Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=ossumsauce;51857228]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.[/QUOTE]
Considering how Glocks are ubiquitous with the modern handgun, have a reputation as being very reliable, which would be handy in a setting like Fallout, and they also fit the anything-up-to-the-90's gun design philosophy, I dont see why it wouldnt make sense to make it the default gun. I'm not a fan of Glocks either, but I understand why they did that. The only thing I dont like is how it has ulta-modern tacticool attachments.
Also WARS is missing an FAL and that makes me sad
I started up the ps4 version of Fallout 4 and now there's a 100 mod limit that wasn't there before. On top of this version already having the most strict modding limitations ever.
Did a PS4 hurt you, Todd Howard?
Whats WARS.
So I've spent 6 hours trying to get New Vegas working on Mod Organizer, constantly frustrated over the fact that the LOOT load order that I sort doesn't apply over to Mod Organizer (yes loaded through MO). I tried many many things, and spending just 2 hours googling everything related but now I'm stuck, despite finding the kinda source of the problem.
So when you are playing New Vegas, Fallout 3 or Oblivion they store their plugins.txt (aka the loadorder) in
\windows username\AppData\Local\FalloutNV as an example. Mod Organizer has it's own folder in Local, where it stores your profiles and the mod files including said profiles' plugins.txt/loadorder. Now, what I don't understand is why isn't mod organizer using its own instead of the vanilla one, because it sort of breaks MO.
So basically no mods that I had installed and enabled was working or even being used. I've reinstalled MO 5 times, entirely clean, didn't make a difference.
No matter what I do to the load order in MO, turning mods on or off doesn't change anything. I first figured this out my launching the New Vegas Launcher through MO, and that its data files menu had only the base game files + dlc enabled, but all the MO installed mods are in the list, just deactivated. So I did some testing and enabling them there allowed me to actually get SOME mods to work. Then I came to another problem, there is no way to control the load order in the launcher. So I installed Wrye Flash and then launched it through MO. Since LOOT's changes did nothing when launched through MO, I made it an app in Wrye Flash and launched it through there. That way I managed to sort the *actual* load order and found it in the FalloutNV folder in appdata.
Now, why did I have to go through all this? No fucking clue. Is there a solution for it? I hope so, because I'd want to actually use mod organizer. I'm not going back to NMM. My game is installed on the C: drive, but not in Programs (x86) where people said there might be issues.
Any help, tips or so about this would be extremely helpful. I am at the end of my rope literally, I can't find anything through googling. Thanks for reading this terrible wall of text.
[QUOTE=IAmAnooB;51857450]So I've spent 6 hours trying to get New Vegas working on Mod Organizer, constantly frustrated over the fact that the LOOT load order that I sort doesn't apply over to Mod Organizer (yes loaded through MO). I tried many many things, and spending just 2 hours googling everything related but now I'm stuck, despite finding the kinda source of the problem.
So when you are playing New Vegas, Fallout 3 or Oblivion they store their plugins.txt (aka the loadorder) in
\windows username\AppData\Local\FalloutNV as an example. Mod Organizer has it's own folder in Local, where it stores your profiles and the mod files including said profiles' plugins.txt/loadorder. Now, what I don't understand is why isn't mod organizer using its own instead of the vanilla one, because it sort of breaks MO.
So basically no mods that I had installed and enabled was working or even being used. I've reinstalled MO 5 times, entirely clean, didn't make a difference.
No matter what I do to the load order in MO, turning mods on or off doesn't change anything. I first figured this out my launching the New Vegas Launcher through MO, and that its data files menu had only the base game files + dlc enabled, but all the MO installed mods are in the list, just deactivated. So I did some testing and enabling them there allowed me to actually get SOME mods to work. Then I came to another problem, there is no way to control the load order in the launcher. So I installed Wrye Flash and then launched it through MO. Since LOOT's changes did nothing when launched through MO, I made it an app in Wrye Flash and launched it through there. That way I managed to sort the *actual* load order and found it in the FalloutNV folder in appdata.
Now, why did I have to go through all this? No fucking clue. Is there a solution for it? I hope so, because I'd want to actually use mod organizer. I'm not going back to NMM. My game is installed on the C: drive, but not in Programs (x86) where people said there might be issues.
Any help, tips or so about this would be extremely helpful. I am at the end of my rope literally, I can't find anything through googling. Thanks for reading this terrible wall of text.[/QUOTE]
Did you launch the game at least once before installing MO?
[QUOTE=TalonAran;51857391]I started up the ps4 version of Fallout 4 and now there's a 100 mod limit that wasn't there before. On top of this version already having the most strict modding limitations ever.
Did a PS4 hurt you, Todd Howard?[/QUOTE]
Uh, it's all Sony's fault though?
The xbox version of Fallout 4 has a 150 mod limit(Microsoft wouldn't push for a mod limit as far as I know), this was Bethesda's decision.
[QUOTE=TalonAran;51857526]The xbox version of Fallout 4 has a 150 mod limit(Microsoft wouldn't push for a mod limit as far as I know), this was Bethesda's decision.[/QUOTE]
While yeah you're right it's probably not actually Sony's decision to add a mod limit I doubt the 100 limit is arbitrary.
Like, I doubt someone went "let's just make the PS4's limit 50 less for the hell of it," y'know?
Me saying they did it just to fuck with PS4 players was more of a joke than anything, it's just a bit annoying.
But I generally feel the only mod limit should be your hard drive space.
It's still amazing to me how much of a gamechanger console modding must be, yet how little of the game it actually changes by being so much more restrictive.
[QUOTE=DiscoInferno;51857488]Did you launch the game at least once before installing MO?[/QUOTE]
That I did sir.
[QUOTE=IAmAnooB;51858194]That I did sir.[/QUOTE]
Sooo, I found out the reason behind the problem. The later versions of MO doesn't support 32-bit games like Fallout New Vegas and therefor messes up the entire VFS and becomes unable to be used. So I downgraded from 2.0.7 to 1.3.11
And stuff seemed to work, at least better. Now, after trying to remove mod collisions and source of crash mods I somehow made the game entirely a dark screen when starting. It's not frozen, and I think it still goes through the different phases to get the main screen but its entirely black. I tried running with just vanilla things (through MO) and the issue is still there... [I][B]sigh[/B][/I]
I tried verifying game files on steam and it made no difference and fuck if I know where the ArchiveInvalidation settings are in MO. This is seriously getting a bit too frustrating.
[QUOTE=IAmAnooB;51858476]Sooo, I found out the reason behind the problem. The later versions of MO doesn't support 32-bit games like Fallout New Vegas and therefor messes up the entire VFS and becomes unable to be used. So I downgraded from 2.0.7 to 1.3.11
And stuff seemed to work, at least better. Now, after trying to remove mod collisions and source of crash mods I somehow made the game entirely a dark screen when starting. It's not frozen, and I think it still goes through the different phases to get the main screen but its entirely black. I tried running with just vanilla things (through MO) and the issue is still there... [I][B]sigh[/B][/I]
I tried verifying game files on steam and it made no difference and fuck if I know where the ArchiveInvalidation settings are in MO. This is seriously getting a bit too frustrating.[/QUOTE]
Yeah, Mod Organizer 2 is for Fallout 4 and Skyrim:SE.
[QUOTE=Wulfram;51857454][url]https://forums.nexusmods.com/index.php?/topic/5100310-wip-weapon-addition-and-replacement-suite-wars/[/url][/QUOTE]
Ever since he first announced WARS i've been mega-hype, solely because he plans to include an L85, and if his claims to everything being well animated are true, it's probably the only L85 in Fallout mod history that'll actually be well animated.
[QUOTE=Wulfram;51857331]Considering how Glocks are ubiquitous with the modern handgun, have a reputation as being very reliable, which would be handy in a setting like Fallout, and they also fit the anything-up-to-the-90's gun design philosophy, I dont see why it wouldnt make sense to make it the default gun. I'm not a fan of Glocks either, but I understand why they did that. The only thing I dont like is how it has ulta-modern tacticool attachments.
Also WARS is missing an FAL and that makes me sad[/QUOTE]
I think its just because, regardless of time period, glocks look awfully contemporary. It's very prevalent in modern media and the polymer bits and blocky design don't really help.
Like hell, Beretta pistols have had a similar look to them since WW2 but it's kind of difficult to separate them from their similar looking modern-day successors. It just looks a little strange when compared to the rest of the game's retro-future aesthetics.
The Glock in Fury Road annoyed me for that reason. The gun existed in 1979 but it still feels out of place. I definitely don't like seeing them in Fallout.
For some reason though the USP doesn't bother me like the Glock does, and the USP is from the 90s. I love using the USP Match mod.
[QUOTE=Xubs;51857864]Here's something a little different, [url]http://www.nexusmods.com/fallout4/mods/21290/?[/url] an interesting workshop mod.
It expands water management and makes this element of settlement building much more complicated. You have to build piping systems that pull water from pump resources, distribute them to water towers and tanks and then distribute them to outlet service pipes where water-giving fixtures can connect to.
You also have to deal with flow mechanics, so pipes can't push water upward without a pump system with power provided.
[url]http://www.nexusmods.com/fallout4/mods/19871/?[/url] it's a companion to this mod, which adds water resources, including rainwater collection and stuff.
a bunch of new fixtures are added which use these features too, like irrigation (put over crops to increase their food value), taps (generate additional water points and can fill bottles), boilers (generates happiness) among other things. You can also install a patch which makes the sinks and drinking fountains in the Vault-Tec DLC require pipes from this mod to operate.
also fairly important: it works with both vanilla [I]and[/I] modded-in water constructibles, since the pumps work by being placed near a water-generating constructible, rather than using their own water-gen constructibles.[/QUOTE]
This is pretty cool actually, the settlement system certainly needs the added depth because it currently has none whatsoever, but I'm waiting for the day modders hopefully make settlers not shit eating zombies, who ignore everything while standing around, teleport or get stuck in walls with zero purpose, like hell steal some ideas from Fallout Shelter, because that game still has more depth than the Settlement system does and that's pretty appalling, because it really kills my want to play around with the settlement system if what I'm building is only really for [I]my[/I] benefit with settlers tacked on as window dressing.
Hell, I can't remember exactly, been years since i used the mod, but didn't Real Time Settler or Wasteland Defense have more advanced settlers or at least they did MORE? We need something like that, something to give settlers increased depth, more things for them to do, more things you can ask them to do, missions, mini quests they can do, something to give them that added depth they really need, because I have yet to find any mod that does that, make settlers not a waste of space, because settlers are one of the major features and ultimately one of the major faults of the Settlement system because of just how inconsequential and useless they are and it needs fixing.
[QUOTE=Grenadiac;51859352]The Glock in Fury Road annoyed me for that reason. The gun existed in 1979 but it still feels out of place. I definitely don't like seeing them in Fallout.
For some reason though the USP doesn't bother me like the Glock does, and the USP is from the 90s. I love using the USP Match mod.[/QUOTE]
I think a good middleground between old and new for a more traditional low caliber pistol would be the Sig P210
[t]http://www.imfdb.org/images/6/68/Sig_P210.jpg[/t]
P210s are lovely guns. I'd like to see one in Fallout, it's a good fit.
[QUOTE=Grenadiac;51859352]The Glock in Fury Road annoyed me for that reason. The gun existed in 1979 but it still feels out of place. I definitely don't like seeing them in Fallout.
For some reason though the USP doesn't bother me like the Glock does, and the USP is from the 90s. I love using the USP Match mod.[/QUOTE]
I think if the modern guns were made to fit better with the fallout aesthetic, it would be fine.
For example, the service rifle being an m-16 with wooden furniture or, to a lesser extent, the p90 in Fallout 2 being made fully of metal instead of plastic because of the Resource Wars.
It would be a nice touch
I feel like for a gun to fit into Fallout it needs to be something that would make sense to exist in loads in the post apocalypse. Meaning it has to be a gun that was produced in massive quantities before the war and was very popular. Something like a glock or a 1911 fits that bit while the P210, despite looking cool, doesn't really fit that.
[QUOTE=simkas;51859517]I feel like for a gun to fit into Fallout it needs to be something that would make sense to exist in loads in the post apocalypse. Meaning it has to be a gun that was produced in massive quantities before the war and was very popular. Something like a glock or a 1911 fits that bit while the P210, despite looking cool, doesn't really fit that.[/QUOTE]
What about the G11 or Jackhammer from Fallout 2? Those were adjusted the same way the P90 was, by replacing all plastic with metal due to the oil crisis.
Then again, we don't know if they were super popular.
[QUOTE=Dantz Bolrew;51859546]What about the G11 or Jackhammer from Fallout 2? Those were adjusted the same way the P90 was, by replacing all plastic with metal due to the oil crisis.
Then again, we don't know if they were super popular.[/QUOTE]
I feel like a lot of weapons in Fallout 2 were put in just cause "whatever it looks cool fuck it" without any thought whether it makes any actual sense. Hell, the G11 isn't even a gun that was ever properly produced, it was only a prototype.
I think if you told the average gamer that the P210 was a mass-produced weapon before the bombs dropped then they'd believe you. It's a pretty conservative looking gun.
Like think about it, they convinced you that this:
[t]http://vignette2.wikia.nocookie.net/fallout/images/a/a9/10mm_pistol_%28Gamebryo%29.png/revision/latest?cb=20110208190147[/t]
is one of the most common weapons in the wasteland due to its mass use by military and civilian's alike
[QUOTE=simkas;51859563]I feel like a lot of weapons in Fallout 2 were put in just cause "whatever it looks cool fuck it" without any thought whether it makes any actual sense. Hell, the G11 isn't even a gun that was ever properly produced, it was only a prototype.[/QUOTE]
Yeah, Black Isle must've really been binging on action movies, but i like how they at least tried to make them fit.
They never say that the guns were made with metal instead of plastic, they said it through the weight of the guns. It might've been for balance purposes but the modern guns have a higher weight than in real life while most guns in the game try to be accurate with the weight.
I knew that both the G11 and Jackhammer were only prototypes, it was just an example since they're actually extremely rare.
Fallout 2's weapons are honestly anomalies in comparison to the rest of the series
[QUOTE=cdr248;51859601]Fallout 2's weapons are honestly anomalies in comparison to the rest of the series[/QUOTE]
I'll be honest, I'm basing it mostly on 1, 2, and New Vegas since they seem to be consistent. Except the marksman rifle in NV, that felt lazy.
3 and 4 are a bit too out there in some spots, imo.
I actually liked Fallout 1 and 3's designs for the most part.
Weapon's were either original or were fairly generic enough for them all to fit in well. The only problem being the combat shotgun, and that's not because it looks out of place but more because it's got a retarded mechanism.
The design of the 10mm basic in FO4 is pretty good, its just the firing sounds and power that leave something to be desired. It totally looks like a weapon that was mademostly out of machined parts and has a lot of weight to it (like a deagle).
It looks like it could knock a man out if you got him in the back of the head with it.
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