• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
I'd argue that the original intention back from Fallout 1 was that the war had scoured the globe, leaving it a dead, poisonous rock that had killed nearly everyone who wasn't in a Vault or other hardened shelter (like the BOS in Mariposa). All surface people were wiped out, all normal animals died off, and it's only thanks to the FEV released into the air that any surface life survived at all, and only thanks to the knowledge and pre-war seeds in the GECKs that the Vault dwellers were able to turn the poisonous ground into something barely able to grow crops. Even the ghouls in Fallout 1 came from a Vault, any more exposure to the hell of the war would've just killed them outright. Of course, that time is past. That's not what Fallout is anymore.
[QUOTE=WillerinV1.02;51825688]There's loads of middle grounds in between no quicksaving and full quicksaving. There's a fairly well implemented mod out there that adds lootable holotapes that allow you to save. They're one use but fairly easy to come across and make survival [I]much[/I] less of a slog without allowing full quicksaving. I think it was made by someone from here?[/QUOTE] I was playing vanilla mainly for the achievements but I think I'll stop caring about that. If you happen to have a link for it, let me know. Also, why the fuck doesn't this game have a Workshop already instead of the shitty system Beth is using?
[QUOTE=WillerinV1.02;51825688]There's loads of middle grounds in between no quicksaving and full quicksaving. There's a fairly well implemented mod out there that adds lootable holotapes that allow you to save. They're one use but fairly easy to come across and make survival [I]much[/I] less of a slog without allowing full quicksaving. I think it was made by someone from here?[/QUOTE] Only quick save mod I'm aware of for survival is [url]http://www.nexusmods.com/fallout4/mods/12593/?[/url] .
[QUOTE=WillerinV1.02;51825688]There's loads of middle grounds in between no quicksaving and full quicksaving. There's a fairly well implemented mod out there that adds lootable holotapes that allow you to save. They're one use but fairly easy to come across and make survival [I]much[/I] less of a slog without allowing full quicksaving. I think it was made by someone from here?[/QUOTE] That resident evil styled one, right? I'm pretty sure that came from here.
[QUOTE=DEMONSKUL;51825713]I was playing vanilla mainly for the achievements but I think I'll stop caring about that. If you happen to have a link for it, let me know. Also, why the fuck doesn't this game have a Workshop already instead of the shitty system Beth is using?[/QUOTE] [url]http://www.nexusmods.com/fallout4/mods/12504/?[/url] Here you go, pal.
oh hey that's my mod I wonder if it still works
[QUOTE=Marbalo;51826436]You both feel this way because the game is hollow at its core. The writing is terrible, the dialogue is laughable, the quests end as soon as they appear because there's no continuity to anything, and a tremendous lack of fleshed out content to top it off. There's no point in wandering around and exploring because you're just going to find the same items and the same copy-pasted raiders/super mutants. The Commonwealth feels dead and pointless, and I guess if that's what Fallout was all about then they've nailed it, but it isn't and hasn't been that, ever. At which point are we willing to finally admit that - with all things considered - it's just a bad game, period?[/QUOTE] The frustrating thing is that FO4 has the ingredients to be a great game but it's undercooked as hell. They really halfassed it. I like the locations, the character concepts, there are a lot of interesting quest ideas, the gameplay is a huge improvement over the last generation, etc. -- but the glue that holds it all together is just weak as hell. I don't even necessarily hate the idea of the plot but the way they presented it is full of dumb contrivances and cliche conventions that made the whole thing one big yawn and eye-roll. The set pieces are wasted by being populated with the same few boring enemies that always attack and die in the same way and stocked with the same boring loot items. The faction concepts are neat but the executions are largely stupid and hamfisted. Plot holes and wasted opportunities abound. It's a huge disappointment. It feels like they spent a year and a half in the concept phase going "you know what would be cool?" and then realized they only had 3 months left to make the content.
[QUOTE=Mattchewy;51823299]This modeler is making a crap ton of weapons for FO4 [t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487000944.png[/t] [t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487108954.png[/t] [url]https://trello.com/b/f7uQCmk6/wasteland-overhaul[/url][/QUOTE] why is he taking the gas block off when a scope is mounteeeeeeeeeeeeed i hate it when games do that, dont they get that it renders the gun into a bolt action weapon????
The gas block could very well just be inside the handguard. It's a very minute detail honestly.
[QUOTE=Ganerumo;51826671]The gas block could very well just be inside the handguard. It's a very minute detail honestly.[/QUOTE] thats not how an AR gas block works that little tube inside the sight housing just above the barrel is the gas tube. that's what makes the gun function. So, with that tube being there on non-scoped versions, that means that this functional detail is consistent with real-life ARs. That means that to mount a scope and remove the front sight post and still make it a semi-automatic weapon, you're replacing the entire barrel and gas block assembly to one housed within the grip. And also changing the characteristics of the bolt assembly as the gas block being moved in location changes pressure at the gas block, cycle time, and so on which can be dangerous as that can make the bolt start to cycle before the round has left the barrel and pressure has dropped in the chamber which can lead to explosive discharges in the chamber. Just to mount a scope and not have the sight in the way.
Clearly the modeler doesn't know how a gas block functions and cares more about aesthetic than about the intricacies of how a real AR functions. Because you know, he's a modeler, not a gunsmith.
Imagine if you modeled a human character with 14 fingers, tried to pass it off as normal and deflected with "I'm a modeler, not a doctor!" It's not hard to do some research about the thing you're modeling, this is not arcane knowledge and your model's quality and believability improves as a result.
[QUOTE=Ganerumo;51826782]Clearly the modeler doesn't know how a gas block functions and cares more about aesthetic than about the intricacies of how a real AR functions. Because you know, he's a modeler, not a gunsmith.[/QUOTE] But as someone who does it mega bothers me, usually to the point that i'd never mount a scope just to not have to see that. CoD4 did it, shit, even Insurgency did that for a while before they removed it. Besides it's really not that hard to figure it out, this is commonly available knowledge that you can figure out if you just google it It's actually less work, you don't need to separately model the front sight from the rest of the gun and have it removed when a scope is mounted, it makes everything easier on yourself Like if you're gonna model a gun if you take the time to learn about how it works and it's various characteristics you can render it more realistically and appropriately in game and it just leads to a higher quality final product which is always a good thing
[QUOTE=RenegadeCop;51826857]I want to make the most ridiculous, unrealistic ballistic gun now[/QUOTE] hey i mean that's fine, you're going in with specifically that goal in mind and i can respect that, there are LOTS of those guns in even Fallout and i don't necessarily mind because it's not modeling a well-known and well-understood firearm and doing so incorrectly. Theres a difference between wanting to make a cool new gun, and wanting to model an existing gun and doing so wrong.
[QUOTE=RenegadeCop;51826857]I want to make the most ridiculous, unrealistic ballistic gun now[/QUOTE] Then you'll want this gem. [t]http://vignette4.wikia.nocookie.net/metro2033/images/a/a0/MLL_bastard_isometric_sm.png/revision/latest?cb=20130530142911[/t]
[QUOTE=Grenadiac;51826496]The frustrating thing is that FO4 has the ingredients to be a great game but it's undercooked as hell. They really halfassed it. I like the locations, the character concepts, there are a lot of interesting quest ideas, the gameplay is a huge improvement over the last generation, etc. -- but the glue that holds it all together is just weak as hell. I don't even necessarily hate the idea of the plot but the way they presented it is full of dumb contrivances and cliche conventions that made the whole thing one big yawn and eye-roll. The set pieces are wasted by being populated with the same few boring enemies that always attack and die in the same way and stocked with the same boring loot items. The faction concepts are neat but the executions are largely stupid and hamfisted. Plot holes and wasted opportunities abound. It's a huge disappointment. It feels like they spent a year and a half in the concept phase going "you know what would be cool?" and then realized they only had 3 months left to make the content.[/QUOTE] I don't think they half assed Fallout 4, I think the fact that they haven't expanded their staff is what's hurting their games. They have like 150 people making their games, The Witcher 3 had over 300. When you're making a huge open world you need a lot of hands on just to create all the objects and actors needed, then there's the mechanics, the scripting, the map, and the story. They needed twice the staff or twice the time to make Fallout 4 the game it should have been. Or they should have made a spin off to test out the changes they wanted to make, because even as someone who loves Fallout 4 there are a ton of problems with what they've done. The next Elder Scrolls game will probably be much better now that there's an entire new studio made to support BGS development.
[QUOTE=Marbalo;51826963]I want to make authentic, true to life gun models with tiny but significant inconsistencies that drive gun enthusiasts mad now.[/QUOTE] I can't use some of Millennia's guns for that reason. [img]https://i.gyazo.com/2cdd27194ea0cdefe45b5dd1218d781b.png[/img] :angry:
[QUOTE=Grenadiac;51827082]I can't use some of Millennia's guns for that reason. [img]https://i.gyazo.com/2cdd27194ea0cdefe45b5dd1218d781b.png[/img] :angry:[/QUOTE] What's wrong with that? The trigger causes the hammer to knock on the back of the gun, the noise of the knocking tells the cannoneers inside to light the fuse to fire the bullet. You have to remember these are old-timey guns, you can't just pump gas into the room to get the operatives to pull the levers like in modern, gas-operated guns.
Has anybody made a plasma version to what the Laser Musket is? That sort of concept seems cool as heck to me, and I hope one day (if it hasn't already been done) somebody makes it. Just a makeshift plasma weapon with charging mechanics.
[QUOTE=WillerinV1.02;51825756][url]http://www.nexusmods.com/fallout4/mods/12504/?[/url] Here you go, pal.[/QUOTE] I use this mod for saving and it's honestly how they should have done saving in survival instead of just sleeping. If you run it like how I've been using it with saving at a terminal keeping the holotape and using it in your pipboy consumes it, it doesnt make it any less fun or interesting. Instead of looking out for random beds while Im in a dungeon, Im looking for terminals, and I've still yet to use on of the holotapes in the field for a "quick save" because I've only ever found 2 so far.
[QUOTE=Notanything;51827190]Has anybody made a plasma version to what the Laser Musket is? That sort of concept seems cool as heck to me, and I hope one day (if it hasn't already been done) somebody makes it. Just a makeshift plasma weapon with charging mechanics.[/QUOTE] See, I think the concept of a laser musket is cool as fuck. Insanely cool. If I was to write a Sci-fi, laser muskets Galore. But the windup crank/ general design is so bad. Give something more musket like than a fucking windup. Maybe changeable barrels because they overheat on every firing or putting in a powerpack every shot. The windup just makes it seem like a toy.
I thought the windup crank was one of the smartest and inventive designs Bethesda has come with in terms of guns in a very long time.
Honestly when I play all I really do is just play for aesthetics because of the graphics update
[QUOTE=Marbalo;51826963]I want to make authentic, true to life gun models with tiny but significant inconsistencies that drive gun enthusiasts mad now.[/QUOTE] has anyone made this yet [IMG_thumb]https://s-media-cache-ak0.pinimg.com/originals/2e/7a/43/2e7a43e71fad0c49eb3967afcdcf0b8b.jpg[/IMG_Thumb]
[QUOTE=Marbalo;51826963]I want to make authentic, true to life gun models with tiny but significant inconsistencies that drive gun enthusiasts mad now.[/QUOTE] [img]http://i.imgur.com/p3tRpS3.jpg[/img]
[QUOTE=Grenadiac;51827082]I can't use some of Millennia's guns for that reason. [img]https://i.gyazo.com/2cdd27194ea0cdefe45b5dd1218d781b.png[/img] :angry:[/QUOTE] iirc, the .44 magnum in 4 doesn't even have a firing pin on the hammer. and for some reason, it's only in single action. still haven't seen a mod that removes the single action motions and shit.
It would be pretty weird if it was double action since it'd introduce a delay between the trigger press and the actual discharge. I think it works better gameplay and balance wise for it to be single action.
[QUOTE=Ganerumo;51828458]It would be pretty weird if it was double action since it'd introduce a delay between the trigger press and the actual discharge. I think it works better gameplay and balance wise for it to be single action.[/QUOTE] But was it something that it really needed? The .44 magnums in 3/NV worked perfectly fine without the delay, and certainly didn't need it for "balance".
Dang this looks good. [video=youtube;2ZXvwVhJ10A]https://www.youtube.com/watch?v=2ZXvwVhJ10A[/video]
[QUOTE=Gentleman Cat;51828527]But was it something that it really needed? The .44 magnums in 3/NV worked perfectly fine without the delay, and certainly didn't need it for "balance".[/QUOTE] The 44 magnum in FO4 is fucking strong so it taking longer to fire kind of feels more natural, in my opinion. And keep in mind a lot of the stronger guns in FO3 and NV (moreso in 3, iirc) had a really bad recoil animation where they would kind of slowly move back into place after firing, giving them the same if not more delay after firing.
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