• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[QUOTE=Hatley;51906313][B]Blade Runner:[/B] [I]Increased movement speed while carrying a melee or unarmed weapon[/I] [/QUOTE] A benefit or a hazard: Increased damage to synths, extra damage against synths with revolvers.
[QUOTE=cdr248;51907951]I'm gonna go through and draft a weapon roster now, any requests on weapon mods you'd like to see included?[/QUOTE] A mag-fed pump action shotgun, one that matches the aesthetic of the fictional guns, like the N99 10mm?
[QUOTE=Hatley;51908069]A mag-fed pump action shotgun, one that matches the aesthetic of the fictional guns, like the N99 10mm?[/QUOTE] [sp]im not making the weapons im planning on just swiping them off the nexus, im flattered you think i got talent tho[/sp]
I wish I had the time or energy to learn scripting. What I'd do is create some kind of proper branching dialogue system. The way I imagine it'd work is that it would function kind of a like a quickloot menu that overrides the default dialogue menu, with each dialogue option being an item that can be "looted". Speaking to an NPC will create a handful of dialogue option items in an invisible unreachable container, and open up a quickloot menu(with the take all option disabled) for that container with the regular dialogue menu disabled. Picking a dialogue item with close the quickloot menu, force the NPC you're talking to to move to the proper stage in their dialogue quest, and delete the dialogue item from your inventory. After the dialogue is finished, the script adds and removes dialogue items from the dialogue container as necessary, reopens the quickloot menu, and on the conversation goes. I don't know what would be an easier/more efficient way of going about doing that, and hypothetically I imagine you're going to hit some kind of object limit creating thousands of unique dialogue items. Also, obviously it wouldn't do anything for the default dialogue in FO4, but it could be useful to modders who want to make their own quests with proper dialogue trees, [sp]such as, say, in a Skywind-style remake of FO:NV in FO4's engine.[/sp]
[QUOTE=StoneRabbit;51905604]But even then, it's very frustrating to find some in certain areas. Why would the officers of that National Guard outpost and Fort Strong keep a pipe gun in their personal safes.[/QUOTE] Because they're lazy cunts and don't actually bother taking Pipe Pistols out of certain Safes.
[QUOTE=cdr248;51907951]I'm gonna go through and draft a weapon roster now, any requests on weapon mods you'd like to see included?[/QUOTE] Ballistic fist. Or some neat unarmed weapons.
[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] Not sure about any witty names to go with these but: - Taking a stimpak gives you new small effects while they're active, with each tier adding one new effect (faster reload speed, faster run speed, see enemies through walls for one second, etc). - Firing an automatic weapon continuously for a certain duration makes you go berserk, increasing firing rate, reload speed and your damage resistance. Could reuse the Psycho sound effects for it. - A variant of Mysterious Stranger that gives you a super-powerful, super-accurate, infinite ammo gun that only stays in your inventory for like thirty seconds and then disappears. - (Idea stolen from Ordinator) Adds a bloody penny in your inventory, which you can reverse-pickpocket into people's inventories to drastically increase damage done to them and perhaps also spawn extra caps on them upon death. - Killing an enemy in one shot has a chance to bounce the bullet to a nearby enemy, also killing them instantly. - Sprinting into non-hostile humanoids has a chance of successfully pick-pocketing something from them - caps, ammo, maybe even equipped guns at later tiers.
Thinking about starting one of the DLCs, roughly level 50-60, I'm wondering if any of the companions from vanilla have any additional dialogue for them, I've been rolling with Cait for most of the game, and would like a change. I went with the Railroad/Minutemen (Battle of Bunker Hill) quests, so that should give you a idea of the companions I currently have and my general playstyle (I'd say in terms of D&D Neutral Good/Lawful Neutral/Good). I'll list as many as I can remember. [sp]Cait, Piper, Valentine, Railroad Bald Guy (Dennis, Deacon?), Strong, Dogmeat, Codsworth, Garvey, Ada, The Robot from the Vault (Curie?), Possibly Hancock (Not sure, just finished the Big Dig quest, and I've seen people with him as a companion) and Macready.[/sp] [QUOTE=cdr248;51907951]I'm gonna go through and draft a weapon roster now, any requests on weapon mods you'd like to see included?[/QUOTE] Maybe some WW2 weapons, like a Garand, it fits with the lore and I remember someone working on a SVT, that would be neat as a unique/upgraded hunting rifle. Or a Anti-Material Rifle would be pretty good.
[QUOTE=Redcoat893;51911677]Thinking about starting one of the DLCs, roughly level 50-60, I'm wondering if any of the companions from vanilla have any additional dialogue for them, I've been rolling with Cait for most of the game, and would like a change. I went with the Railroad/Minutemen (Battle of Bunker Hill) quests, so that should give you a idea of the companions I currently have and my general playstyle (I'd say in terms of D&D Neutral Good/Lawful Neutral/Good). I'll list as many as I can remember. [sp]Cait, Piper, Valentine, Railroad Bald Guy (Dennis, Deacon?), Strong, Dogmeat, Codsworth, Garvey, Ada, The Robot from the Vault (Curie?), Possibly Hancock (Not sure, just finished the Big Dig quest, and I've seen people with him as a companion) and Macready.[/sp] Maybe some WW2 weapons, like a Garand, it fits with the lore and I remember someone working on a SVT, that would be neat as a unique/upgraded hunting rifle. Or a Anti-Material Rifle would be pretty good.[/QUOTE] Nick 'Clockwork Dick' Valentine has a lot of dialogue in Fah Hahbah, I think Depressedton has some in Nuka World.
Perk idea: "Groovy man!": The more drugs you take (of different types) the more amplified their effects/duration by X%*#ofdrugs. [Sp] Negative: the higher the drug count the higher the percent chance you'll just straight up have a heart attack on the next drug consumed and lose a ton of health. Reduced significantly by higher levels of the perk.[/sp]
Doing some general map exploring today when I realised, all those small houses you can go into? The ones with a living room, an upstairs bedroom, and a kitchen? ...Where are the bathrooms? Can't shower nor shit. No wonder people were so eager to hop into questionable vaults. Aside from the bombs, that is. Also I've noticed that there are only ever empty bottles of milk. Clean and empty. Sure, it'd curdle after a few warm days, but after 200 years I'd imagine it would have mutated into something [I]alive.[/I] Where has all the milk gone? Maybe it's turned into the Zetans.
[QUOTE=Zakkin;51911458]Ballistic fist. Or some neat unarmed weapons.[/QUOTE] I want a bb gun.
NV:MP currently live with a closed beta, already some sick memes are appearing. [t]http://i.imgur.com/rB6jpqF.png[/t][t]http://up.nlan.org/cvzSYeJUyFhLvQdqrJSeb.jpg[/t] [t]http://images.akamai.steamusercontent.com/ugc/82593097584663283/137923943450095B038EE79118CB2AB223CFCB9E/[/t] [media]https://www.youtube.com/watch?v=xLiZXdYt-S8[/media] [t]https://pbs.twimg.com/media/C5Jq5xsWAAA4OXr.jpg:large[/t] There's still a lot to do, but things have come far since my last post in here.
[QUOTE=Ganerumo;51911616]Not sure about any witty names to go with these but: - Taking a stimpak gives you new small effects while they're active, with each tier adding one new effect (faster reload speed, faster run speed, see enemies through walls for one second, etc).[/QUOTE] This would surely have to be called "Placebo Effect.".
[img]http://i.imgur.com/D5lFsnh.gif[/img] [I]Detective Nick Valentine, delivering a critical hit to a Brahmin with an experimental energy weapon. November 2287 (colorized)[/I]
[QUOTE=StoneRabbit;51912478][img]http://i.imgur.com/D5lFsnh.gif[/img] [I]Detective Nick Valentine, delivering a critical hit to a Brahmin with an experimental energy weapon. November 2287 (colorized)[/I][/QUOTE] That episode aired in april 1997 Fallout 1 released september 1997 its a stretch but i think you know what im gonna say
[video=youtube;K9KQLS6wRTs]https://www.youtube.com/watch?v=K9KQLS6wRTs[/video]
[QUOTE=Mattchewy;51912543][video=youtube;K9KQLS6wRTs]https://www.youtube.com/watch?v=K9KQLS6wRTs[/video][/QUOTE] I know it's a WIP and all but that reload animation is pretty hilarious.
That service rifle looks a little anemic. It looks small compared to a real world AR-15 and it looks absolutely tiny compared to everything else in FO4.
[QUOTE=Senscith;51912990]That service rifle looks a little anemic. It looks small compared to a real world AR-15 and it looks absolutely tiny compared to everything else in FO4.[/QUOTE] That's how it looked in New Vegas, actually. Little baby gun. Also that reload is vanilla fyi, he hasn't started on that yet
[QUOTE=_charon;51913011]That's how it looked in New Vegas, actually. Little baby gun. Also that reload is vanilla fyi, he hasn't started on that yet[/QUOTE] Looking at it some more I think the biggest thing is that carrying handle is really tall, more so than even the FNV version.
[QUOTE=Senscith;51913038]Looking at it some more I think the biggest thing is that carrying handle is really tall, more so than even the FNV version.[/QUOTE] [t]http://vignette2.wikia.nocookie.net/fallout/images/b/b8/ServiceRifle.png/revision/latest?cb=20110207074904[/t] Looks the same to me. It's just a dinky little rifle.
[QUOTE=Mattchewy;51912543][video=youtube;K9KQLS6wRTs]https://www.youtube.com/watch?v=K9KQLS6wRTs[/video][/QUOTE] I've waited so long for a good quality service rifle. I hope they give this thing it's own release so I don't have to wait for the whole pack to be finished, this is like the only thing I want from it.
[QUOTE=_charon;51913066][t]http://vignette2.wikia.nocookie.net/fallout/images/b/b8/ServiceRifle.png/revision/latest?cb=20110207074904[/t] Looks the same to me. It's just a dinky little rifle.[/QUOTE] The model probably has the same proportions but it does look pretty small in fallout 4 that's probably just the difference in fov. The guy in the video is definitely not playing at <75 fov and the ads doesn't seem to have the same zoom as fnv
[QUOTE=cdr248;51913326]The model probably has the same proportions but it does look pretty small in fallout 4 that's probably just the difference in fov. The guy in the video is definitely not playing at <75 fov and the ads doesn't seem to have the same zoom as fnv[/QUOTE] yeah, wardaddy (guy doing anims) said he plays at 90 fov, it still looks pretty good at 90 but it will look more normal at default fov
Honestly the default fov would probably be more bearable if the weapon models weren't so fucken huge i usually never had a problem with previous bethbryo games but skyrim and fallout 4 were just claustrophobia-city
I'd love to use the Institute weapons more but they take up like a third of the damn screen :v:
From the same service rifle guy [t]https://staticdelivery.nexusmods.com/images/1151/11550578-1488647456.jpg[/t] [url]http://www.nexusmods.com/fallout4/Images/68145/?[/url]
A lot more Institute weapons would have been nice instead of just the laser gun. I imagine you could have done it Bioshock style where the weapons are experimental. They even planned bioguns but that never came to be final.
[QUOTE=Hamaflavian;51912909]I know it's a WIP and all but that reload animation is pretty hilarious.[/QUOTE] That reload animation is why I can't stand using any rifle mods in their current state. It's fucking jarring on most of them. That and the fact they're just too small to fit the animations so it's floating hands galore. The pistols are dealt a much better hand because the Deliverer's base animations are much more serviceable and easy to work with.
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