• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[T]http://images.akamai.steamusercontent.com/ugc/89349321018698855/3A30819C5DCD0434B3DBE9A81D19EB7A8615437B/[/T] Well, I have the mesh working, now to figure out why it it's only replaced [I]two[/I] instances of the NIF I replaced thusfar, and I need to fix the physics mesh
[QUOTE=The Jack;51941196]I'm not talking about now. I'm talking about [I]soon[/I].[/QUOTE] In that case, why are you even concerned about this. The sun is cooking you alive as it encroaches on us in an ever expanding wave of super-hot gas!
Mod replaces Fo3-TTW mirelucks with FO4's mirelurks. [t]https://i.imgbox.com/rqoohqTY.jpg[/t] [t]https://i.imgbox.com/UbaEN6H7.jpg[/t] [url]http://www.gunetwork.org/t12968-relmirelurk-replacers-from-fo4-for-fo3-ttw#240988[/url]
gg linking from a site that requires you to login to view the content. Also that looks really dumb, they don't look good standing on 2 legs like that.
This is a really nice mod for folks who don't enjoy the settlement building [video=youtube;fTjykuoNWFA]https://www.youtube.com/watch?v=fTjykuoNWFA[/video] [URL="http://www.nexusmods.com/fallout4/mods/21872/?"]http://www.nexusmods.com/fallout4/mods/21872/?[/URL]
Fucking yes.
What the fuck are Mirelurks now anyways? I love their Lovecraftian designs from both 3 and 4 but damn, talk about genetic diversity here for something that's supposed to be (presumably) mutated from the same species of animal and 10 years tops already going by. [t]http://vignette1.wikia.nocookie.net/fallout/images/0/06/Mirelurk.png/revision/latest?cb=20150418180927[/t][t]http://vignette1.wikia.nocookie.net/fallout/images/8/87/Mirelurk_fo4.png/revision/latest?cb=20160106231456[/t] That isn't even going into the bizarre social structure as seen with the presence of Mirelurk Kings and later Hunters, which are entirely different species.
[QUOTE=Dr. Kyuros;51941846]What the fuck are Mirelurks now anyways? I love their Lovecraftian designs from both 3 and 4 but damn, talk about genetic diversity here for something that's supposed to be (presumably) mutated from the same species of animal and 10 years tops already going by. [t]http://vignette1.wikia.nocookie.net/fallout/images/0/06/Mirelurk.png/revision/latest?cb=20150418180927[/t][t]http://vignette1.wikia.nocookie.net/fallout/images/8/87/Mirelurk_fo4.png/revision/latest?cb=20160106231456[/t] That isn't even going into the bizarre social structure as seen with the presence of Mirelurk Kings and later Hunters, which are entirely different species.[/QUOTE] I'm under the assumption that the FO3 and FO4 mirelurks are different species (more likely it's just a retcon but I like my version better) Also there's a [URL="http://fallout.wikia.com/wiki/Enclave_Field_Research_terminal_entries"]terminal entry[/URL] in FO3 that talks about how bizarre they are; somehow they're a natural hybrid of several species of crustaceans that has formed a symbiotic relationship with other water-dwelling mutants. edit: also i just found out the (totally illogical and unscientific) species they chose for the Mirelurk in that entry, [I]Scylla serrata[/I], is better known as the giant mud crab fucking bethesda and their crabs
[QUOTE=Dr. Kyuros;51941846]What the fuck are Mirelurks now anyways? I love their Lovecraftian designs from both 3 and 4 but damn, talk about genetic diversity here for something that's supposed to be (presumably) mutated from the same species of animal and 10 years tops already going by. [t]http://vignette1.wikia.nocookie.net/fallout/images/0/06/Mirelurk.png/revision/latest?cb=20150418180927[/t][t]http://vignette1.wikia.nocookie.net/fallout/images/8/87/Mirelurk_fo4.png/revision/latest?cb=20160106231456[/t] That isn't even going into the bizarre social structure as seen with the presence of Mirelurk Kings and later Hunters, which are entirely different species.[/QUOTE] I think it's safe to safe to say this is just one of the design retcons that they made, there's no in-lore explanation like the new nuka-cola bottles have. Though I think the design changes were honestly one of FO4's strongest aspects, I do miss how alien the old mirelurks looked.
I prefer Fallout 4's design myself, I always thought Mirelurks looked goofy in 3 even when I was first playing it.
There's like a million species of crabs in the world. I don't see why there can't be more than one kind of mirelurk Also. That sim thing? That's awesome. I'd like to see him take it a step further and have NPCs build settlements without the player at all.
Mirelurks in FO4 are goddamn tedious to fight unless you've got an exploding shotgun.
The settlement system is weird in Fallout 4. It's the only interesting part of the game but it's also the most conceptually confusing. You're basically their warlord and you have control over their individual lives but you're also responsible for personally building and decorating their homes. In practice, the settlements function less like towns and more like prison camps.
I'm a hundred percent sure that the way your character goes around, making settlements, is stupid. Step 1- Find a building that's not irradiated/terribly damaged, on good land where you can farm/get access to water. As buildings go, many are probably already on good locations. Step 2- work on that building. Maybe put some defenses outside. Step 3- If there's a neighbourhood, reclaim it. I don't mind the starter town, because there's some buildings already there that you can use, though the focus should be on stuff like repairing the roof and whatnot, rather than making entirely new structures. The problem is that there's many really good areas that the character ignores. It might be a factory, a hotel, a suburb, or whatever. It's a great location. You don't build settlements there. The game says so.
[QUOTE=Dr. Kyuros;51941846]What the fuck are Mirelurks now anyways? I love their Lovecraftian designs from both 3 and 4 but damn, talk about genetic diversity here for something that's supposed to be (presumably) mutated from the same species of animal and 10 years tops already going by. [t]http://vignette1.wikia.nocookie.net/fallout/images/0/06/Mirelurk.png/revision/latest?cb=20150418180927[/t][t]http://vignette1.wikia.nocookie.net/fallout/images/8/87/Mirelurk_fo4.png/revision/latest?cb=20160106231456[/t] That isn't even going into the bizarre social structure as seen with the presence of Mirelurk Kings and later Hunters, which are entirely different species.[/QUOTE] mirelurks are a class of animal not nesicarily the same creature genetically. this is even acknowledged in lore by there being nukalurks and other derrivatives
I think one way to make settlements feel a little more like actual towns would be instead of having individual new settlers find unclaimed individual beds in your towns, new settlers should arrive as couples/families/other small groups that you have to build single buildings for, to counteract the natural tendency to all the housing to be built as one giant barracks.
[QUOTE=The Jack;51941196]I'm not talking about now. I'm talking about [I]soon[/I].[/QUOTE] You're not talking about "[I]soon[/I]". You're talking shit.
Maybe Mirelurks are just mutated animals that are capable of really quick adaptation and controlled evolution, meaning they'll change appearance radically based on where they live. Maybe Bethesda just fucking hated that terrible FO3 design and retconned it v:v:v
Aren't Mirelurks hinted to descended from horseshoe crabs? And Mirelurk Kings are based on snapping turtles and frogs in 3 and 4, respectively.
[QUOTE=Kurahk;51942630]Aren't Mirelurks hinted to descended from horseshoe crabs? And Mirelurk Kings are based on snapping turtles and frogs in 3 and 4, respectively.[/QUOTE] The FO3 ones definitely resemble horseshoe crabs, yeah. FO4 mirelurks look more like a typical crab, imo.
[QUOTE=Hamaflavian;51942015]The settlement system is weird in Fallout 4. It's the only interesting part of the game but it's also the most conceptually confusing. You're basically their warlord and you have control over their individual lives but you're also responsible for personally building and decorating their homes. In practice, the settlements function less like towns and more like prison camps.[/QUOTE] its not in practice, my settlements were prison camps. Fix the wall around the castle, put a pair of flamethrowers in the front door set to kill everything.
Now that there's a basic framework for having a charge meter applied to a single unit of ammo, should I move forwards with changing the energy weapons in 4 to work similar to the gatling laser? AFAIK it hasn't been done yet. I think it's pretty lazy on beth's part that energy weapons use an entire cell per shot as opposed to having cells that drain and can be recharged. I had the idea back around 2013 for FONV, but couldn't think of any way to script it, and currently I have little time, but this summer I should be free to work on it. The basic idea of the mod would be to change over to the fusion core's setup with charge levels on the energy weapon ammo that gets depleted as it's used. Things like the overcharged mod for lasers and plasma should increase charge usage as opposed to holding less ammo because that makes no sense. A recharging mechanism will be implemented as soon as I figure out how. The last thing to do would be go through the leveled lists and the hand placed existing ammo and change it to be individual cells with varying charge. Also some rare forms of energy ammo will not be rechargeable, like the alien blaster cells. I'll try to avoid as many outside frameworks and prerequisite mods as possible. Got any feedback or ideas I should know about? I'm gonna write this down in a notebook for now and spend a little time checking out the workings of the GECK during this college semester. I do have some basic experience with the GECK from FONV, but if I need models or textures I'll have to get help on that. If anyone steals my idea, I'll sic an ancient Sumerian demon on them because I've been wanting this since 2013.
Crashing after spending over half an hour on setting up wiring in a settlement on survival so no autosaves:suicide:
crashing is the only reason I dont play survival
Quicksaves are your best friend. [sp]Vanilla Survival isn't worth it.[/sp]
I use quicksave that much *cough* [del]save scumming[/del] that I bound it to V so it's closer to the WASD keys, because anything past F4 is just annoying to use.
The Broadsider is an awesome one-shot kill weapon. Shame the ammo for it is dead scarce and the ironsights have no aim reticle.
[QUOTE=Snood_1990;51944592]The Broadsider is an awesome one-shot kill weapon. Shame the ammo for it is dead scarce and the ironsights have no aim reticle.[/QUOTE] If you have the Automatron DLC and beat it (or modded it), you can use the EyeBot pod to look for ammo for it, and you get like 30ish rounds per find.
[QUOTE=cdr248;51936996]Beth really missed an opportunity by not giving the player a cult of personality following with the minutemen ur dude is hundreds of years old, comes from a vault, builds up multiple settlements from scratch, jumpstarts the minutemen back to their former glory thats some big boss tier shit right there like if you're gonna shit on the player's ability to create their own character's stories then you might as well double down and give your character an interesting story to follow[/QUOTE] I mean, even in Skyrim random NPC comment on your latest feats, the factions you joined, the skills you invested in and even the armor and weapon you're brandishing. Fallout 4 is such a step back in so many ways.
[QUOTE=ScumBunny;51944729]I mean, even in Skyrim random NPC comment on your latest feats, the factions you joined, the skills you invested in and even the armor and weapon you're brandishing. Fallout 4 is such a step back in so many ways.[/QUOTE] That bothered me. Cause most of the time,how the fuck would they know?
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