Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=Mattchewy;51801464]Snip-O[/QUOTE]
Do you think he'll do a pistol version? I imagine it would be the same length as a [URL="https://s-media-cache-ak0.pinimg.com/originals/bc/08/6a/bc086afb6ae146f0258c79c7147df736.jpg"]double barrel shotgun[/URL].
[QUOTE=purvisdavid1;51801977]Someone made use of the unused dialogue for the alternative BoS ending and made this out of it.
[url]http://www.nexusmods.com/fallout4/mods/21923/?[/url]
I'm downloading it to see if it's ok.[/QUOTE]
This one mod clears up nearly every issue i had with the BoS questline.
We finally leveled up in Fallout 1. There's such a difference between the games. Radscorpions are hard as fuck and I had to use two stimpacks in an epic duel with just one of the buggers.
I still can't deal with mantis packs, and I've ran for every time there was more than one molerat.
[QUOTE=The Jack;51803769]We finally leveled up in Fallout 1. There's such a difference between the games. Radscorpions are hard as fuck and I had to use two stimpacks in an epic duel with just one of the buggers.
I still can't deal with mantis packs, and I've ran for every time there was more than one molerat.[/QUOTE]
Really? There's like a bazillion molerats (+regular rats) at the first vault in FO1. Just shoot em in the face
Ok. So molerats confused the fuck out of us when we first saw them (it's just the game being shitty) we were a few away from the Mole and our targeting chance for it was 2%. But when we're right next to it it's like 70% (I put all points into small guns when we leveled up) Mantis are bullshit for being in the starter areas
Walking into a raider camp (Khans) and not getting attacked is interesting.
Moving around and having to open doors manualy is a pain though. The point of view is bad.
I'd really like to see someone port this game into something like xcom (still retaining action points and the gameplay but with modern presentation/visuals and some more modern controls)
The Pip boy Hud isn't charming, it's unintuitive.
The music is great, the voice acting is wonderful, and the dialogue/text far exceeds anything seen in fallout 3. We've genuinely laughed playing this game, Fo3 might've gave me an unmemorable chuckle.
Can anyone recommend any mods that make settlements more interesting? For example, anything that makes settlers more active and less monotonous or anything like that?
[QUOTE=Trainbike;51804066]Can anyone recommend any mods that make settlements more interesting? For example, anything that makes settlers more active and less monotonous or anything like that?[/QUOTE]
Not really no.
[QUOTE=Trainbike;51804066]Can anyone recommend any mods that make settlements more interesting? For example, anything that makes settlers more active and less monotonous or anything like that?[/QUOTE]
There are mods that add animation rugs so you can place stuff around the settlement for them to do. There's also a mod that increases the wander range of the settlers, which lets them actually go up and down in vertical settlements and generally use the space better. I haven't tried any yet, though, so I only know they exist, not how well they work.
Anyone here playing at 120+ fps (unlocked)? I don't notice any serious immediate difference between that and keeping it locked at 60 but I was wondering if anyone had been experiencing any notable glitches after an extended period of time.
[img]http://i.imgur.com/kyWkRhA.jpg[/img]
Neat.
[QUOTE=DeEz;51804265]Anyone here playing at 120+ fps (unlocked)? I don't notice any serious immediate difference between that and keeping it locked at 60 but I was wondering if anyone had been experiencing any notable glitches after an extended period of time.[/QUOTE]
when i tried to play it at an unlocked fps the game played at fast forward, which was unpleasant
I'm trying to get DEF_UI to work, but I can never get it to. Nothing I've done has worked. Anyone know what I may be doing wrong?
I downloaded it both with NMM and a manual download, but neither work. I just cut/paste it into the data folder, but it still doesn't work. Using F4SE of course.
[editline]10th February 2017[/editline]
Ah nevermind I figured out what was wrong
F4SE changelog
[QUOTE]0.3.0
- support for runtime 1.9.4
- input event hook
- event sending
- ScriptObject.Register/UnregisterForKey/Control
- enabled papyrus API for plugins[/QUOTE]
it begins
Hey guys, I know there are a couple of fellow modders here, and I use your mods and really like them.
Please, make sure your mods you make are clean from any unnecessary edits by using FO4Edit.
[t]https://i.imgur.com/Co3yXpy.png[/t]
I noticed some identical cell entries in the Classic Sniper mod (DKS 501), and selected them in the picture above.
Anything that has a green background and grey text means that it's completely the same as what's in the master file that the entry is from, and needs to be removed to make the mod cleaner.
Be sure when you are cleaning your mod, that you don't remove anything that actually needs to be changed for your mod to work. :v:
Otherwise if a mod, lets say Unofficial Patch for FO4, needs to edit that cell's data, and your mod overrides that cell with an entry that is identical to Fallout4.esm's entry, the bug fixes will not work.
And make sure you check [I]every. single. conflict.[/I] with the master files you use. You do not want to have anything edited from your masters unless you are placing things in cells, or your mod is specifically supposed to edit entries from your master files.
so clean dirty edits then?
[QUOTE=Itauske Roken;51805500]so clean dirty edits then?[/QUOTE]
And make sure they don't go into the release versions of the mods, yes.
It always sucks when you see them in a mod :/
and just saying "clean dirty edits" doesn't mean anything to some modders who might not know what a dirty edit even is. Although I'm confident that FP modders do know what it is.
FO4 pisses me off so much.
It ended up being such a disappointment in so many departments but yet, there's nothing quite like it out there. Skyrim's modding scene might be generally better but I just really prefer guns and technology to swords and magic.
In other words, I am reinstalling the game.
[QUOTE=Dom Pyroshark;51805755]FO4 pisses me off so much.
It ended up being such a disappointment in so many departments but yet, there's nothing quite like it out there. Skyrim's modding scene might be generally better but I just really prefer guns and technology to swords and magic.
In other words, I am reinstalling the game.[/QUOTE]
Quit getting mad at video games
One question avoid modded weapons tough, generally speaking, are they affected by perks?
For example, I dowload X revolver from thenexus, which has a made-from-scratch model, has it's own damage stats different from the .44 or pipe revolver, and has custom animations. Is it still affected by the Gunslinger perk as it should?
[QUOTE=Ctrl;51805955]One question avoid modded weapons tough, generally speaking, are they affected by perks?
For example, I dowload X revolver from thenexus, which has a made-from-scratch model, has it's own damage stats different from the .44 or pipe revolver, and has custom animations. Is it still affected by the Gunslinger perk as it should?[/QUOTE]
If the gun has the keyword WeaponTypePistol applied to it (and not WeaponTypeAutomatic or WeaponTypeHeavyGun), then yes.
[QUOTE=Nerts;51805767]Quit getting mad at video games[/QUOTE]
In other words, he's not allowed to dislike FO4 being a disappointment?
[QUOTE=Nerts;51805767]Quit getting mad at video games[/QUOTE]
Never!
[QUOTE=Nerts;51805767]Quit getting mad at video games[/QUOTE]
Basically said there was a love/hate relationship with the game how is that "gettin mad a vidya gams."
[QUOTE=Dom Pyroshark;51805755]FO4 pisses me off so much.
It ended up being such a disappointment in so many departments but yet, there's nothing quite like it out there. Skyrim's modding scene might be generally better but I just really prefer guns and technology to swords and magic.
In other words, I am reinstalling the game.[/QUOTE]
It's the issue with bethesdaGS games. Not what you wanted, but you like it anyway. I have the same issue with skyrim.
If you could mod magic into fallout, would work wonders.
Bonus points if both shout key and second weapon slot somehow fited into skyrim
and even more if it looks like bioshock 2's mp.
Then again, a morrowind magic system (a spell is a weapon of it's own) could be worked in...
[QUOTE=The Jack;51806668]If you could mod magic into fallout, would work wonders.
Bonus points if both shout key and second weapon slot somehow fited into skyrim
and even more if it looks like bioshock 2's mp.
Then again, a morrowind magic system (a spell is a weapon of it's own) could be worked in...[/QUOTE]
Magic has no place in Fallout, but I wouldn't mind them bringing psykers back (and not in a Mama Murphy kind of way). Though I figure it'd work like shouts or something, maybe make the VATS key switchable between VATS and powers. Of course, that's me being stuck in the console way of thinking too, that there's only so many buttons on the controller.
[QUOTE=Pax;51806780]Magic has no place in Fallout, but I wouldn't mind them bringing psykers back (and not in a Mama Murphy kind of way). Though I figure it'd work like shouts or something, maybe make the VATS key switchable between VATS and powers. Of course, that's me being stuck in the console way of thinking too, that there's only so many buttons on the controller.[/QUOTE]
The entire point of psykers was to be a mysterious background thing that's never expanded on, to give the world depth. There should never be a psyker player character.
Unless you mean in a mod. That's cool.
Sorry, you need to Log In to post a reply to this thread.