigners stranded on an unknown land in a pretty dire situation.... and then it doesn't go anywhere from there. A bit of wasted potential, to me.[/QUOTE] I don't really think so. All it seems to be is a quick fix to get rid of the oversight. If you ask me, if they were going to do something big with their story, they wouldn't be Norwegian. According to wikipedia, more than 80% of Norway speaks English.
[QUOTE=Ruh-roh;49264444]Which shows how much effort was spent into pointing out they're foreigners stranded on an unknown land in a pretty dire situation.... and then it doesn't go anywhere from there. A bit of wasted potential, to me.[/QUOTE] Fallout 4 in a nutshell. Combat Zone. FMS Northern Star. Vault 95. Sunshine Tidings Co-op. Most of the relay towers. Drumlin Diner. (I wanted to help cure the chem addiction damn it) Just off the top of my head, these are places that had really cool things and little to no actual content. Combat Zone being the worst of them all. A fighting pit that advertises all over the place and then instantly attacks new people would never work. Why are they hostile to you instantly? because you're the player and you need to kill things all the time or you'll get bored and leave.
I'm going to attempt to include a quest about people going in and making use of the Combat Zone in my major mod project, I say attempt because it'l have to be either the first or the best because every modder is probably going to hop on that opportunity. [editline]7th December 2015[/editline] I said I wasn't going to touch it again but I was totally going to touch it again. [IMG]http://i.imgur.com/xNJxVnV.png[/IMG] [url]http://www.nexusmods.com/fallout4/mods/3807/?[/url]
[QUOTE=General J;49264468]I'm going to attempt to include a quest about people going in and making use of the Combat Zone in my major mod project, I say attempt because it'l have to be either the first or the best because every modder is probably going to hop on that opportunity.[/QUOTE] Include some kind of gambling and betting on the fighters and i'm sold to yours Because damn i really miss gambling I even thought i missed caravan (but then i played it again and nah, i don't really miss it that much). But i still miss gambling.
Gambling was what made luck a viable stat in New Vegas. :v:
[QUOTE=kyle877;49264485]Gambling was what made luck a viable stat in New Vegas. :v:[/QUOTE] Gambling and Better Criticals And randomly guessing "ice cream" as password Mostly gambling though.
Made some WW2 USAF inspired X01 liveries, I was afraid they would stick out like a sore thumb but I kind of like them. (these are the clean/new-ish version) [t]http://i.imgur.com/CEWAWTy.jpg[/t] [t]http://i.imgur.com/Gj4v2FU.jpg[/t] [t]http://i.imgur.com/N6ZAKuI.jpg[/t] [t]http://i.imgur.com/DZRw6KK.jpg[/t] [t]http://i.imgur.com/KHPOzp0.jpg[/t] [t]http://i.imgur.com/5adLWX7.jpg[/t]
those look great i'll download it as soon as you release it
[t]http://i.cubeupload.com/xgnVya.png[/t] Someone at Bethesda made a mistake when they were designing this bunker. :v:
:snip: okay fine sorry
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