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The Lone Badger posted:Anyone know why sometimes everything in a settlement will spontaneously break? No attacks or anything, just absolutely everything is ruined. I asked this same thing before and the consensus is that it's just really easy to miss the vanilla attack notifications. There is a mod to improve them.
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# ? Dec 14, 2015 02:56 |
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# ? May 10, 2024 11:38 |
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Yardbomb posted:They better make a deep-sea diving DLC. The only way I am taking one of my power armors underwater is if I can attach a mod that allows me to jump/ascend while underwater. Ballast tanks or thrusters or something.
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# ? Dec 14, 2015 03:12 |
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Mr Hootington posted:Both ingame already. I meant it more as a metaphor than literally.
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# ? Dec 14, 2015 03:17 |
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do you drown in power armor if you don't wear a helmet?
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# ? Dec 14, 2015 03:20 |
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Yardbomb posted:They better make a deep-sea diving DLC.
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# ? Dec 14, 2015 03:22 |
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Really doubt they would give a poo poo about that
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# ? Dec 14, 2015 03:26 |
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coyo7e posted:They can't because too many people would immediately just call it a Bioshock ripoff. Fine, then set it on a space station run by a psychotic AI.
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# ? Dec 14, 2015 03:27 |
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If the BoS can build the Prydwen in two years an entire city floating in the clouds isn't that much of a stretch.
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# ? Dec 14, 2015 03:35 |
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Its funny, the ocean in this game is actually full of sea weed and debris you can see if you glitch out the camera. There's a lot of detail down there. You just can't see any of it normally because the water is so drat murky. Its kind of infuriating.
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# ? Dec 14, 2015 03:40 |
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Wingnut Ninja posted:Fine, then set it on a space station run by a psychotic AI. uh, space station 13 much??
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# ? Dec 14, 2015 03:41 |
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Internet Kraken posted:Its funny, the ocean in this game is actually full of sea weed and debris you can see if you glitch out the camera. There's a lot of detail down there. You just can't see any of it normally because the water is so drat murky. Its kind of infuriating. Is there any mod or console command I can do to fix that poo poo by the way?
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# ? Dec 14, 2015 03:42 |
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Motherfucker posted:uh, space station 13 much?? Gamebryo and BYOND, the two shittiest engines, together at last.
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# ? Dec 14, 2015 03:45 |
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Bethesda.jpg
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# ? Dec 14, 2015 03:53 |
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frajaq posted:I really took a liking to Danse when he did NOT whine about me picking crafting junk when I used him, he says something like "Good idea, that could be useful!" or something Danse is pretty cool. In my playthrough I basically ignored him after his initial recruitment quest, then was pleasantly surprised when I finally got around to flying up to the Prydwin with him. That entire conversation flows really naturally, first with him simply introducing you to the mounted minigun, but then seguing into a warning about not accidentally shooting at any civilians. From there it flows into how the Brotherhood has a bad rep but is genuinely there to protect people, and how he has commited himself to that task, and how peaceful ad calming the world all looks from above. Nothing special is really said, but it sheds a lot of light on his character (as well as showcases the more sympathetic side of the Brotherhood) and it's just a cool, quiet, introspective little moment.
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# ? Dec 14, 2015 03:53 |
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frajaq posted:Is there any mod or console command I can do to fix that poo poo by the way? If you disable Depth of Field using that configurator thingy, it removes the murk filter underwater.
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# ? Dec 14, 2015 03:53 |
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Seashell Salesman posted:I asked this same thing before and the consensus is that it's just really easy to miss the vanilla attack notifications. There is a mod to improve them. Would've liked to see them make it past the Castle defences. There's a shitton there. I'm going to just blame the Vault-Tech rep. I had just sent him there minutes before. He has a bad track record with places blowing up.
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# ? Dec 14, 2015 04:11 |
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Toadsmash posted:
I see you too have roof Brahmin.
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# ? Dec 14, 2015 04:25 |
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The Lone Badger posted:Would've liked to see them make it past the Castle defences. There's a shitton there. Not sure if joking, but your actual defenses don't matter in an unattended raid. Possibly your defense value is used to determine how much damage is done, but in my experience between 0 and 100% of your poo poo will get broken entirely at random.
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# ? Dec 14, 2015 04:32 |
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Mr Hootington posted:I just found the Tremors quest. uh, what? Where?
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# ? Dec 14, 2015 04:36 |
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I'm quite convinced that Scrounger is broken and just gives way too much .50 ammo. At rank 1, on a new character, I'm getting more .50 than shotgun shells, .308, fusion cells. Ridiculous.
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# ? Dec 14, 2015 04:36 |
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Odobenidae posted:If the BoS can build the Prydwen in two years an entire city floating in the clouds isn't that much of a stretch. Actually, it's built in eight. Four years to get the mats, then four more to build them. Spoilered because there's a spoiler on the page. Seashell Salesman posted:I'm quite convinced that Scrounger is broken and just gives way too much .50 ammo. At rank 1, on a new character, I'm getting more .50 than shotgun shells, .308, fusion cells. Ridiculous. Oh good, I'm not misremembering things then.
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# ? Dec 14, 2015 04:37 |
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Magmarashi posted:uh, what? Where? The Salem Mirelurk quest.
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# ? Dec 14, 2015 04:42 |
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Toadsmash posted:
I constantly have brahmin stuck in the fast travel house in Sanctuary. IN the house. Mooing.
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# ? Dec 14, 2015 04:57 |
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I'd like to know how they came up with the list of settlement locations. A couple- like the drive-in, the co-op, and the boat tours locations make sense. They're large, kind of interesting locations that almost make sense as a place to set up a settlement- and feel like the map was detailed in such a way that building there wouldn't be too frustrating. But then you have a ton of places that are basically the size of a matchbox, usually centered around a half-destroyed, half-inaccessible building with no interesting features or reasons anyone would want to live there. Why would you set up a settlement in an alleyway when it's about 1 block from a raider-super mutant warzone and another 2 blocks from the safest settlement in the Commonwealth? Why is a swampy puddle in the middle on nowhere a key spot the Preston thinks is a place people would defend with their lives?
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# ? Dec 14, 2015 04:59 |
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At what point do the attacks on your settlements being? I've got all these guns pointed at stuff but nothing for them to shoot at yet - do they have to reach a certain size, or is it after a certain point in the story?
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# ? Dec 14, 2015 05:05 |
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ignore. willjbish fucked around with this message at 05:24 on Dec 14, 2015 |
# ? Dec 14, 2015 05:08 |
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Toadsmash posted:
[O Brother, Where Art Thou joke here]
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# ? Dec 14, 2015 05:29 |
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Do different companions have different carry weights? Can they carry more if they wear power armor? Basically, which companion do I want to enable my insatiable lust for useless garbage.
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# ? Dec 14, 2015 05:30 |
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mackintosh posted:Something relating to Zimmer's disappearance or the previous Institute director or both. Or maybe they will keep this one for later. Zimmer died in FO3. As for DLC I could see Beth doing something about Kellogg being inside Nick's head.
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# ? Dec 14, 2015 05:32 |
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McKilligan posted:At what point do the attacks on your settlements being? I've got all these guns pointed at stuff but nothing for them to shoot at yet - do they have to reach a certain size, or is it after a certain point in the story? If they are under-defended they are attacked more frequently. Protip: use a switch to turn off all your guns, then fast-travel home when attacked and turn them on
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# ? Dec 14, 2015 05:36 |
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Seashell Salesman posted:How do I get the various pacify/incite/command perks to work reliably? I started a new character with max charisma and took them all, don't seem to be able to get any to work. Is the issue that I need to get over like level 30 before most of the mobs are lower level than me? Even when an enemy is lower level than you pacify still only has about a 40% chance of working. If you're on PC you should just get a mod to increase the odds like I did.
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# ? Dec 14, 2015 05:50 |
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Backhand posted:as well as showcases the more sympathetic side of the Brotherhood Which is kind of shat down the toilet once you figure out that they want to murder everyone in the Railroad just because they're helping nice and cool synths like Nick Valentine.
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# ? Dec 14, 2015 06:00 |
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Buckets posted:Even when an enemy is lower level than you pacify still only has about a 40% chance of working. If you're on PC you should just get a mod to increase the odds like I did. Is it actually worth trying to base a playthrough on it? My very limited experimentation with it left me unimpressed.
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# ? Dec 14, 2015 06:03 |
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Evilreaver posted:If they are under-defended they are attacked more frequently. Alright, I'll give that a shot. I've got a couple machinegun turrets guarding the bridge into the sanctuary, we'll see if turning those off tempts some of the local hoodlums. (Also I gave all my guards missile launchers)
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# ? Dec 14, 2015 06:12 |
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Seashell Salesman posted:Is it actually worth trying to base a playthrough on it? My very limited experimentation with it left me unimpressed. I wouldn't, unless you really like save scumming, because even when it works the second you get a little away from the target they go right back to hostile making the whole thing pointless. Again, you could use mods to make the chance of success really high, there's another that makes it permanent so you don't have to worry about walking away but I don't know if the two work well together. This mod is kind of interesting because it makes it more of a stealth based perk.
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# ? Dec 14, 2015 06:14 |
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Toadsmash posted:
Well, at least it isn't head pigeons
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# ? Dec 14, 2015 06:25 |
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Buckets posted:I wouldn't, unless you really like save scumming, because even when it works the second you get a little away from the target they go right back to hostile making the whole thing pointless. That looks pretty good actually. A lot more in line with what I was expecting from the Intimidation perk. But yeah I think it's just not worth the SPECIAL investment plus the randomness is powerfully unfun.
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# ? Dec 14, 2015 06:30 |
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You know what, gently caress it, I'm inspired enough to do a legit run of FO4 now. Maybe with a new character instead of the one I had beforehand. What mods besides Craftable Ammo, Armorsmith Expanded, Also since I did the Institute's endgame, should I bother with any other end? Alabaster White posted:I think the Brotherhood ending is next in terms of 'least worst'. It's a shame I wasted my Aryan Nora on the first ending, though. Plus- at least for me- the jump from Institute to Brotherhood is like "Best Hope of Commonwealth" to "What The gently caress Are You Doing To The Commonwealth". widespread fucked around with this message at 06:46 on Dec 14, 2015 |
# ? Dec 14, 2015 06:38 |
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widespread posted:You know what, gently caress it, I'm inspired enough to do a legit run of FO4 now. Maybe with a new character instead of the one I had beforehand. I think the Brotherhood ending is next in terms of 'least worst'. e: to clarify, all the non-Institute endings are pretty bad, but the BoS ending is actually vaguely exciting and sort of in character, with the Minutemen being next just cause they're too bland to be offensive, and the Railroad ending dead last, being some of the worst writing in Bethesda history. Kite Pride Worldwide fucked around with this message at 06:54 on Dec 14, 2015 |
# ? Dec 14, 2015 06:44 |
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# ? May 10, 2024 11:38 |
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Alabaster White posted:e: to clarify, all the non-Institute endings are pretty bad, but the BoS ending is actually vaguely exciting and sort of in character, with the Minutemen being next just cause they're too bland to be offensive, and the Railroad ending dead last, being some of the worst writing in Bethesda history. Oh, I was gonna say "You're seriously putting the Brotherhood over the Institute?". But it's good that at least some people agree that becoming the new Institute Director is a very good idea.
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# ? Dec 14, 2015 06:59 |