Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=butre;52080285]
as far as I'm aware you have to rescue nick valentine before you can start far harbor[/QUOTE]
Nope, you really don't. You can go talk to the Naganos without involving Nick at all. Just nothing actively points you that way unless you've saved Nick.
[QUOTE=Ruby_Axe;52080799]Like most things in the plot, I think they did away with realism in exchange for what they thought would be a neat idea.
What would be the point to a paranoia-ridden fear of a mysterious, invisible enemy living amoungst you if you could easily check if they were a synth[/QUOTE]
how would they block it though? you can't hide something from a scalpel.
besides that, synths all presumably have shaun's DNA (because if they don't, then what the hell did they need shaun for?). find a verified synth, swab it's mouth, and study it's DNA. suddenly you have an unobtrusive synth test.
[QUOTE=Vodkavia;52080827]Eh red scare doesn't really fit either. Synths are essentially the polar opposite of a robobrain, a sophisticated AI (enough to be considered having personhood) in a human (sans aging and other bodily functions) body. Thing is, bethesda themselves don't really seem to know how to handle/write the idea. The game tries hard to push the idea that they're analogous to African American slaves, but they're really not. Synths are distinct because their entire intellectual selves (their personality, their thoughts and beliefs) are entirely entirely programmed to begin with. While they are capable of learning and adapting, they can only really break from their programming and truly become an individual if some unknown events/glitch takes place that somehow gets rid of these limitations. Though nothing, not even the railroads programming seems to disable their override code protocol.
The fact is, most if not enough for the institute to find them them reliable enough to be worth using, synths are essentially just robots who will execute their programming with no regard for human life unless their programming says otherwise. The rail road [I]seems[/I] to be at least tacitly aware of this considering their attitudes towards Cursors.[/QUOTE]
red scare fits because it's a sort of invisible enemy. anyone could be a communist and you'd never know, but you hate them all the same. it's the exact same deal with synths.
[QUOTE=butre;52080285]I know all that but for whatever reason people seem to think that nipple don't exist in the wasteland.
fallout 3 and new vegas had prostitutes too, as far as I remember fallout 4 is the only one without it.[/QUOTE]
Generally when people talk about "sexy" mods not being lore friendly, they mean stuff like [URL="https://staticdelivery.nexusmods.com/images/1151/10019455-1491312626.jpg"]this[/URL] or [URL="https://staticdelivery.nexusmods.com/images/1151/29731540-1491473650.jpg"]this[/URL]. I wouldn't call the clothes in the mod that started this not lore friendly (nobody has, that I've seen) but I would say that they're mostly just not very good, but that's just opinions anyway.
I'd use the ratty skirt and raider leathers mashup, and the feather dress and raider leathers mashup tho.
Game logic:
[IMG]http://i.imgur.com/YJzDYmt.jpg[/IMG]
Man has too many dinosaur toys
He sells you key to room with too many dinosaur toys for 14 caps
You take all 278 dinosaur toys and sell them back to him for 160 caps
Profit???
Spent the last 20 or so minutes outfitting every settler in Sanctuary with a laser rifle, since shit keeps spawning inside and i'm bored of .38 gunfire. Wish there was a way I could just craft some stuff, and have settlers outfitted automatically. I know they nick things from chests if they're shinier than their own, but i'd like it to be a bit more reliable.
At the very least, Preston seems to be earning his keep with that laser musket, but i'm still inclined to send him to the furthest settlement I own. Codsworth by far is getting the most kills; flamer and laser gatlings sort out everything the turrets don't.
[t]http://i.imgur.com/HkyFV24.png[/t]
Decepticons roll out. Joking aside.. Idk how to fix my power armor hud.
[QUOTE=The Jack;52080866]But it should matter even more in the wasteland, given how much closer to danger they all are. The postmodernist approach to gender works great in the real and very civilized world, but it's a fucking terrible idea in the tribalistic wasteland. The postmodern ideal just wouldn't work in small communities that're always at war with at least their environment. Some of those outdated ideas suddenly become very relevant.
As for racial attitudes (I'm sure there was a little sprinkling of that in vault 12) the gist is the racial differences found in blacks,whites and so on is that there's folks that are even more different (big and green or necrotic, or something even weirder).
But a big point of [I]Fallout[/I] is that it's a fallout between people as much as it is radioactive. I did the legion run on my second playthrough, and it's just interesting to have a faction with values with values you'd find abhorent also have a degree of appeal, whilst the NCR espouses values you support and is burdened with corruption and incompetence, and that's part of the reason why NV has a great story. Of course, it's a satire/parody, not a realistic post-apocalyptic simulator, so whatever floats the boat. I respectfully think you're a profligate, although on a related note my partner is frequently enthralled by your choice of avatar.[/QUOTE]
The wasteland honestly isn't that tribal, and the "tribes" that do exist are usually too savage to care about breeding. Most of the towns in the games don't tend to have that much of a single identity to them and don't fit the tribal model. They're made up of individuals that might consider themselves neighbors, but not family. They're quite excepting of outsiders.
The only groups I can consider tribal off the top of my head are raiders. Even then, the Khans are probably the most intelligent and organized of all the raiders that we've seen and even they let their women fight.
The wasteland is as free as the world gets. If you wanna fuck, you can fuck. If you wanna fight, then you can fight. Outside of the Big Cheese factions, there's no one really vying for cultural domination. People are looking out for themselves, they don't care to manufacture some fucking bloodline.
[QUOTE=cdr248;52081406]The wasteland honestly isn't that tribal, and the "tribes" that do exist are usually too savage to care about breeding. Most of the towns in the games don't tend to have that much of a single identity to them and don't fit the tribal model. They're made up of individuals that might consider themselves neighbors, but not family. They're quite excepting of outsiders.
The only groups I can consider tribal off the top of my head are raiders. Even then, the Khans are probably the most intelligent and organized of all the raiders that we've seen and even they let their women fight.
The wasteland is as free as the world gets. If you wanna fuck, you can fuck. If you wanna fight, then you can fight. Outside of the Big Cheese factions, there's no one really vying for cultural domination. People are looking out for themselves, they don't care to manufacture some fucking bloodline.[/QUOTE]
Technically, there are plenty of tribes on the West Coast and in all the little nooks and crannies that big players like the NCR haven't pushed into yet, but they're all on their way out.
Depends what you define as a tribe. the New Caananites consider themselves a tribe and they're not exactly wrong.
[QUOTE=TheJoker;52081341]Joking aside.. Idk how to fix my power armor hud.[/QUOTE]
get out of third-person ya dip
[QUOTE=Dr. Kyuros;52081466]get out of third-person ya dip[/QUOTE]
It happens in first person too. I honestly have no idea what's even causing it
[QUOTE=DiscoInferno;52081432]Depends what you define as a tribe. the New Caananites consider themselves a tribe and they're not exactly wrong.[/QUOTE]
Well the tribes of the west are obviously tribes. But I wouldn't really consider post-war society to be tribalistic, it's far more individualistic.
I wish someone could make an easier tool to work with terrain so that people could make new areas far easier. All I want is an overhead view and a brush tool with the ability to put buildings and doors down.
-snip-
[QUOTE=TheJoker;52081341][t]http://i.imgur.com/HkyFV24.png[/t]
Decepticons roll out. Joking aside.. Idk how to fix my power armor hud.[/QUOTE]
Nemesis Prime has seen better days
[QUOTE=Pax;52081006]Nope, you really don't. You can go talk to the Naganos without involving Nick at all. Just nothing actively points you that way unless you've saved Nick.[/QUOTE]
I quite like this sorta thing, where if I go to a place through exploratory means, I can still start a quest that would otherwise be something I wouldn't really be aware of, like how does it start if you get there without Nick though? Are they just like "Who dafuq are you? Must be a investigator, OK here's everything to need to know, go get daughter now." like you're already aware of the "case", apparently.
Or are they pretty much just like, who are you and then wondering what you're doing there and shit then asking for help because they're that worried?
[QUOTE=Kurahk;52082108]Nemesis Prime has seen better days[/QUOTE]
Chinese bootleg is a helluva drug.
No sound but this is looking pretty sick.
[media]https://www.youtube.com/watch?v=lC1AY9PrOkE[/media]
[QUOTE=GHOST!!!!;52082354]I quite like this sorta thing, where if I go to a place through exploratory means, I can still start a quest that would otherwise be something I wouldn't really be aware of, like how does it start if you get there without Nick though? Are they just like "Who dafuq are you? Must be a investigator, OK here's everything to need to know, go get daughter now." like you're already aware of the "case", apparently.
Or are they pretty much just like, who are you and then wondering what you're doing there and shit then asking for help because they're that worried?[/QUOTE]
Pretty much both of those rolled together. You hear them arguing as you approach the house, and then when you go in they ask who you are, and you offer to help. After that, it continues on as normal except you don't have to report back to Ellie at the end.
[QUOTE=cdr248;52081545]Well the tribes of the west are obviously tribes. But I wouldn't really consider post-war society to be tribalistic, it's far more individualistic.[/QUOTE]
The tribes tend to be too varied to really define. Some tribes are like the ones we see in Honest Hearts, while others would be completely indistinguishable from your average wasteland village.
[QUOTE=cdr248;52081406]The wasteland honestly isn't that tribal, and the "tribes" that do exist are usually too savage to care about breeding. Most of the towns in the games don't tend to have that much of a single identity to them and don't fit the tribal model. They're made up of individuals that might consider themselves neighbors, but not family. They're quite excepting of outsiders.
[/QUOTE]
Did you mean to write 'accepting' rather than excepting? they're the opposite things.
See, medieval villages weren't 'tribal' but they were very different from this.
Everyone knows eachother very well
An outsider is extremely suspicious. They could be a deviant outcast, a thief, or any manner of horrible things. Other than a trader, or maybe a traveling act, , you wouldn't accept anybody. I woulda thought Post-apocalypse would've made that sentiment in even the more civilised groups, since a stranger probably is a thief, or a raider scout, or any other manner of horrible thing. This doesn't quite extend to towns and cities, where you can't know everyone and you're a hub for trade, and you're probably much better protected from raiders and thieves, but it's something to think about.
Yeah, accepting.
In the game you seem to enter most towns pretty easily, they often expect visitors and traders. As long as you dont come in gunning like every other fritz'd up raider, you'll probably be accepted in quite easily.
[QUOTE=doomevil;52083592]No sound but this is looking pretty sick.
[media]https://www.youtube.com/watch?v=lC1AY9PrOkE[/media][/QUOTE]
I like it so far but the explosions need to be alot smaller or just straight up not there, I don't recall the original Incinerator's projectiles being explosive, but I could be wrong, either way, smaller explosions.
[QUOTE=Pax;52083995]Pretty much both of those rolled together. You hear them arguing as you approach the house, and then when you go in they ask who you are, and you offer to help. After that, it continues on as normal except you don't have to report back to Ellie at the end.[/QUOTE]
Oh well that's not too bad then I guess.
So I've been watching Alchestbreach's playthrough of Outcasts and Remnants, and it's such a bizarre combination of high quality and... well, really NOT high quality. The voice acting seems fantastic for the most part, the writing is decent, and they seem to have a done a good job wedging some of their story elements into the lore as a way of explaining things just ignored or forgotten by the base game.
But on the other hand, you get into the Outcast bunker, and it's like a day spa full of naked women with a giant indoor swimming pool. Also, it treats Fusion City like a reasonable thing, which it's about as unreasonable in this setting as you can get. Also, Al does a sidequest involving a raider gang that dresses like pimps. The whole thing is pretty much straight out of Saints Row.
[QUOTE=GHOST!!!!;52085463]I like it so far but the explosions need to be alot smaller or just straight up not there, I don't recall the original Incinerator's projectiles being explosive, but I could be wrong, either way, smaller explosions.[/QUOTE]
That and it doesn't seem to apply burn damage afterwards, with the explosion doing the most bulk of the damage.
I spent my day off playing through Outcast and Remenants. It is indeed a weird mixture.
I liked some parts of it and some parts of it I hated. Or atleast found not to my taste.
The little materials chests with shipments of resources in them that respawn were a bit silly. As you can essentially farm the shit out of them to drown in the stuff. Example before starting the mod I had like 100 acid and was struggling to balance it due to ammo crafting. (Ammo my gun used was .223 remington and it didn't drop often at all due to a mod I have that adds a LOT of new types so couldn't safety rely on loot to keep me going. But by the end of the mod and looting all the chests I had well over 1500 acid.
I did enjoy a lot of the terminal lore and story stuff even if a tad rushed at points and hated that I couldn't access 99% of the objective terminals whilst wearing my PA.
Again a lot of hit and miss but overall I would certainly say worth a shot playing through. Just take a lot of Ammo and stims etc for some of the fetch quest sort of stuff. Massive spawns get thrown at you. Which was fun for me atleast and intense at points.
However fusion city I went to once and never went back. It's a bit silly. (Although I will have to go back at some point for the main Fusion City quest stuff sometime.)
[QUOTE=doomevil;52083592]No sound but this is looking pretty sick.
[media]https://www.youtube.com/watch?v=lC1AY9PrOkE[/media][/QUOTE]
I would love it if Fallout 4 was able to make a thick continuous stream of napalm. Like, it follows the same trajectory of the projectiles in video, just a constant stream the engulfs anything it touches.
But, sadly, I doubt anything like that can be made in the creation engine without being extremely resource hogging, or just plain janky.
Damn shame we can't get something like this really, use PhysX or something, or maybe not PhysX since AMD users would have issues.
[video=youtube;QY-5ijpkkB8]https://www.youtube.com/watch?v=QY-5ijpkkB8[/video]
game crashed about an hour into building a marketplace in survival mode.
life sucks
worse yet I had just finished placing a bunch of tedious shit with ocdecorator and place anywhere
Since I give all my settlers weapons, I wanted to make something special for the Vault-Tec rep, but turns out you can't do anything about his inventory :c
[t]http://i.imgur.com/NvVFAhq.jpg[/t]
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