• Fallout V23: "I got another thread that needs your help."
    5,002 replies, posted
Being able to hold a second pistol instead of a grenade with the max level of gunslinger could be cool. Basically doubles your fire rate (but also your reload time) and halves AP usage. And hey, that's what perks are for, right? Maxed-out gunslinger means you've absolutely mastered sidearms, and can really push the limits of what you can do with them. [editline]t[/editline] You can't honestly say the idea of using VATS to go cowboy on a whole room with twin revolvers wouldn't be awesome,
[QUOTE=hypno-toad;49268731]Finally getting around to a big guns character, and man the minigun is just dog shit, utterly pales in comparison to the gatling laser. Basically need to stand right next to people and unload into their face to get any damage done with it.[/QUOTE] No joke, on my latest playthrough, I got a never-ending pipe gun, and equipping that with an automatic armour-piercing receiver made it considerably more deadly than a minigun.
I feel the need to double the minigun's fire rate and ammo capacity.
I'm having a lot of fun with Fallout 4. I really enjoy building the settlements.
[QUOTE=BLOODGA$M;49269094]yeah I don't see how Bloody Mess is supposed to suspend my disbelief[/QUOTE] When I'm using a concrete brick on the end of a wooden pole as a weapon bloody mess gives that sense of weight I don't get using it normally. Like sure, things die in one hit normally and everything but uh, their head explodes and they just kinda fall over normally. I want them to fucking [I][B]drop[/B][/I].
[QUOTE=Minelayer;49269264]I feel the need to double the minigun's fire rate and ammo capacity.[/QUOTE] it's more like a conceptual oversight that makes high ROF guns literally not viable considering how engine handle damage and armor [editline]7th December 2015[/editline] personally i'm waiting for an irradiated pipe rifle >:)
[QUOTE=RichyZ;49269110]yeah no[sp] SHAUN OH GOD MY BABY ARE YOU OK DID THEY TOUCH YOU SHAUN THOSE BASTARDS I HOPE THEY DIDNT TOUCH YOU SHAUN ARE YOU REALLY MY DEAR BABY BOY SHAUN I LOVE YOU SO MUCH [/sp] [editline]7th December 2015[/editline] lucky shot? bloody mess goes both ways anyway, it's more meant to be a luck based thing than any skill the player actually has[/QUOTE] That's like one fucking thing lmfao. Granted I've only played through the game once, but even with the extendo dialogue mod I only saw a few of those options. Most other choice sets have been yes/no/extend conversation(barter, trade, etc)/bye
[QUOTE=RenegadeCop;49269322]Will you join the minutemen? ........Questionably, yes Yes, later........Yes, now ...............Yes Same with every other faction[/QUOTE] I'm pretty sure you can tell the Brotherhood no. Also, if you need a no option, just exit dialogue and go.
[QUOTE=RenegadeCop;49269322]Will you join the minutemen? ........Questionably, yes Yes, later........Yes, now ...............Yes Same with every other faction[/QUOTE] If you tell Preston Garvey you don't want to get in the minutemen, he'll literally never ask you again. Same with Danse. They leave the offer open unless you somehow fuck over their faction badly, but otherwise no is still no. The way the game funnels you into completing one mission for each of the faction is clumsy, but past that one mission, you don't have to do shit with them.
[t]http://puu.sh/lNsAV/d2562fc89a.jpg[/t] Getting ready for the GECK
So, I'm now level 30. Should I go looking for an X-01 or wait?
[QUOTE=RenegadeCop;49269354]Really? I thought Preston constantly asks "have you reconsidered?"[/QUOTE] Only if you start a conversation with him if you visit Sanctuary again. Otherwise he does his usual routine. Then again I don't bother with Sanctuary because I think it's one of the most boring locations in the game, so unless I specifically run with the minutemen I don't bother staying here. And even if he does ask you if you've reconsidered when you walk past him that's still not a forced yes, it's just him asking if you've reconsidered, to which you can still say no.
[QUOTE=Mbbird;49269294]it's more like a conceptual oversight that makes high ROF guns literally not viable considering how engine handle damage and armor[/QUOTE] All that needs to happen is that miniguns need to have an armour-piercing attribute. This is how New Vegas did it, 5mm rounds had a -10 DT effect so they wouldn't be worthless. [editline]8th December 2015[/editline] [QUOTE=Everything;49269357]So, I'm now level 30. Should I go looking for an X-01 or wait?[/QUOTE] Go for it. They start spawning at about level 28.
[QUOTE=Bullet100;49249320]Somethings wrong with my Sanctuary. I spent like 5 hours building walls and defenses and now whenever I go there my game crashes. Sometimes instantly, sometimes a few minutes after walking around. Really sucks because I store all my items there :( I've tried verifying game cache, updating to beta version, updating nvidia drivers, disabling all mods, etc. Everywhere else in the game works fine it's just Sancturay. No error messages...just a CTD. Anyone know what could be causing this?[/QUOTE] Oh cool so not only is my Sanctuary broken but now half the items I moved to Home Plate have vanished with the containers that held them. Seriously. What. The. Fuck.
[QUOTE=Everything;49269357]So, I'm now level 30. Should I go looking for an X-01 or wait?[/QUOTE] There is an unmarked location that will always spawn a full set of X-01 given you get there above level 26. If you want more precise directions [sp]go to the west of Custom House Tower up to an unmarked location called 35 Court[/sp]
Also apparently that patch fixed a crash bug that would only happen in the qasmoke load cell (re-sorting any of the "All _____s" containers would crash the game) Why..? Why would they fix THAT?
Also I'm pretty sure the visual bug with X-01 armor is still active and has yet to be fixed, so if you find some X-01 armor and it somehow looks like T-45 when entering it, just fast travel a bunch of times and it should normally get the right appearance.
[QUOTE=Everything;49269415]Also apparently that patch fixed a crash bug that would only happen in the qasmoke load cell (re-sorting any of the "All _____s" containers would crash the game) Why..? Why would they fix THAT?[/QUOTE] Might be to avoid headaches for modders later down the road or something
[QUOTE=RenegadeCop;49269322]Will you join the minutemen? ........Questionably, yes Yes, later........Yes, now ...............Yes Same with every other faction[/QUOTE] I'm 16 hours in and still haven't joined the minutemen
[DEL]Anyone having the issue of mods unloading when you launch the game? It happened on the beta branch but now it's happening on stable. Did they push an update or something and if at all, is there a fix?[/DEL] EDIT: Found a temporary fix if anyone wants to try it: [url]http://f4se.silverlock.org/[/url]
[QUOTE=Everything;49269415]Also apparently that patch fixed a crash bug that would only happen in the qasmoke load cell (re-sorting any of the "All _____s" containers would crash the game) Why..? Why would they fix THAT?[/QUOTE] For quality assurance purposes? Modders that make full model & texture overhauls can just pop in there to check everything out. Bethesda themselves, if they run similar builds of the game that we do, could also work with not crashing when testing out their heaviest basic armors.
[QUOTE=LUModder;49269480][DEL]Anyone having the issue of mods unloading when you launch the game? It happened on the beta branch but now it's happening on stable. Did they push an update or something and if at all, is there a fix?[/DEL] EDIT: Found a temporary fix if anyone wants to try it: [url]http://f4se.silverlock.org/[/url][/QUOTE] If you're using NMM you can just re-enable all the mods after the launcher disables them. Load up the launcher, wait a few seconds with NMM open until they get disabled automatically, then re-enable them and launch the game.
Is anyone else really disappointing that the presence of super mutants is explained by "The Institute made them"? Like as an explanation it makes sense, but it seems like they realized they have a super secret sciencey facility that they can use to explain away the presence of the super mutants I was hoping that these guys had migrated, either all the way from the west coast or just further up along the east, or had a really cool/unique back story but [I]nope[/I] [I]another[/I] sciencey place accidentally made super mutants. again.
[QUOTE=WillerinV1.02;49269503]Is anyone else really disappointing that the presence of super mutants is explained by [sp]"The Institute made them"?[/sp][/QUOTE] Spoilers mate And yeah it's kind of a lazy excuse, but rather because they're not given a proper motivation behind it. Even [sp]Virgil[/sp] is confused by the decision. [sp]The human augmentation project was abandoned for good reason and the synths make sense since they're a reliable workforce, but why even bother with FEV ?[/sp]
[QUOTE=Ganerumo;49269336]If you tell Preston Garvey you don't want to get in the minutemen, he'll literally never ask you again. Same with Danse. They leave the offer open unless you somehow fuck over their faction badly, but otherwise no is still no. The way the game funnels you into completing one mission for each of the faction is clumsy, but past that one mission, you don't have to do shit with them.[/QUOTE] or you don't have to even do their missions, once i took codsworth, cleaned out the workshop, and grabbed whatever else, i never returned to sanctuary
[t]http://images.akamai.steamusercontent.com/ugc/395552593957877403/B64A47259F6F97A1B2C1EDD54E7CEAA35EC9EACD/[/t] Spent far too much time on this, and haven't hardly touched the interior yet >>
[QUOTE=Ganerumo;49269508]Spoilers mate And yeah it's kind of a lazy excuse, but rather because they're not given a proper motivation behind it. Even [sp]Virgil[/sp] is confused by the decision. [sp]The human augmentation project was abandoned for good reason and the synths make sense since they're a reliable workforce, but why even bother with FEV ?[/sp][/QUOTE] they explained it in the terminals [sp] basically before they decided to use shawn as the basis for the synth's dna, they were trying to use the FEV to create they synthetic biology they needed. after that failed, they moved on to testing the effects of the FEV on humans, and isolated the multiple strains of the FEV, one of which they recognized improved cognative functions as well as making one into a supermutant, this is the one virgil got exposed to and he fled[/sp]
Do we have any official word on when the GECK might be coming?
[QUOTE=RichyZ;49269563]february iirc[/QUOTE] I think it's more of an estimation based by the time it took for Skyrim than anything official though
[QUOTE=RenegadeCop;49269506]Better than "Master's army remnants. Again." I think. It was important [sp]to show the darker side of the institute.[/sp] Although it does makes you wonder how often these things will be created.[/QUOTE] Sure, show the 'darker side', but how many times has the Remnants explanation been used? Twice? Once in a direct sequel and another time in New Vegas? I honestly would have preferred them to be remnants again, just because I'm getting tired of how many people can make the fuckers. [QUOTE=Ganerumo;49269508]Spoilers mate And yeah it's kind of a lazy excuse, but rather because they're not given a proper motivation behind it. Even [sp]Virgil[/sp] is confused by the decision. [sp]The human augmentation project was abandoned for good reason and the synths make sense since they're a reliable workforce, but why even bother with FEV ?[/sp][/QUOTE] it's lazy in more ways than one, not just the motivation but the explanation itself doesn't really allow for there to be a literal army of mutants. As far as I'm aware, the super mutants in 3 maintained numbers because they were constantly kidnapping people and converting them, and in new vegas you only really fought them as enemies in one or two locations - in 4, it seems that they're just as numerous as ever before for no real reason other than enemy variation.
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