• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
I got a friend who plays that mod. He's played a load of it, since it seems like he can just hop into power armour, get his Kremvh's blade and just hack everyone up.
I swear this game does not want me to finish it. My recent saves crash when I try to load them and then I noticed there's a [I]five day[/I] gap between the saves that work and the saves that don't. What the hell, Fallout? That sets me back 11 levels and God knows how many quests. Ughhh
[QUOTE=DiscoInferno;51854026]Honestly sounds too much of a pain to play. Like, who buys/plays a shooting game to [B]not[/B] be able to shoot anything? [sp]Pacifist runs of Fallout: New Vegas, I guess[/sp] [editline]21st February 2017[/editline] "its the dark souls of game mods"[/QUOTE] lmao yeah For as much as i love the soulsborne games, sometimes i wish they had never been made, or at least never got as popular as they did, because all these amateur game modders and devs misinterpreted difficulty for an actual rich game experience. SoulsBorne games work because their mechanics work for them, and entirely around the combat, which typically doesn't extend beyond 1 or 2 enemies engaging you at once, but those enemies can fuck you up. But, theres simple counters that can protect you if you execute them right and keep your situational awareness. But like i said, that's not what these amateur devs do. They just make the game stupidly difficult, don't always put in straightforward, consistent counters, and don't design the game around the fact that you're probably gonna die, a lot. They don't make the payoff for beating something feel worth it, they tend to just give everything a ton of health and make them do a lot of damage. In Soulborne, the difficulty doesn't come from boss' having a lot of health, cause in reality they really don't. It's surviving the telegraphed attacks by rolling/dashing at the right time, and hitting them while they're exposed. So as someone who generally likes a more difficult but ultimately rewarding gameplay experience, it's getting harder to find an experience like that, simply because all the people that make more difficult mods don't add in the rewarding half.
[QUOTE=Wulfram;51854436]It would be neat if mods like that that made bullet much much rarer also made melee enemies way more common and made it to where only maybe raider leaders and higher ranking gunners had guns. [editline]21st February 2017[/editline] Make it more like mad Max where all you have is a sawn off with two shells, but everyone else is either equal or worse off.[/QUOTE] I still don't quite understand the idea of bullets or guns being rare, this is America and from what we know Fallout America was as gun toting as modern America is today, perhaps even more so, [I]not[/I] Australia, which is where Mad Max was set and of which has tight gun laws, so guns would be significantly rarer. Weapons and ammo aren't and shouldn't be a rare commodity, extremely useful for trade as everyone needs a gun and the more advanced or powerful the weapon, the harder to find or more expensive it should be sure, but it should never be Mad Max levels of weapon disparity.
[QUOTE=jonu67;51854739]I still don't quite understand the idea of bullets or guns being rare, this is America and from what we know Fallout America was as gun toting as modern America is today, perhaps even more so, [I]not[/I] Australia, which is where Mad Max was set and of which has tight gun laws, so guns would be significantly rarer. Weapons and ammo aren't and shouldn't be a rare commodity, extremely useful tools and the more advanced or powerful the weapon, the harder it should be to find sure, but it should never be Mad Max levels of weapon disparity.[/QUOTE] Plus it makes literally no sense in New Vegas to have limited arms when the Gun Runners are producing new weapons and munitions and selling them on the open market.
I think it's just a gameplay idea, not necessarily meant to be "lore-friendly". It'd be fun if melee in FO4 wasn't so boring.
[QUOTE=jonu67;51854739]I still don't quite understand the idea of bullets or guns being rare, this is America and from what we know Fallout America was as gun toting as modern America is today, perhaps even more so, [I]not[/I] Australia, which is where Mad Max was set and of which has tight gun laws, so guns would be significantly rarer. Weapons and ammo aren't and shouldn't be a rare commodity, extremely useful tools and the more advanced or powerful the weapon, the harder it should be to find sure, but it should never be Mad Max levels of weapon disparity.[/QUOTE] because scarcity can be a fun mechanic in a game. It feels good to slowly be collecting ammo for your gun little by little until you have 60(!) rounds and then you go on a mission or get yourself in a situation where you actually need the firepower and you go in guns blazing. Realistically, yeah the America portrayed in Fallout would have guns literally everywhere, but I'm just thinking of it more from a gameplay point of view. Though you could also explain it away by it being so far in the future that most prewar guns have either worn into an unusable state or have been repaired and refurbished to the point where they couldnt be called a pre-war gun anymore. But like The Jack said too, by that time there would be new weapon production and ammo production, like how I'm pretty sure the NCR not only used the Service Rifle but also produced them. It could go either way honestly, it would just be down to personal preference and how you wanted to make the universe work.
Although ammunition as a whole can be manufactured. This is 200 years after the war. (FO4) it makes sense that it will not be as openly available as it used to be before the war and bombs dropped. Although people I imagine will have worked out how to manufacture munitions. I wouldn't expect any average Joe to be able to do so. Only factions with resources and manpower. Traders maybe make small amounts as they can and sell it off. One would imagine those rounds to be very subpar compared to "Military Grade" rounds. I would expect perhaps BOS and NCR to have the ability to create decent quality munitions and perform fair maintenence of firearms. But for raiders and traders. Quality of said firearms and munitions I would imagine to be below what you would expect. Maybe that's just me that has that thought though.
[QUOTE=Jamie1992GSC;51854812]Although ammunition as a whole can be manufactured. This is 200 years after the war. (FO4) it makes sense that it will not be as openly available as it used to be before the war and bombs dropped. Although people I imagine will have worked out how to manufacture munitions. I wouldn't expect any average Joe to be able to do so. Only factions with resources and manpower. Traders maybe make small amounts as they can and sell it off. One would imagine those rounds to be very subpar compared to "Military Grade" rounds. I would expect perhaps BOS and NCR to have the ability to create decent quality munitions and perform fair maintenence of firearms. But for raiders and traders. Quality of said firearms and munitions I would imagine to be below what you would expect. Maybe that's just me that has that thought though.[/QUOTE] Not like that matters much, a firearm is a firearm, even if it's subpar. I mean that's why Pipe guns are a thing, not as advanced as the NCR and their capability to produce weapons in actual factories, but they do the job.
[QUOTE=jonu67;51854816]Not like that matters much, a firearm is a firearm, even if it's subpar. I mean that's why Pipe guns are a thing.[/QUOTE] Ofcourse. But between issues related to using low yield or cheap/hasty ammo like issues of low grain and power not causing she'll Ejection and round cycling and the likes. Let alone a bad maintained firearm being prone to issues like jamming within itself also. Wear and tear on the barrel. Hammer. Trigger. General stress of the receiver from sustained fire etc. I wouldn't imagine pipe rifles to be all that reliable or viable for long term use considering their construction and design compared to say a pre war and we'll maintained AR. If that makes sense.
[QUOTE=Jamie1992GSC;51854834]Ofcourse. But between issues related to using low yield or cheap/hasty ammo like issues of low grain and power not causing she'll Ejection and round cycling and the likes. Let alone a bad maintained firearm being prone to issues like jamming within itself also. Wear and tear on the barrel. Hammer. Trigger. General stress of the receiver from sustained fire etc. I wouldn't imagine pipe rifles to be all that reliable or viable for long term use considering their construction and design compared to say a pre war and we'll maintained AR. If that makes sense.[/QUOTE] Again, I reallly don't think that's going to be going through the mind of a raider, or the poor sap who's forced to use a Pipe Gun for defense, like in the long run you shoot someone in the head with it and they die all the same.
Nevada Skies nights are scary dark. Luckily I don't think any mod I have spawn scary monsters on the roads and I went north with a stealth boy so I'm around New Vegas early.
[QUOTE=ossumsauce;51854681]lmao yeah For as much as i love the soulsborne games, sometimes i wish they had never been made, or at least never got as popular as they did, because all these amateur game modders and devs misinterpreted difficulty for an actual rich game experience. SoulsBorne games work because their mechanics work for them, and entirely around the combat, which typically doesn't extend beyond 1 or 2 enemies engaging you at once, but those enemies can fuck you up. But, theres simple counters that can protect you if you execute them right and keep your situational awareness. But like i said, that's not what these amateur devs do. They just make the game stupidly difficult, don't always put in straightforward, consistent counters, and don't design the game around the fact that you're probably gonna die, a lot. They don't make the payoff for beating something feel worth it, they tend to just give everything a ton of health and make them do a lot of damage. In Soulborne, the difficulty doesn't come from boss' having a lot of health, cause in reality they really don't. It's surviving the telegraphed attacks by rolling/dashing at the right time, and hitting them while they're exposed. So as someone who generally likes a more difficult but ultimately rewarding gameplay experience, it's getting harder to find an experience like that, simply because all the people that make more difficult mods don't add in the rewarding half.[/QUOTE] I feel like we've had this conversation multiple times in this thread already, but it's a good discussion. This issue is hilariously present in the vanilla Survival difficulty as well, where sometimes there's actually no way to run away from/survive a fight. If you happen to run into a group of gunners at low level, they'll literally pop off your head in one shot before you get the chance to turn and run. Even if you get the chance to run, they'll usually just insta-kill you in the back. Dark Souls etc works because the game usually a) gives you the chance to realize that you're in way over your head b) gives you a chance to run away c) if you're mlg enough you can still defeat stronger enemies d) when you die it tends to be your fault for mistiming a dodge/parry or letting in a backstab or walking off a cliff Meanwhile FO4 and "hardcore difficulty mods" tend to do none of the above and it's not "punishing difficulty" anymore, it's just broken and frustrating instadeath.
[QUOTE=venom;51854883]I feel like we've had this conversation multiple times in this thread already, but it's a good discussion. This issue is hilariously present in the vanilla Survival difficulty as well, where sometimes there's actually no way to run away from/survive a fight. If you happen to run into a group of gunners at low level, they'll literally pop off your head in one shot before you get the chance to turn and run. Even if you get the chance to run, they'll usually just insta-kill you in the back. Dark Souls etc works because the game usually a) gives you the chance to realize that you're in way over your head b) gives you a chance to run away c) if you're mlg enough you can still defeat stronger enemies d) when you die it tends to be your fault for mistiming a dodge/parry or letting in a backstab or walking off a cliff Meanwhile FO4 and "hardcore difficulty mods" tend to do none of the above and it's not "punishing difficulty" anymore, it's just broken and frustrating instadeath.[/QUOTE] 100% agree. Hardcore mode in New Vegas is pretty good; It doesn't make the combat undoably difficult, but you need to go in careful. You're not really gonna get one-shotted by anything unless it's a super powerful weapon, which allows you to get out of those in-over-your-head situations if you find yourself in one. Additionally, the need to balance your food, water, medicine, ammo, and weapons in your pack force you to be realistic with your packing. You can't just load up on a bunch of guns, 2000 rounds of ammo, and 200 stimpaks because you need to carry food and water too. Download Project Nevada and a decent ballistics rebalancing mod and it's basically perfect for me as far as difficulty goes. Another reason New Vegas is The Best. I find it weird that hardcore mode difficulties and mods around the New Vegas era tend to be more quality, but recently they've just gotten bad. Dust, Frost, this new one.
My main issue with Survival mode (other than the molotovs that everyone hates) is that it can really get in the way of telling a story when you have to listen to the same dialogue, trek the same trek, and pre-emptively deal with enemies ambushing you. Like, I started the "Help the Brotherhood out of a jam in Cambridge" quest late in the day. I followed Danse to Arcjet, but died 5 times in the first fight. One time I died because one stray laser hit an oil trail which exploded a pile of canisters which killed me from the next room. Each time I had to walk from Sanctuary to Cambridge to Arcjet only to die and die again. It wasn't fun and I didn't want to wander around to find some radroaches or other common easy vermin to grind on whe I could just as likely step on a radscorpion and die instantly anyway. All because I didn't think it was good roleplay to climb into a sleeping bag for an hour and catch insomina or some bullshit like that. Once I got mods that readded autosaves and the holotape saving, Survival became a thousand times more tolerable. [editline]21st February 2017[/editline] [QUOTE=ossumsauce;51855025]100% agree. Hardcore mode in New Vegas is pretty good; It doesn't make the combat undoably difficult, but you need to go in careful. You're not really gonna get one-shotted by anything unless it's a super powerful weapon, which allows you to get out of those in-over-your-head situations if you find yourself in one. Additionally, the need to balance your food, water, medicine, ammo, and weapons in your pack force you to be realistic with your packing. You can't just load up on a bunch of guns, 2000 rounds of ammo, and 200 stimpaks because you need to carry food and water too. Download Project Nevada and a decent ballistics rebalancing mod and it's basically perfect for me as far as difficulty goes. Another reason New Vegas is The Best. I find it weird that hardcore mode difficulties and mods around the New Vegas era tend to be more quality, but recently they've just gotten bad. Dust, Frost, this new one.[/QUOTE] Some people just don't want to buy S.T.A.L.K.E.R, it seems. Or maybe they just don't really know what they want once they get it.
[QUOTE=jonu67;51854853]Again, I reallly don't think that's going to be going through the mind of a raider, or the poor sap who's forced to use a Pipe Gun for defense, like in the long run you shoot someone in the head with it and they die all the same.[/QUOTE] Very true perhaps I think on it too much. To me raiders are manpower but no real resources or major skills. Aside from combat and even then it's more along the lines of general weapons handling for both melee and firearms rather than advanced use maintenence and the likes. But you are correct. However to me it raises the question of if Raiders build pipe weapons. When they are less than reliable in circumstance when built by a skill weaponsmith. It makes me question how viable they would be for mass use when manufactured by lowly Raiders. Considering the resources needed to churn out enough of them to outfit the majority of their gang and the rate of failure for those weapons and having to replace them not including ammo to me seems less than viable or reasonable for Raiders. I honestly think they'd be better off as melee and thrown/bow type of group with high ranking leaders holding the previous war or special firearms. Again just me. I know that would make Raiders less of a threat than they already are. I can understand heavy metal armor being prevalent eithin even the lowest raider ranks. Less complex to make than multiple working mechanisms to create firearms. Regardless I perhaps think into that too much. I apologise. I also apologise for the formatting of this post. Me and phones barely get on at the best of times with my sausage fingers.
[img]https://cdn.discordapp.com/attachments/204212789173026816/283714605015105537/laer_pretty.png[/img] So me & Rizzler will be working on recreating the LAER in the near future. "But pie! Everyone else is already making it!" I hear you cry, well I know but I don't care because we're going to have the best LAER that uses real science to science your science to science. And by having really cool mods.
I think as far as ammo scarcity goes, the game that got it best was Metro 2033, where it isn't ammunition itself that's rare but [I]good quality[/I] ammunition.
[QUOTE=Ganerumo;51855861]I think as far as ammo scarcity goes, the game that got it best was Metro 2033, where it isn't ammunition itself that's rare but [I]good quality[/I] ammunition.[/QUOTE] And even then, you have a really good reason to never use it anyways until late game when you've got most everything you want. The ammo scarcity for normal ammo is still there, but you're getting anywhere from 3-8 rounds per person you drop, which is just about what it takes to kill them in the first place, so if you're smart with your ammo conservation, you can keep your head above water until you get to a shop next and can buy more ammo.
I hate it when a game gives you 3-6 ammo from every enemy, regardless of how many they shoot.
I always hated it when games gave you too much ammo
Speaking of ammo, apparently that Horizon mod has a compatibility patch for that old crossbow mod, with a stipulation. [QUOTE]Compatibility Patch - Crossbows of the Commonwealth - Unfortunately, re-using ammo needed to be disabled, as it trivializes ammo balance[/QUOTE] I mean, that's kind of the whole point of using a bow in a situation like this, beyond guns not being around in the first place. It's not like the crossbow in that mod is particularly powerful anyway.
WARS is gonna have a pretty fucking sweet Mini-14, apparently. [t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718544.jpg[/t][t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718500.jpg[/t][t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718515.jpg[/t] :neat: [editline]21st February 2017[/editline] [QUOTE=Pie_Tony;51855654][img]https://cdn.discordapp.com/attachments/204212789173026816/283714605015105537/laer_pretty.png[/img] So me & Rizzler will be working on recreating the LAER in the near future. "But pie! Everyone else is already making it!" I hear you cry, well I know but I don't care because we're going to have the best LAER that uses real science to science your science to science. And by having really cool mods.[/QUOTE] thank you for including a wood stock mod, blessed one
I actually like that horizon mod :v: although I am playing it like a settlement micromanagement simulator, getting my goons to harvest food and water to supply me to go on scavenging raids the ammo scarcity does get a bit too much, I can always find enough .38 to keep me going but good luck with everything else I got stuck under slocum joes with no ammo and waiting for deacon to attack, get downed, get back up and repeat on synths until they died lmao I was going to try get the manufacturing stuff running so eventually I'd have an ammo plant but he's disabled those and I didn't realize until I got a few hours in so idk what to do now
[QUOTE=The Jack;51856077]I hate it when a game gives you 3-6 ammo from every enemy, regardless of how many they shoot.[/QUOTE] Normally i'd agree; But Metro is primarily supposed to be played stealthily, so it ends up working out really well. You conserve your ammo between levels with primarily human enemies and gain a bunch of ammo cause you're really not using a bunch of rounds, and have a ton of force to bear during mutant levels. For a game like Fallout 4 specifically where stealth is absolutely impossible at the lower levels where you don't have ammo in large quantities, it definitely doesn't work.
[QUOTE=dangercunt;51853942][QUOTE=ClarkWasHere;51622608]post i made a month ago, of which the problem included was already solved.[/QUOTE] just click cmd + shift + 3[/QUOTE] :what: Thanks for the help, I guess?
[QUOTE=Pie_Tony;51855654][img]https://cdn.discordapp.com/attachments/204212789173026816/283714605015105537/laer_pretty.png[/img] So me & Rizzler will be working on recreating the LAER in the near future. "But pie! Everyone else is already making it!" I hear you cry, well I know but I don't care because we're going to have the best LAER that uses real science to science your science to science. And by having really cool mods.[/QUOTE] i liked the xre weapon mods for that in NV which gave it a bigger satellite dish on the front, extra bulbs and a double stack capaciter
[QUOTE=_charon;51856775]WARS is gonna have a pretty fucking sweet Mini-14, apparently. [t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718544.jpg[/t][t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718500.jpg[/t][t]https://staticdelivery.nexusmods.com/images/1151/60908-1487718515.jpg[/t] :neat: [editline]21st February 2017[/editline] thank you for including a wood stock mod, blessed one[/QUOTE] I love mini 14's with that folding stock. Im honestly pretty hype for WARS because, aside from the AR15 and Glock, it doesnt seem to be going overboard with the tacticool shit. They're mostly just sticking to guns that fit the atmosphere.
[QUOTE=Wulfram;51857137]I love mini 14's with that folding stock. Im honestly pretty hype for WARS because, aside from the AR15 and Glock, it doesnt seem to be going overboard with the tacticool shit. They're mostly just sticking to guns that fit the atmosphere.[/QUOTE] I'm alright with the AR-15, it offers a lot of modability, but the Glock......ehhhhhh Couldn't they have just used something else? Like a Browning Hi-Power? I really dislike Glocks. Not because they're bad guns but i think they're aesthetically displeasing and they're awful to shoot(my opinion of course.) They're supposed to be adding an M9 and a 1911 plus some others which is nice but i dunno, the default pistol being a glock? Well, i guess if it was the literal first gun i found after waking up in the post-apocalypse, i'd probably use it. So actually yeah, as a pistol i'd pick up and abandon immediately after better options presented themselves, it's actually a good representation to me. Never mind.
Are we still in the Cambrian Explosion of the mod evolution ecosystem? Or are there weapon/content packs and frameworks set up that lots of mods use? Skyrim has MCM, SkyUI, Immersive Weapons, SkyRe, Ordinator, Wildcat, ect. Fallout New Vegas has Project Nevada, OneUI, and NVInteriors, Fallout 3 has FWE and DCInteriors. I saw Fallout 4 had that lighting overhaul recently, and hopefully Shadowboost works now, last time I tried it my grass turned purple and wierd.
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