Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
So it occurred to me I've never gone through NV with a proper energy weapons build, so I decided to give it a go.
And holy fuck, even with below-average Luck I'm still handing out crits like nobody's business.
I love using energy weapons, they're so much fun
Is there a reason the capacitor on energy weapons(the firing mechanism) couldn't be built above and behind the trigger? Are there any mods for bullpup style lasers?
[Url=http://bullpupforum.com/gallery/1_08_08_10_7_36_13.jpeg]Like this[/url]
[QUOTE=Redcoat893;52143537]Going to Post this in the Warhammer Thread As Well.
This Just popped up on my radar:
Looks like direct model rips, apparently it's 32mm, but the people over at LAF think it could be 28mm or somewhere inbetween the two.[/QUOTE]
I never got into the tabletop 40K, but can those come pre painted? I'd love to get my hands on those but my hands are far from steady and I don't want them to look like the Thin your paints video :v:
[QUOTE=kijji;52144226]I love using energy weapons, they're so much fun[/QUOTE]
I love the sound they make now, Energy Rifles in particular, they sound so strange but fitting.
[editline]24th April 2017[/editline]
[QUOTE=Mattchewy;52145610][video=youtube;KAJ4-03Bz84]https://www.youtube.com/watch?v=KAJ4-03Bz84[/video][/QUOTE]
[B]CEASE AND DESIST![/B]
How would New Vegas even work in FO4's engine? I mean, there's [I]far[/I] too many dialogue options and they'd need to find some way to unfuck the perk system.
[QUOTE=gk99;52145870]How would New Vegas even work in FO4's engine? I mean, there's [I]far[/I] too many dialogue options and they'd need to find some way to unfuck the perk system.[/QUOTE]
Top dialog button is for next page, bottom dialog button for previous page, the two side dialog options for actual dialog. Done.
You want to exit the conversation? Just walk away or press tab, like in the vanilla game.
[QUOTE=Redcoat893;52143537]Going to Post this in the Warhammer Thread As Well.
This Just popped up on my radar:
Looks like direct model rips, apparently it's 32mm, but the people over at LAF think it could be 28mm or somewhere inbetween the two.[/QUOTE]
sounds like a good use for [URL="https://boardgamegeek.com/boardgame/18251/fallout-warfare"]fallout warfare[/URL]
[QUOTE=Xubs;52145933]
Bethesda thusfar has been pretty hands-off and free wheeling about fan remakes. I doubt Obsidian would go after them either since they seem even chiller. As long as the mod requires Fallout New Vegas to be owned and installed at the time of installation before you can play, I doubt anyone's going to get their panties in a twist. Otherwise Beth would've gone after Skyblivion by now, since that uses vanilla dialogs and content from Oblivion. Or Tale of Two Wastelands, since that ostensibly lets you pirate Fallout 3 in NV if someone hands you over the files that the mod spits out.[/QUOTE]
Yeah, Morroblivion, Skywind and those projects have been so far ignored by Beth and Zeni
I think it will be fine as long as they require NV to install the mod. Skywind is going to need Morrowind for it
[QUOTE=Tuskin;52146650]Yeah, Morroblivion, Skywind and those projects have been so far ignored by Beth and Zeni[/QUOTE]
This oddly gives me an idea along the lines of using the Collector Edition Cards with the Fallout 4 character creator to make the portraits based on them
[QUOTE=ClarkWasHere;52145885]Top dialog button is for next page, bottom dialog button for previous page, the two side dialog options for actual dialog. Done.
You want to exit the conversation? Just walk away or press tab, like in the vanilla game.[/QUOTE]
[img_thumb]http://i.picpar.com/rxpb.png[/img_thumb]
(ignoring the humorously broken dialogue prompts)
Can you imagine condensing all these options into lots of twos that the player would have to painstakingly scroll through? Mods that use similar systems already have quite a lot of waiting in between hitting "more" options and actually seeing the options.
Fallout 4 can't unfuck it's own dialogue system, I feel. Not in a satisfying way.
[QUOTE=Xubs;52145933]Or Tale of Two Wastelands, since that ostensibly lets you pirate Fallout 3 in NV if someone hands you over the files that the mod spits out.[/QUOTE]
Tbh I'm not sure this is the same sort of situation. It's kind of on the same tier as "you can pirate all Bethesda DLC since Morrowind by getting someone to hand you the files." It's less the fault of the modder and more just people hosting the files you need.
[QUOTE=WillerinV1.02;52147171][img_thumb]http://i.picpar.com/rxpb.png[/img_thumb]
(ignoring the humorously broken dialogue prompts)
Can you imagine condensing all these options into lots of twos that the player would have to painstakingly scroll through? Mods that use similar systems already have quite a lot of waiting in between hitting "more" options and actually seeing the options.
Fallout 4 can't unfuck it's own dialogue system, I feel. Not in a satisfying way.[/QUOTE]
Actually I think it's totally possible to include this many options in dialogue without necessarily having to rely on just a big list, notably because the game has the groundwork all set up but bethesda never used it.
Any bartering/repair shit can just be an additional button that's not on the four main buttons. [url=http://www.nexusmods.com/fallout4/mods/16229/?]Not exactly hard to implement.[/url]
Any observations about the environment around the character (stuff like "nice guns") could be triggered by interacting with those objects. This is done frequently in RPGs, the game even does it in the introduction. Mass Effect 2 had a good example of this where nearly every single item in Zaeed's room could be activated to start a bit of dialogue with the man.
It'd all be much easier with 6 base options and not 4, but not all of those dialogue prompts have to go through a menu you awkwardly pop up by talking to the guy.
[QUOTE=WillerinV1.02;52147171][img_thumb]http://i.picpar.com/rxpb.png[/img_thumb]
(ignoring the humorously broken dialogue prompts)
Can you imagine condensing all these options into lots of twos that the player would have to painstakingly scroll through? Mods that use similar systems already have quite a lot of waiting in between hitting "more" options and actually seeing the options.
Fallout 4 can't unfuck it's own dialogue system, I feel. Not in a satisfying way.[/QUOTE]
I never said it would be clean to do, I only suggested an option that doesn't involve any F4SE injection legwork. And I agree, it would be awful to have to keep clicking the menus to get the dialog you want.
[QUOTE=Mattchewy;52145610][video=youtube;KAJ4-03Bz84]https://www.youtube.com/watch?v=KAJ4-03Bz84[/video][/QUOTE]
What's with all the desert add a tree or something.
And it looks completely empty, Garry is doing a terrible job with this mod.
:wink:
This looks great, if they go all the way out I hope they take some artistic liberties and open up all the locked buildings (beantown interiors like and whatnot), the thought of exploring the old but finding new things makes me giddy.
Update on the gyrojet!
[t]https://staticdelivery.nexusmods.com/images/1151/2241866-1493144580.png[/t]
[t]https://i.imgur.com/CfmrpnQ.jpg[/t]
[t]https://i.imgur.com/Yn5AnuV.jpg[/t]
[url]http://www.nexusmods.com/fallout4/images/73737/?[/url]
Nearly done on my end, just need sounds/animation/scripting which I'll be getting help with.
Jeez, if you're gonna follow the pricing for the ammo, it's gonna be like 5 - 10% the price of the main weapon, it costs $100 per rocket for the Gyrojet in real life.
[QUOTE=GHOST!!!!;52150020]Jeez, if you're gonna follow the pricing for the ammo, it's gonna be like 5 - 10% the price of the main weapon, it costs $100 per rocket for the Gyrojet in real life.[/QUOTE]
only due to scarcity. they were cheap-ish when they were still being made. something as weird and obviously 1950s as the gyrojet would very likely have continued production in the fallout universe.
[QUOTE=GHOST!!!!;52150020]Jeez, if you're gonna follow the pricing for the ammo, it's gonna be like 5 - 10% the price of the main weapon, it costs $100 per rocket for the Gyrojet in real life.[/QUOTE]
Hah well I wouldn't mind a bit of a discussion about that. My plan is to have the Mk41 be developed by the army pre-war but never put into service - you have to go deep into the Sentinel Site to find it, in the hands of a ghoulified soldier. The weapon was experimental and received by the facility for testing.
I'm thinking I might put a crate of equally experimental standard ammo nearby to get the player started (but not heap tons of ammo on them in one go) and make the ammo not too hard to craft (maybe involving flamer fuel or something?). That said, the gun is a machine gun first and foremost which is going to tear through ammo anyway, so it's a tough balance.
Shame an ammo crafting system isn't in the game by default, not sure about including the ammo in vendors if it's supposed to be a unique gun. Anyway I'd love to hear some opinions on this plus any ideas people have.
[QUOTE=Xubs;52150328]What are the stats you are thinking about putting on this gun compared to its vanilla associates? Maybe something like: really stable recoil control, but you trade that off for poor accuracy and having to lead your shots somewhat? That would make sense to me.[/QUOTE]
I had someone write some damage falloff scripting for ballistics, but it might be totally different for actual missile based rounds. The way gyrojet rounds work in real life is to accelerate from 0 speed from when they are ignited, making the maximum impact force actually right as the round runs out of fuel some distance out of the gun, as opposed to conventional ammunition where maximum stopping power is as soon as the bullet leaves the barrel, diminishing afterwards
I'm thinking it'll actually be weaker than the standard assault rifle at quite close range, but increases its damage the further the bullet is able to fly and accelerate (hopefully up to a cap). This should be an interesting mechanic if it's ever realised. The rounds are already missile-type rather than normal rounds ingame, so that they have a flytime and physically fly through the world, so leading is already a thing. They are considerably faster than the vanilla missiles though, so it isn't too hard (I can confirm that sniping people and waiting for the rocket to reach them and explode their head is stupidly fun).
Still playing with recoil, I want it to feel like a big gun with much dakka but the laws of gyrojets are going against me in that sense as well. Would appreciate input (I guess an invite into the FP FO4 modding discord would be apt at this point in case anyone wants more direct communications) - [url]https://discord.gg/AGN9Mmv[/url]
[QUOTE=Xubs;52150355]heres one more idea if you would like to go the route of including alternative ammunition types: maybe you could include a high level alt ammo type that adds seeker gyrojet missiles. perhaps the gun could use a targetting system with this ammo kinda like the missile launcher's targetting computer and it would allow you to fire untargetted by hipfiring (or maybe there could be an AID item that toggles the targeting computer if you want it off completely for being able to hit people anywhere). I would think the targeting would be a lot shallower than rocket targeting so it doesnt work nearly as well at extreme angles so its mostly just an assistance than a complete elimination of the need to aim. But you could do some cool shit with it compared to regular guns, like aim around shallow corners.[/QUOTE]
You're not allowed to leak information about future mods for the gyrojet god damni[URL="https://youtu.be/0W2vtD-ryCI"]t[/URL]
[sp](No model yet). I'm thinking a scope type that overrides the ammo with tracker gyrojets - less velocity and stopping power, but allows you to hit targets much easier. mwahahah[/sp][URL="https://youtu.be/0T6ANbL3SMw?t=53"].[/URL]
[QUOTE=The Rizzler;52150426]You're not allowed to leak information about future mods for the gyrojet god damni[URL="https://youtu.be/0W2vtD-ryCI"]t[/URL]
[sp]I'm thinking a scope type that overrides the ammo with tracker gyrojets - less velocity and stopping power, but allows you to hit targets much easier. mwahahah[/sp][URL="https://youtu.be/0T6ANbL3SMw?t=53"].[/URL][/QUOTE]
Holy shit that's incredible
Maybe make it not able to curve so well? Seems a bit op
[QUOTE=venom;52150439]Holy shit that's incredible
Maybe make it not able to curve so well? Seems a bit op[/QUOTE]
Yeah I'll mess with the speed (and thus the turn rate)/damage values later on after the main balancing is done I think
[QUOTE=Xubs;52150446]Every idea I come up with you are one step ahead[/QUOTE]
Don't matter fam, keep em coming
It's a shame FO4 doesn't have interchangeable ammo types, otherwise you could have cheap player-crafted missiles perform much worse than the premium ones you can dig up in one of the Commonwealth's many military facilities. But you could also dig up the blueprints or something for the military rockets which'd eventually allow you to craft the primo ones at any workbench.
I assume you've thought of this, but what about some of the more basic stuff like AP/HEAT rockets for taking on PA, HE for general purpose, incendiary, radiation, plasma, emp, etc
[QUOTE=venom;52150492]I assume you've thought of this, but what about some of the more basic stuff like AP/HEAT rockets for taking on PA, HE for general purpose, incendiary, radiation, plasma, emp, etc[/QUOTE]
Shouldn't be impossible. The main problem is making the missiles elemental (it's easy to make explosive rounds, since you just turn explosions back on, but fire/ice/electric etc. is all done through the weapon entry/keywords as far as I know, which adds the damage, but doesn't set enemies on fire/freeze them or anything). If anyone knows how to fix this then hit me up
edit: oh and if my effects guy pulls it off then we'll have [sp]mini mini nuke rounds.[/sp] You read that right. God save us all
[QUOTE=The Rizzler;52150571]Shouldn't be impossible. The main problem is making the missiles elemental (it's easy to make explosive rounds, since you just turn explosions back on, but fire/ice/electric etc. is all done through the weapon entry/keywords as far as I know, which adds the damage, but doesn't set enemies on fire/freeze them or anything). If anyone knows how to fix this then hit me up
edit: oh and if my effects guy pulls it off then we'll have [sp]mini mini nuke rounds.[/sp] You read that right. God save us all[/QUOTE]
Mini - Mini Nuke rounds. Bonus ducks if you shrink the nuke effect and adjust it to the point of non-"always upright" weirdness.
I got a mod for unlimited companions and now I don't have to pick favorites when everybody's tagging along. Nobody seemed to like me joining the BoS so I'm considering a Minuteman playthrough.
it's not like its super hard to keep your companions liking you or anything. it's legitimately difficult to get piper in particular to hate you without slaughtering a village
[QUOTE=The Rizzler;52150426]You're not allowed to leak information about future mods for the gyrojet god damni[URL="https://youtu.be/0W2vtD-ryCI"]t[/URL]
[sp](No model yet). I'm thinking a scope type that overrides the ammo with tracker gyrojets - less velocity and stopping power, but allows you to hit targets much easier. mwahahah[/sp][URL="https://youtu.be/0T6ANbL3SMw?t=53"].[/URL][/QUOTE]
[video=youtube;7jVsQToSfag]https://www.youtube.com/watch?v=7jVsQToSfag[/video]
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