Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=Sgt Doom;52089428]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][/QUOTE]
You might have to reverse pickpocket him with it and the ammo, then attack him to aggro him and get him to equip it. Then holster your weapon and hope for the best.
or just use the console, right? unless you're on survival or something.
[QUOTE=WillerinV1.02;52089542]or just use the console, right? unless you're on survival or something.[/QUOTE]
[URL="http://www.nexusmods.com/fallout4/mods/12556/"]There's a mod for console in survival mode. I say it's essential with how buggy the game can be.[/URL]
[QUOTE=Sgt Doom;52081284]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.[/QUOTE]
I don't have it on hand since I'm at work but I remember seeing a mod that lets you set the loadout your settlers spawn with
I'm personally using [URL="http://www.nexusmods.com/fallout4/mods/23197/?"]this pretty new mod[/URL] for my survival playthrough. It allows you to use console, switch survival on/off, and save from the menu.
[QUOTE=Whit3;52090092]I'm personally using [URL="http://www.nexusmods.com/fallout4/mods/23197/?"]this pretty new mod[/URL] for my survival playthrough. It allows you to use console, switch survival on/off, and save from the menu.[/QUOTE]
[quote]Godmode is also partially restored, but not fully functional i.e. you still die, however you have infinite resources in the workshop.[/quote]
This is interesting to me, when survival mode initially launched I was surprised to see they went out of their way to disable godmode for it. I assumed it was some byproduct of their misguided goal of disabling all console and quicksave functionality, but the length of time it has taken for this mod to be released and the fact it still hasn't gotten godmode working fully yet leaves me with wondering.
Can anyone who is more experienced with this than me explain roughly how godmode is disabled, and what makes it so hard to re-enable? And if there's any discernible reason, outside of Beth's hateboner for fun in survival?
[QUOTE=WillerinV1.02;52090108]Can anyone who is more experienced with this than me explain roughly how godmode is disabled, and what makes it so hard to re-enable? And if there's any discernible reason, outside of Beth's hateboner for fun in survival?[/QUOTE]
From my understanding some of the limitations of the survival mode are hardcoded into the game/mode, which is why they need some extra work to bypass (the mod uses F4SE to achieve this). The reason is probably as petty as [i]achievements[/i], which is why they're disabled on modded saves and why there is no console on survival.
On one hand, having played Survival mode all the way through I do like how the additions do sort of encourage you to play the game in a way you might not otherwise. For example, lacking fast travel, I took Aqua Boy and was basically able to get around a majority of the Commonwealth with swimming in rivers and the east coast.
On the other hand, I lost an hour of progress because I somehow glitched through a floor and got stuck inside a building.
I'm replaying survival mode again with the mods to enable console, saving, and the [url=http://www.nexusmods.com/fallout4/mods/14650/?]Survival Options mod[/url], and it's way more fun this way. I feel like the biggest thing setting Survival mode back is just not being able to save on the fly, considering how buggy Fallout 4 can be, everything else can be counteracted somehow.
Losing 2 hrs of progress isn't any fun either on survival
I'd say that a must for survival mode would have been maintaining autosave
Survival mode is honestly so much of an afterthought it isn't even funny.
It makes for a decent primary needs mod with a few cool ideas but outside of that it's honestly kinda slapped on.
There's a ton of shit that's really wrong with survival. Mainly the damage and armor. The needs need tweaked too. I feel like they degrade a little too fast. The weight system for ammo and some other stuff kinda needs a tweak too.
[QUOTE=Artix3;52090394]On one hand, having played Survival mode all the way through I do like how the additions do sort of encourage you to play the game in a way you might not otherwise. For example, lacking fast travel, I took Aqua Boy and was basically able to get around a majority of the Commonwealth with swimming in rivers and the east coast.
On the other hand, I lost an hour of progress because I somehow glitched through a floor and got stuck inside a building.
I'm replaying survival mode again with the mods to enable console, saving, and the [url=http://www.nexusmods.com/fallout4/mods/14650/?]Survival Options mod[/url], and it's way more fun this way. I feel like the biggest thing setting Survival mode back is just not being able to save on the fly, considering how buggy Fallout 4 can be, everything else can be counteracted somehow.[/QUOTE]
aqua boy/aqua girl is essential on survival. the whole idea of the perk doesn't make any sense until you're playing survival mode.
tier 2 is still useless though
[editline]11th April 2017[/editline]
[QUOTE=TheJoker;52090909]There's a ton of shit that's really wrong with survival. Mainly the damage and armor. The needs need tweaked too. I feel like they degrade a little too fast. The weight system for ammo and some other stuff kinda needs a tweak too.[/QUOTE]
you could go longer without food but I feel like sleep and hydration degrade too slow
[editline]11th April 2017[/editline]
one thing I don't like about survival is that it seems like every other thing you get is a legendary. it sort of devalues the whole system and makes it super easy to get a shit ton of caps just selling off all the legendaries you pick up if you have a character with plenty of carry weight.
[QUOTE=Artix3;52090394]On one hand, having played Survival mode all the way through I do like how the additions do sort of encourage you to play the game in a way you might not otherwise. For example, lacking fast travel, I took Aqua Boy and was basically able to get around a majority of the Commonwealth with swimming in rivers and the east coast.
On the other hand, I lost an hour of progress because I somehow glitched through a floor and got stuck inside a building.
I'm replaying survival mode again with the mods to enable console, saving, and the [url=http://www.nexusmods.com/fallout4/mods/14650/?]Survival Options mod[/url], and it's way more fun this way. I feel like the biggest thing setting Survival mode back is just not being able to save on the fly, considering how buggy Fallout 4 can be, everything else can be counteracted somehow.[/QUOTE]
I've played survival enough to understand that taking away fast travel sucks horribly. Yet I could take away fast travel from Skyrim and enjoy the game more, simply because there were still options to use carraiges to get around most of the journeys.
In FO4, the only way you're ever going to speed up travel in vanilla survival is by using vertibirbs. And that's pretty much a thing that's only available 10 hours into a non-story-rushed survival game.
I really do like how ammo has weight. completely changes your playstyle late game when you've got 30,000 rounds and you're just like "yeah rapid automatic sounds good". every shot has to count.
I also use a mod that adds a ton of different ammo varieties which intensifies that dynamic even more, because you end up almost never finding anything that goes with your gun.
[QUOTE=butre;52091160]
I also use a mod that adds a ton of different ammo varieties which intensifies that dynamic even more, because you end up almost never finding anything that goes with your gun.[/QUOTE]
That's sort of a problem with me. I mean.. I have no problem with mods adding whatever caliber they use but when gather like 80k rounds and yoh can't find the gun.. It becomes kind of pointless.
[QUOTE=Ctrl;52090709]I'd say that a must for survival mode would have been maintaining autosave[/QUOTE]
I feel like enabling autosaves would go against the "Adrenaline" feature of Survival mode. To be honest, I think Survival mode should have toggleable options, and definitely more failsafes. Having an autosave that the player can't load except in the event of a crash would probably work well, but having the option between Adrenaline or manual saving would have worked even better.
[url]http://imgur.com/gallery/6C7uB[/url]
Wow, they are actually going to do this
Someone's supposedly making (or in the process of making) Fallout Miami.
I wish you could bottle water in non-survival difficulties
While we're on the topic of survival, I strongly believe the save being disabled is for the best. You can't build tension if you have a save two minutes ago.
If we think of a tension over time graph, I imagine they aim to do a sine like wave, where the low points are when you've returned to base / an outpost and can save, and the high points are when you are furthest away.
I understand the need due to crashes (I personally haven't crashed in FO4, but I have been stuck in a position where I can't move, which is infuriating), but if you have a good machine, there's no real excuse (unless you truely dislike challenge).
[QUOTE=Mattchewy;52091539][url]http://imgur.com/gallery/6C7uB[/url]
Wow, they are actually going to do this[/QUOTE]
New Vegas wen
[QUOTE=Zombie Strider;52091660]While we're on the topic of survival, I strongly believe the save being disabled is for the best. You can't build tension if you have a save two minutes ago.
If we think of a tension over time graph, I imagine they aim to do a sine like wave, where the low points are when you've returned to base / an outpost and can save, and the high points are when you are furthest away.
I understand the need due to crashes (I personally haven't crashed in FO4, but I have been stuck in a position where I can't move, which is infuriating), but if you have a good machine, there's no real excuse (unless you truely dislike challenge).[/QUOTE]
In vanilla, perhaps, yes.
But i think less than 5 people in this thread ever play only vanilla, because modding is one of the biggest strengths of Bethesda GS games.
And that's gonna invariably cause more instability. A catch-22 for sure.
I don't even know what vanilla even is anymore
[QUOTE=TheJoker;52091354]That's sort of a problem with me. I mean.. I have no problem with mods adding whatever caliber they use but when gather like 80k rounds and yoh can't find the gun.. It becomes kind of pointless.[/QUOTE]
I like it though. it makes more sense than everything uses .38
[editline]12th April 2017[/editline]
[QUOTE=Zombie Strider;52091660]While we're on the topic of survival, I strongly believe the save being disabled is for the best. You can't build tension if you have a save two minutes ago.
If we think of a tension over time graph, I imagine they aim to do a sine like wave, where the low points are when you've returned to base / an outpost and can save, and the high points are when you are furthest away.
I understand the need due to crashes (I personally haven't crashed in FO4, but I have been stuck in a position where I can't move, which is infuriating), but if you have a good machine, there's no real excuse (unless you truely dislike challenge).[/QUOTE]
tension due to gameplay is good, tension due to game bugs is bad
[QUOTE=Intoxicated Spy;52091712]New Vegas wen[/QUOTE]
New Vegas is probably going to take longer considering that there's new environment content.
considering the sheer amount of times fallout 4 has bugged out for me, I need to save. I get the idea behind it, but it really isn't for a game made by bethesda.
[QUOTE=Zombie Strider;52091660]but if you have a good machine, there's no real excuse (unless you truely dislike challenge).[/QUOTE]
Or y'know, I dislike repeating the last 30+ minutes because a raider threw a laser-guided molotov that dropped me from full health, or I died via lethal stationary car.
It's not like saving assists in progression, you still have to actually get through a tough fight. It lessens the impact of failure, sure, but if you don't save every 20 seconds it shouldn't be a problem. And if the game was actually designed around the concept of limited saving, then I wouldn't mind it as much. But any tension is based entirely around what decorative furniture a level designer placed who knows how long ago.
I don't dislike challenge, in fact I wish combat was [I]more[/I] lethal and resources were even [I]more[/I] scarce. One of the big disappointments I have with survival mode is that the challenge drops off once you get a half-decent gun and a reliable source of food and water (ie any populated settlement). I don't like the save system because it just does not work with this game.
[QUOTE=Zombie Strider;52091660]While we're on the topic of survival, I strongly believe the save being disabled is for the best. You can't build tension if you have a save two minutes ago.
If we think of a tension over time graph, I imagine they aim to do a sine like wave, where the low points are when you've returned to base / an outpost and can save, and the high points are when you are furthest away.
I understand the need due to crashes (I personally haven't crashed in FO4, but I have been stuck in a position where I can't move, which is infuriating), but if you have a good machine, there's no real excuse (unless you truely dislike challenge).[/QUOTE]
tension can suck a dick when i lose 10 hours of progress
[QUOTE=cdr248;52090800]Survival mode is honestly so much of an afterthought it isn't even funny.
It makes for a decent primary needs mod with a few cool ideas but outside of that it's honestly kinda slapped on.[/QUOTE]
Maybe it's just me but hunger/thirst/sleep systems in these types of games are usually the fucking [I]worst[/I] because of how limiting and immersion-breaking they really are.
In New Vegas it's shitty because it feels like an occasional checklist you have to complete, and food/water is so fucking piss-easy to find it'll never be a real challenge. Just a mild hindrance at best.
In Fallout 4 it's the other way around and it becomes so absurdly restrictive any other aspect of the game just kind of disappears. Having to stop to chug water only to instantly obtain a disease with immediate effects which requires me to eat medicine only to chug even more water is not immersive. Not to mention the saving thing which is just a dumb idea for an open world game running on such a notoriously unstable engine.
The only game I've ever played with a basic needs system that really worked well was The Long Dark because its system is based around calorie consumption and the whole thing feels like you can realistically gauge and react to situations as someone would in this exact situation. Injuries and illnesses take a long time to get worse, the game tries its absolute best to avoid any arbitrary values which so many other survival games do not even attempt to work around.
The above is also the same reason I dislike durability systems in games like these. If I am not given the ability to actually maintain my guns and keep them in good condition without having to magically splice two of them together like anyone with basic knowledge of firearms would then don't force a system upon me with arbitrary numbers that tie into virtually nothing substantial or tangible. Like, this gun can fire 200 times before it breaks and this sword can bash exactly 176 skulls before it bends, but this shotgun will discharge 125 times before it explodes. Why ? Fuck you, that's why.
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