Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
Personally, this is whom I think Gage got his name from as a opposite to Preston.
[URL="https://en.wikipedia.org/wiki/Thomas_Gage"]https://en.wikipedia.org/wiki/Thomas_Gage[/URL]
[QUOTE=Sims_doc;51952196]So, In NV. I had decided weapons for each situation like recharger pistol for close, plasma for hard hitting and gauss along with laser for sniping but in Fallout 4 everything has laser reflection and gauss pretty much beats everything.
What's the point of using any other weapon than gauss?[/QUOTE]
gauss weapons are hard to come by and pretty boring from a technical standpoint
[QUOTE=butre;51952586]gauss weapons are hard to come by and pretty boring from a technical standpoint[/QUOTE]
I'm fairly surprised they don't come as pistols to be honest, i was playing around with sketches before and it wouldn't be too hard to kitbash from the existing gauss gun.
[QUOTE=Sims_doc;51952495]My playstyle is very different, I wish there was a harder difficulty than very hard but basically stay behind cover and slowly snipe everything that is hostile.
Gauss Gun is very effective at doing this. I'm not entirely happy with the level system that weapons appear at but it's really made weapons like the Gauss gun overly powerful.
[B]EDIT:
[/B]Just had an attack on my vault, they didn't come VIA the vault door instead just teleported into my main area.
Other secondary doors are closed with closed power doors.[/QUOTE]
my play style (which heavily revolves around jet) has me mostly using pistols and automatic rifles and the slow firing gauss guns and bolt actions don't work well for it
[editline]13th March 2017[/editline]
plus using a southpaw bolt gun right handed just drives me nuts
Sadly, I don't think fallout will ever have flipped view models.
[QUOTE=Sims_doc;51953167]Sadly, I don't think fallout will ever have flipped view models.[/QUOTE]
that's not the issue, it's that the vanilla hunting rifle has a left handed receiver, which drops the rate of fire to keep the animation looking nice and also creates immersion issues like hot brass in the face
[QUOTE=butre;51953266]that's not the issue, it's that the vanilla hunting rifle has a left handed receiver, which drops the rate of fire to keep the animation looking nice and also creates immersion issues like hot brass in the face[/QUOTE]
asXas has a mod to flip the reciever. Doesn't up the rate of fire though, because it is a balance thing.
Is there a mod for Fallout 4's character creator that changes it so it uses sliders instead of awkwardly shifting parts of your character's faces around? Something like Skyrim's RaceMenu mod that overhauled the system and let you save facial presets and whatnot.
[QUOTE=Kurahk;51953990]Is there a mod for Fallout 4's character creator that changes it so it uses sliders instead of awkwardly shifting parts of your character's faces around? Something like Skyrim's RaceMenu mod that overhauled the system and let you save facial presets and whatnot.[/QUOTE]
I find this somewhat ironic considering a big feature of that RaceMenu mod was the headsculpt utility.
Is there anything special you need to do in order to get custom models and textures to show up? I've dumped the back-up of my mods I used in of my last Fallout 4 playthrough into a fresh install but none of the custom stuff is showing up. It's there in game, because I'm still holding a custom weapon and wearing a custom outfit, but they're both invisible.
Wasn't there some file you had to fiddle with or set to read-only before you could get your mods to work properly?
[QUOTE=DiscoInferno;51954001]I find this somewhat ironic considering a big feature of that RaceMenu mod was the headsculpt utility.[/QUOTE]
Fallout 4's is kind of shit though.
[QUOTE=Kurahk;51954495]Is there anything special you need to do in order to get custom models and textures to show up? I've dumped the back-up of my mods I used in of my last Fallout 4 playthrough into a fresh install but none of the custom stuff is showing up. It's there in game, because I'm still holding a custom weapon and wearing a custom outfit, but they're both invisible.
Wasn't there some file you had to fiddle with or set to read-only before you could get your mods to work properly?[/QUOTE]
I figured it out, apparently Fallout4Custom.ini wasn't created during the install/game boot up. Creating it myself and putting the necessary information in it got things working.
[QUOTE=jonu67;51954520]Fallout 4's is kind of shit though.[/QUOTE]
I wouldn't know, I've always used presets I find on the nexus :v:
[QUOTE=Ganerumo;51947237]Bethesda can be surprisingly lazy with unique gear considering the fact that they have to make quite a bunch of them in every TES game they release, with all of the daedric artifacts that keep coming back.[/QUOTE]
I attended a small lecture/meetup with some BGS artists at my college once. It took one of their lead artists 3 months to make the Mace of Molag Baal because Todd kept nitpicking changes to it
This same artist made practically all of the Dwemer robots, too, but since he was just adapting the design from Morrowind it took significantly shorter per asset, especially since Todd wasn't nitpicking those ones.
I guess the legendaries that most players will find "badass" or that are important to lore get a hell of a lot more focus than anything else.
Gonna run a new playthrough after not finishing my old one after months. What are some required mods to improve gameplay/visuals that work well with the vanilla game?
[QUOTE=piddlezmcfuz;51955298]I attended a small lecture/meetup with some BGS artists at my college once. [B]It took one of their lead artists 3 months to make the Mace of Molag Baal because Todd kept nitpicking changes to it[/B]
This same artist made practically all of the Dwemer robots, too, but since he was just adapting the design from Morrowind it took significantly shorter per asset, especially since Todd wasn't nitpicking those ones.
I guess the legendaries that most players will find "badass" or that are important to lore get a hell of a lot more focus than anything else.[/QUOTE]
Hey man, no sacrifice is too great to make the perfect Rape God Dick Mace your player's deserve. We accept no compromise.
[QUOTE=purvisdavid1;51950416]A flag happened.
[url]http://www.nexusmods.com/fallout4/mods/2829/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D2829%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3454810&pUp=1[/url][/QUOTE]
How did you get banned over this what
[QUOTE=piddlezmcfuz;51955298]I attended a small lecture/meetup with some BGS artists at my college once. It took one of their lead artists 3 months to make the Mace of Molag Baal because Todd kept nitpicking changes to it
This same artist made practically all of the Dwemer robots, too, but since he was just adapting the design from Morrowind it took significantly shorter per asset, especially since Todd wasn't nitpicking those ones.
I guess the legendaries that most players will find "badass" or that are important to lore get a hell of a lot more focus than anything else.[/QUOTE]
3 months on a unique mace the player might not even find/ignore after the first playthrough they got it?
Entire questlines are fucktarded, lots of things that you'd expect from skyrim, if you read the lore, are missing, the game is poorly ballanced, the game is buggy, and it's a shallow experience on the whole.
But I guess a mace can take up so much time, it being more important than say... Falmer ruins, the nordic pantheon, orcish stuff looking useable, and so on and so forth.
I know it doesn't literally take three months, It's probably a few hours a week, waiting on tod to aprove while you're doing other stuff, and then going back to redo it. But still.
Why do so many bethesda games feel so full of wasted potential?
[QUOTE=Katatonic717;51956159]How did you get banned over this what[/QUOTE]
got banned from the same guy, on the same page. it was [URL="https://facepunch.com/showthread.php?t=1497918&p=49467279&viewfull=1#post49467279"]pretty funny[/URL] and [URL="https://facepunch.com/showthread.php?t=1497918&p=49471374&viewfull=1#post49471374"]pathetic[/URL]
pretty sure you can see purvis's posts not to far from it either :v:
[QUOTE=The Jack;51956177]3 months on a unique mace the player might not even find/ignore after the first playthrough they got it?
Entire questlines are fucktarded, lots of things that you'd expect from skyrim, if you read the lore, are missing, the game is poorly ballanced, the game is buggy, and it's a shallow experience on the whole.
But I guess a mace can take up so much time, it being more important than say... Falmer ruins, the nordic pantheon, orcish stuff looking useable, and so on and so forth.
I know it doesn't literally take three months, It's probably a few hours a week, waiting on tod to aprove while you're doing other stuff, and then going back to redo it. But still.
Why do so many bethesda games feel so full of wasted potential?[/QUOTE]
The artists aren't doing the programming and level design, dingus.
[QUOTE=_charon;51956982]The artists aren't doing the programming and level design, dingus.[/QUOTE]
I refer to[I] Todd's[/I] interference as the director, Dingus, and his impact on staff.
The guy might have the charisma of a cult leader, but I have doubts about his world/game design.
Edit: Just make him the PR guy and bethesda would improve leaps and bounds
[QUOTE=The Jack;51957531]I refer to[I] Todd's[/I] interference as the director, Dingus, and his impact on staff.[/QUOTE]
then he's doing his job pretty damned well
and remember that he's been with BGS since [I]forever[/I]
he knows what he's doing, he's not just their public face
[QUOTE=_charon;51957596]and remember that he's been with BGS since [I]forever[/I][/QUOTE]
that can just as much be an insult given some of their recent work.
[QUOTE=JeSuisIkea;51957605]that can just as much be an insult given some of their recent work.[/QUOTE]
and a compliment given their past work, which is my point
their latest games have been rushed as fuck; games like Morrowind and Oblivion are what happens when they have all the time in the world
Just finished Automatron, I was honestly expecting more to it.
I was hoping it would for extensive modifications like this.
[IMG]http://s3.crackedcdn.com/phpimages/article/5/9/1/38591.jpg[/IMG]
It should of been longer more weapons and armor aswell as more build up to finding the robobrains and decoy bases along with more robot factions. Also, Are the robots weaker in that DLC or was it just me?
How the shit do you deal with all the radiation in far harbor on survival :v:
[QUOTE=Crimor;51958030]How the shit do you deal with all the radiation in far harbor on survival :v:[/QUOTE]
Radiation Suits and Power Armour, there is a set of T-51 [sp]Down the right road as you leave the Harbour[/sp]
Currently running around in a T-60 but I don't exactly have infinite cores.
[QUOTE=Crimor;51958321]Currently running around in a T-60 but I don't exactly have infinite cores.[/QUOTE]
How do you people run out of cores? In my first playtrough by the time I started far harbor I had around 143 cores, none of them purchased, just found around the map.
[editline]14th March 2017[/editline]
I suppose I didn't start using power armor in the game up until I started the DLC, which is when I wore it EVERYWHERE, still, I took my sweet ass time to do them and by the time I finished all 3 I still had 99+ cores.
Sorry, you need to Log In to post a reply to this thread.