• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[QUOTE=TheJoker;51899328][t]https://staticdelivery.nexusmods.com/mods/1151/images/22332-4-1488237405.jpg[/t] Imagine, if you will, an amazing announcer you can barely understand. He refers to a... , but you're not quite sure what he said. He seems to be getting eaten by something, or perhaps he's a little fitshaced. However, it's entirely possible that he just said something about The Scary Door.[/QUOTE] I like the idea of that mod but without voicelines it's pretty stale.
[QUOTE=yellowoboe;51899354]I like the idea of that mod but without voicelines it's pretty stale.[/QUOTE] It has a laugh when you open the door but it get's really old rather quick
[QUOTE=TheJoker;51899364]It has a laugh when you open the door but it get's really old rather quick[/QUOTE] Yeah, that's why I called it stale.
[QUOTE=cdr248;51899098]Any ideas for perks you guys would like to see? Id like to avoid general passive buffs as much as possible (ie. The toughness perk) and i would value some input Dont worry about it fitting in with the icons/dependence on a certain SPECIAL.[/QUOTE] For a balls-to-the-wall style of play, you could add a perk that increases movement speed and restores a portion of health for every non-VATS kill you get after the first kill for a few seconds, could be limited to melee (or possibly shotguns). Headshot kills with a Sniper Rifle could have a chance to trigger a Bloody Mess chain or something similar. Could also add a "ricochet" perk for handguns that deal bonus damage for pulling off trick shots. Automatic weapons could have a chance not to consume ammo that increases with consecutive hits. Explosives Expert could add the ability to "explosive jump" without taking significant damage. Non-automatic critical kills could trigger a slowdown for a few seconds.
[QUOTE=cdr248;51899098]Any ideas for perks you guys would like to see? Id like to avoid general passive buffs as much as possible (ie. The toughness perk) and i would value some input Dont worry about it fitting in with the icons/dependence on a certain SPECIAL.[/QUOTE] No specific ideas, but I'd caution away from perks that essentially give you superpowers or magic spells, as many of the vanilla perks do. For example, AquaBoy/Girl apparently gives you gills as well as making you immune to watery radiation? [editline]2nd March 2017[/editline] [QUOTE=JeSuisIkea;51898322]I feel like the Fallout 4 modding community has drowned in guns and isn't producing anything else.[/QUOTE] I'm planning to start making quest mods, once I get my head wrapped around the new CK, if that's helpful.
[QUOTE=yellowoboe;51899371]Yeah, that's why I called it stale.[/QUOTE] I appreciate it like I appreciate the mods that change the moons in Bethesda games to people's faces, like Uncle Phil or Todd.
[QUOTE=cdr248;51899098]Any ideas for perks you guys would like to see? Id like to avoid general passive buffs as much as possible (ie. The toughness perk) and i would value some input Dont worry about it fitting in with the icons/dependence on a certain SPECIAL.[/QUOTE] Quick draw, revolvers fire 200% faster after just being drawn.
There's also a gamma grenade mod [t]https://staticdelivery.nexusmods.com/mods/1151/images/22335-2-1488253339.jpg[/t]
[QUOTE=cdr248;51899098]Any ideas for perks you guys would like to see? Id like to avoid general passive buffs as much as possible (ie. The toughness perk) and i would value some input Dont worry about it fitting in with the icons/dependence on a certain SPECIAL.[/QUOTE] Thought up some more; Strength could include a perk that increases melee damage as the amount of weight you're carrying increases (or it could be applied to Pain Train). Perception could have a perk to see enemy silhouettes through walls when out of combat. Endurance could have a "Last Stand" perk where once you run out of health, you have X seconds to finish the fight to survive before you keel over, could include a damage or EXP Kill bonus as the timer ticks down. Charisma could have a universal form of Ghoulish where most enemies have a small chance to join your side randomly or stand down. Intelligence could have a perk where a random enemy body part is highlighted that receives extra damage or debuffs when hit (Knowledge is Power). Agility could include a perk to extend VATS for kills made during it as well as increasing the amount of slowdown for successive kills. Luck could have a random brahmin fall from the sky onto unfortunate enemies when combat initiates.
So maybe a perk where you use your melee weapon for a quick attack, rather than rifle butting or bayonetting. Imagine you're taking pot shots with the 38. ,Then a hound appears behind you so you do a quick attack with your super sledge before going back to your pot shots. A pyromaniac perk that makes flame stay for longer and cover a wider area. A luck perk that causes enemies with explosives weapons to prematurely detonate. unusually good with motolovs.
I'm personally really liking my mod set up in terms of gun competancy vs player progression. Compared to the shakey aim sniping the convicts in Primm with a rickety old varmint rifle at the start, shooting the White Legs in Zion with a (also rickety) cowboy rifle now I have more skill points in Guns feels natural. Also I really like how the cowboy rifle and .357 revolver sound, they almost make me regret picking Grunt over Cowboy.
[QUOTE=DiscoInferno;51901878]I'm personally really liking my mod set up in terms of gun competancy vs player progression. Compared to the shakey aim sniping the convicts in Primm with a rickety old varmint rifle at the start, shooting the White Legs in Zion with a (also rickety) cowboy rifle now I have more skill points in Guns feels natural. Also I really like how the cowboy rifle and .357 revolver sound, they almost make me regret picking Grunt over Cowboy.[/QUOTE] Get both Grunt and Cowboy Become Knife Dad
Thanks for the suggestions boys +1 to all you boys, hopefully we can get a "generic/classic" perk menu where these things can all fit in the game a little better
[QUOTE=cdr248;51899098]Any ideas for perks you guys would like to see? Id like to avoid general passive buffs as much as possible (ie. The toughness perk) and i would value some input Dont worry about it fitting in with the icons/dependence on a certain SPECIAL.[/QUOTE] remove all damage scaling and health scaling perks, replace with interesting ideas that cover the same niches -passively but slowly reload unequipped weapons, 1/2/3 rounds per second -automatic weapons have a 10/20/30% chance per shot not to consume ammo -headshots do 50/100% more damage, non headshots deal 75/50% damage -eat crafting components to heal (rare stuff like asbestos, lead and nuclear materials also give buffs), chems have no effect -hipfire accuracy massively increased, cannot aim down sights or scopes
[QUOTE=krail9;51902633][B]remove all damage scaling and health scaling perks[/B], replace with interesting ideas that cover the same niches -passively but slowly reload unequipped weapons, 1/2/3 rounds per second -automatic weapons have a 10/20/30% chance per shot not to consume ammo -headshots do 50/100% more damage, non headshots deal 75/50% damage -eat crafting components to heal (rare stuff like asbestos, lead and nuclear materials also give buffs), chems have no effect -hipfire accuracy massively increased, cannot aim down sights or scopes[/QUOTE] scaling is gonna be pretty null in my vision, i just hope the game's content supports it
Does anyone know what happened to the guy that made the Lutana NVSE plugin? He took it down and it seems like it was because he threw a major bitch fit, but there is no way he is that petty, there's like so many mods that require it and so many people that use those mods.
[QUOTE=MrHeadHopper;51902933]there is no way he is that petty[/QUOTE] Yes there is, while we don't know the exact details why he took it down, or at least I don't, his "reason" for taking it down despite it being rather useful was indeed bitchy AND petty. He removed it because he felt like it, at least from our point of view.
[QUOTE=MrHeadHopper;51902933]but there is no way he is that petty[/QUOTE] This is a nexus modder we're talking about here.
Also how do you guys feel about the Pipe guns? I think they're cool in the fact that they're one of the few guns that fully takes advantage of Fallout 4's crafting system but other than that they're kinda useless, ugly, and a little too boring considering they're all pretty much the same (base) gun and I'd rather have other standalone weapons to fill their place on the weapons roster The only other reason I think I'd want to keep them in is if I left them as the most upgradable/customizable gun in the game and maybe give them a slot for a player chosen legendary ability if you find the right blueprints or get the right perks or whatever. Again I'd like to get your opinions.
I'd like to see more .38 and .45 caliber weapons
[QUOTE=yellowoboe;51903011]This is a nexus modder we're talking about here.[/QUOTE] Not all Nexus modders are petty assholes however, they are in a minority, the loud minority is unfortunately more noticeable than the silent majority of awesome Nexus modders.
[QUOTE=cdr248;51903033]Also how do you guys feel about the Pipe guns? I think they're cool in the fact that they're one of the few guns that fully takes advantage of Fallout 4's crafting system but other than that they're kinda useless, ugly, and a little too boring considering they're all pretty much the same (base) gun and I'd rather have other standalone weapons to fill their place on the weapons roster The only other reason I think I'd want to keep them in is if I left them as the most upgradable/customizable gun in the game and maybe give them a slot for a player chosen legendary ability if you find the right blueprints or get the right perks or whatever. Again I'd like to get your opinions.[/QUOTE] If I were doing a full overhaul of Fallout 4, I would ditch pipe guns entirely, except for maybe something like the pipe rifle from the original or the crude makeshift guns asXas made. I'd keep the raiders exceedingly primitive, with most only having crossbows or melee weapons (some of which are just improvised clubs). Maybe a raider leader would have a hunting rifle, and it'd be why he was in charge to begin with. I don't know what you'd replace the pipe weapons with for super mutants though. Maybe they're primitive like the raiders. Or maybe you make 'em seem more organized, have them actually building new weapons at some specific location. I think that'd be pretty funny if the human raiders have entirely lost the ability to create, while the super mutants are actively reconstructing their future.
[QUOTE=cdr248;51903033]Also how do you guys feel about the Pipe guns? I think they're cool in the fact that they're one of the few guns that fully takes advantage of Fallout 4's crafting system but other than that they're kinda useless, ugly, and a little too boring considering they're all pretty much the same (base) gun and I'd rather have other standalone weapons to fill their place on the weapons roster The only other reason I think I'd want to keep them in is if I left them as the most upgradable/customizable gun in the game and maybe give them a slot for a player chosen legendary ability if you find the right blueprints or get the right perks or whatever. Again I'd like to get your opinions.[/QUOTE] Other than being ugly as sin with the original textures, they just need a bit of light buffing so they last a bit longer than level 10. As soon as you get a 10mm, SMG, Double-Barrel, or Hunting Rifle they largely become irrelevant. To fit the theme of customization, include an option for "homebrew legendary" attachments, like rigging a lighter and oil for flaming bullets, or a tin of rat poison stuck on it for poison damage.
Honestly, I think a large expansion and variety of pipe weapons wouldn't hurt. But then they'd have to be mostly low raider guns and something the player either wants to customize personally to make into a genuinely awesome weapon (like how the Crude Blowback is a good example of such weapons), or would be firmly low-tier due to being DIY weapons hobbled together compared to actual weaponry that is far more consistently and efficiently designed. Super Mutants would probably have even more customized or perhaps worn down weapons, few would have the intelligence or the sense to really maintain their gear well so it'd probably be some really weird shit that makes you wonder how they even function. I mean shit, they'd probably put ball-peen hammer heads on springs and use those to fire off shells from dirty, powder-blackened tubes styled after a shotgun.
[QUOTE=kijji;51903047]I'd like to see more .38 and .45 caliber weapons[/QUOTE] I would too but I just don't want to add tooo much, I want to keep the roster pretty balanced with each gun serving its own purpose ((since I'm mostly making this for myself (and u guys) i'll just be uploading it here and i'll probably lift some guns from other mods)) [editline]rarr[/editline] If I were to keep the pipe weapons i'd probably leave them in their own class as obviously inferior weapons that can be improved through investment and crafting. Crafting will probably be a big bonus because i'm definitely going to cut down or nerf some of the mods for regular guns, receivers in particular. like if energy weapons are basically more powerful versions of guns but more expensive, the pipe weapons will just be the opposite (but with enough time and skill they'll be able to hold their own)
Pipe weapons would be fine if they had as much variety as the concept art. I'm 90% sure they modeled the revolver, the bolt-action, then just said "Fuck it, modify the bolt-action model slightly and make that cover every other weapon type"
And yeah while I like asXas's work, the point of the pipe gun is how modular and interchangeable it is, and the crude blowback and homemade revolver dont reflect that ((i would however like to use the Garand and SVT as uniques if he'd let me))
[QUOTE=_charon;51903246]Pipe weapons would be fine if they had as much variety as the concept art. I'm 90% sure they modeled the revolver, the bolt-action, then just said "Fuck it, modify the bolt-action model slightly and make that cover every other weapon type"[/QUOTE] Honestly the whole game reeked of that. Stuff like the combat rifle and shotgun being mostly the same model, or the synthetics and energy weapons not quite matching up to concept art when some of their ideas could've been done if they'd either had more time or just flatout didn't cut corners at points. Concept art is usually conceptual for a reason, but compared to stuff like Mama Murphy's hoverchair where the devs probably didn't want to work such an extensively unique thing into the character animations (understandably given their own nightmare network of shit with animations for FO4), some of their ideas and concepts were stuff they could've reasonably done but just didn't for some reason or another and cut to an easier solution.
[QUOTE=_charon;51903246]Pipe weapons would be fine if they had as much variety as the concept art. I'm 90% sure they modeled the revolver, the bolt-action, then just said "Fuck it, modify the bolt-action model slightly and make that cover every other weapon type"[/QUOTE] I'd also like to see homemade guns have variety of quality. There could be guns that feel a bit more professionally made, like how in the Metro games the handmade weapons feel like frankenguns made out of existing gun parts by someone who knew what they were doing.
[QUOTE=RikohZX;51903265]Honestly the whole game reeked of that. Stuff like the combat rifle and shotgun being mostly the same model, or the synthetics and energy weapons not quite matching up to concept art when some of their ideas could've been done if they'd either had more time or just flatout didn't cut corners at points. Concept art is usually conceptual for a reason, but compared to stuff like Mama Murphy's hoverchair where the devs probably didn't want to work such an extensively unique thing into the character animations (understandably given their own nightmare network of shit with animations for FO4), some of their ideas and concepts were stuff they could've reasonably done but just didn't for some reason or another and cut to an easier solution.[/QUOTE] To be fair, the combat rifle was supposed to be just a mod for the combat shotgun initially. Considering there doesn't seem to be any big technical issues there (unless they were really obsessed with the combat rifle not being able to use the drum???), might've been a similar situation to the machine gun becoming an assault rifle to fill in a hole in the game's progression... which would've been better off having a whole new weapon filling the void, but apparently that didn't happen. It seems like FO4 was even more rushed than Skyrim sometimes.
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