Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
You could try tactical animations, it changed how the pistol is held so it's at the ready so to speak
There is this mod. [url]http://www.nexusmods.com/fallout4/mods/18619/?[/url]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/18619-0-1474480808.jpg[/t]
[QUOTE=MrProComics;52198822]There is this mod. [url]http://www.nexusmods.com/fallout4/mods/18619/?[/url]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/18619-0-1474480808.jpg[/t][/QUOTE]
That's just a replacer for the "aimed" animation, not the idle unfortunately.
It even adds a little delay to shooting in third person :frown:
[QUOTE=Zethiwag;52198372]Something like the Fallout 3/NV animation where you're holding it one-handed, the gun facing forward, but with your elbow by your side.[/QUOTE]
Like you're holding a Revolver and you're about to fan the hammer? Where's this animation in Fallout 4 though?
Oh look, what's that?
Hitman released a new mod about a certain [URL="http://www.nexusmods.com/fallout4/mods/24053/?"]homemade rifle[/URL]
[media]https://www.youtube.com/watch?time_continue=76&v=0C3brU-pnCY[/media]
oh thank Hitman.
What's with the wide shoulders though? Was the base animation made for Males and can't work properly for Females and vice versa? Or does the engine just not support multiple animation types for same thing depending on certain tags?
Quick question:
Automatron robots can be assigned to storefronts and as medics in settlements, but cannot actually perform any of these functions beyond basic passive changes to cap income and net happiness.
Is there a mod for PS4 that fixes this? I literally want to restrict my settlements to robots only, but I am forced to recruit an emotional needy meatsack or two to run the vendor stands.
This is literally one of my only pet peeves with the game. If somebody finds a fix for this, you'll make my whole month.
[QUOTE=soullink;52199334]Oh look, what's that?
Hitman released a new mod about a certain [URL="http://www.nexusmods.com/fallout4/mods/24053/?"]homemade rifle[/URL]
[media]https://www.youtube.com/watch?time_continue=76&v=0C3brU-pnCY[/media][/QUOTE]
Why in the hell is it ejecting pistol shells
[editline]7th May 2017[/editline]
[QUOTE=Lyonidis;52199750]Quick question:
Automatron robots can be assigned to storefronts and as medics in settlements, but cannot actually perform any of these functions beyond basic passive changes to cap income and net happiness.
Is there a mod for PS4 that fixes this? I literally want to restrict my settlements to robots only, but I am forced to recruit an emotional needy meatsack or two to run the vendor stands.
This is literally one of my only pet peeves with the game. If somebody finds a fix for this, you'll make my whole month.[/QUOTE]
I don't even think there's a mod like this for PC.
As far as I know, you can't trade with them because all four dialogue options are taken up with the companion/customization options. So fixing their role as vendors would either involved changing how robots work as companions, or having the barter dialogue overwrite one of the other dialogue options.
So that FNV multiplayer mod was released
[video=youtube;tuyoGiEOHW8]https://www.youtube.com/watch?v=tuyoGiEOHW8&feature=youtu.be[/video]
Wasn't there a mod that reactivated normal saving & hotkey quicksaving for Survival? I can't seem to find it
So I'm really enjoying Sim Settlements.
Sanctuary
[t]http://i.imgur.com/T1DBqXU.jpg[/t]
[t]http://i.imgur.com/cOEbxje.jpg[/t]
[t]http://i.imgur.com/XcndJaf.jpg[/t]
[t]http://i.imgur.com/LVFW9Si.jpg[/t]
Red Rocket sans the building.
[t]http://i.imgur.com/wCCoiz0.jpg[/t]
My only gripe with that mod is how disconnected the shanty buildings are, like the idea of a shanty town is a limited amount of materials so walls are shared between shacks, I mean that's more real life than game where ingame you can get Nuclear Material from a fucking Clock.
[QUOTE=GHOST!!!!;52200419]My only gripe with that mod is how disconnected the shanty buildings are, like the idea of a shanty town is a limited amount of materials so walls are shared between shacks, I mean that's more real life than game where ingame you can get Nuclear Material from a fucking Clock.[/QUOTE]
i mean there's at least some truth to that, they used to use Radium for luminescent clock dials & such, before tritium/phosphorescense
[editline]7th May 2017[/editline]
[url]https://en.wikipedia.org/wiki/Radium_dials[/url]
[QUOTE=Mattchewy;52200076]So that FNV multiplayer mod was released
[video=youtube;tuyoGiEOHW8]https://www.youtube.com/watch?v=tuyoGiEOHW8&feature=youtu.be[/video][/QUOTE]
aw man are actors not synced across the server yet? thats disappointing
[QUOTE=Pat.Lithium;52200830]aw man are actors not synced across the server yet? thats disappointing[/QUOTE]
I found this on the FAQ:
[QUOTE=nvmpfaq]"How will the game world actually work?
The entire world is divided into cells. Players who enter a player-less cell become its temporary host and the environment within it, including NPCs, depend on that player's progress and previous actions. If other players enter the cell while the hosting player is still within it, they will experience the hosting players instance. This mechanic means that if you were to enter a cell where a quest NPC should be, but someone currently in the cell has killed them, then you will fail any associated quest on entry. For a detailed insight on how cells work, refer to this thread."[/QUOTE]
[QUOTE=tyanet;52200020] I don't even think there's a mod like this for PC.
As far as I know, you can't trade with them because all four dialogue options are taken up with the companion/customization options. So fixing their role as vendors would either involved changing how robots work as companions, or having the barter dialogue overwrite one of the other dialogue options.[/QUOTE]
There was a mod for it on PC only, which provoked me to search far and wide for a surrogate on PS4.
Aside from grabbing an AK and murdering literally everything in a chem fueled war against all moving or living things, or being a pseudo mad max villain from whatever the raider factions can offer, playing as a mad scientist is one of the most entertaining options in my opinion.
Automatron's ability to replace human settlers with robots of my own creation is something that really grew on me over time, as happiness is a pain in the ass to manage and having settlers be resource intensive while being unable to defend themselves removes the fun from building their homes. I could likely build a dedicated trade post with the minimum requirements to support the max level merchants, but it's a tough sell over machines that wouldn't need to sleep and could sell me the necessary supplies or buy my unused materials at any hour of the day.
In my main save file, I have Starlight Drive-In fortified by walls and guarded by killing machines with the wackiest weapons I could bolt on. Strongest fighters guarding the entrance, lighter sentries manning defense in depth covering the perimeter.
A fantasy of mine is having your own robot faction that you can complete the game with, while allowing you to ally with the institute and slaughter everyone else as you see fit. All of this because I can't stand the companions the game gives you, let alone choosing between any one of the largely awful factions. In lieu of that, I'll settle for being able to have a true robot only settlement.
I am probably coming across as insanely eccentric about this, but it's one of the few things that keeps me excited about the game, and one I am not ashamed of admitting. Some day I will probably end up modding all of those things in myself.
I'd rather have a benevolent robotcracy option too.
[QUOTE=venom;52200422]i mean there's at least some truth to that, they used to use Radium for luminescent clock dials & such, before tritium/phosphorescense[/QUOTE]
My favourite example of fallout logic is how you can scrape the 'lead' out of pencils to make lead plating for armours
Even if pencils used lead in the fallout universe, the thought of someone painstakingly cracking open individual pencils to melt down enough slivers of lead to cover armour is just hilarious to me
[QUOTE=ISPYUDIE;52201295]I found this on the FAQ:[/QUOTE]
Uh oh, this sounds like something you could easily exploit, wanna finish a quest or start one up because you like it? Nope, someone's just standing around in the cell where they were but killed them, looks like you aint gonna be doing that quest because they're not moving.
[QUOTE=Menien Goneld;52201864]My favourite example of fallout logic is how you can scrape the 'lead' out of pencils to make lead plating for armours
Even if pencils used lead in the fallout universe, the thought of someone painstakingly cracking open individual pencils to melt down enough slivers of lead to cover armour is just hilarious to me[/QUOTE]
How about how you can make a sleeping bag out of three cigarettes, or even an entire mattress out of six cigarettes :v:
A part of Wasteland Overhaul just got released, [URL="http://www.nexusmods.com/fallout4/mods/24069/?"]and it's looking pretty dope.[/URL]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/24069-5-1494265270.png[/t]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/24069-9-1494265265.png[/t]
My 100% Lore accurate version
[t]https://cdn.discordapp.com/attachments/188015782716899328/311229266643910656/unknown.png[/t]
[video=youtube;XuByMZzLxpM]http://www.youtube.com/watch?v=XuByMZzLxpM[/video]
Just posting a totaly normal gameplay footage video of Fallout 4. Don't mind me.
[QUOTE=Rent-a-BoxHouse;52202374]A part of Wasteland Overhaul just got released, [URL="http://www.nexusmods.com/fallout4/mods/24069/?"]and it's looking pretty dope.[/URL]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/24069-5-1494265270.png[/t]
[t]https://staticdelivery.nexusmods.com/mods/1151/images/24069-9-1494265265.png[/t][/QUOTE]
[IT AINT ME STARTS PLAYING]
also, this isn't part of wasteland overhaul, deadpool is doing a different m16 that's more stylized and that one is part of WO, this one he was doing on his own AFAIK
[QUOTE=Tuskin;52202589]My 100% Lore accurate version
[t]https://cdn.discordapp.com/attachments/188015782716899328/311229266643910656/unknown.png[/t][/QUOTE]
URRUGHRUGHRUHGURHURHG, grabe the foregrip.
Is it really difficult to animate for Fallout 4? I don't know how it works myself because I haven't looked into it, but, fuck man.
[QUOTE=GHOST!!!!;52202799]URRUGHRUGHRUHGURHURHG, grabe the foregrip.
Is it really difficult to animate for Fallout 4? I don't know how it works myself because I haven't looked into it, but, fuck man.[/QUOTE]
it has custom animations, I don't know why there are not any when you equip a foregrip. Maybe it isn't possible?
[editline]8th May 2017[/editline]
So, Protip, if you're doing the ArcJet mission, don't reprogram the turrets to friendly if you've brought a companion, when Danse will still attack the turrets and it will piss off your companion and they'll attack them :v:
At least I think that is what happened, Cait just randomly started attacking Danse after I re-programmed them, and she also became hostile to me.
[t]https://cdn.discordapp.com/attachments/188015782716899328/311254332093759488/unknown.png[/t]
Since i was having issues with my load order i wiped my mod list from Fallout 4.
Is there a minimal list of decent mods? I don't want a leveled list spaghetti.
[QUOTE=Rent-a-BoxHouse;52202374][t]https://staticdelivery.nexusmods.com/mods/1151/images/24069-9-1494265265.png[/t][/QUOTE]
Rolling need on those gloves, anyone know where they're from
[editline]8th May 2017[/editline]
Also the normals on that stock are horrifically overdone :v:
You know it just occurred to me, why does Boone, the [b]NIGHT SNIPER[/b] wear sunglasses?
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