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Gestalt Intellect posted:Adding the old skill numbers back would probably be really hard to do over the existing system. Almost everything about the perks would have to be changed. That's why I said ultra-nerd. There are fuckers that managed to tape FO3 and FO:NV into one big game (although I think that's not quite as impressive as it sounds, from what I hear), I'm sure some of them will do a complete game overhaul and manually add stat checks to basically everything.
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# ? Dec 21, 2015 10:23 |
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# ? Jun 5, 2024 08:06 |
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Alabaster White posted:That's why I said ultra-nerd. There are fuckers that managed to tape FO3 and FO:NV into one big game (although I think that's not quite as impressive as it sounds, from what I hear), I'm sure some of them will do a complete game overhaul and manually add stat checks to basically everything. That would be much nicer than the present all over the place system, on the one hand, charisma helps with speech checks, despite you saying exactly the same thing, but they can be save scummed, on the other hand, no matter how willing you are to jiggle tumblers or randomly poke words, hacking and lockpicking have distinct levels, its a really lazy way of making a game, I'd much prefer to have red herrings in hacking and speech, plus multiple points in lockpicking that turn a little and crunch your hairpin, with the occasional fluke based on luck. Not to mention arbitrarily locking stuff behind levels, My Biggest gripe? no wild wasteland. VVV Dunno, its becoming more and more like the elder robots. while there are a lot of new engine elements I like, there's so much recycled stuff and lazy design choices, its just a little irksome knowing they are relying on mods to improve the game and add depth. Still, I've been playing practically non-stop. staberind fucked around with this message at 12:42 on Dec 21, 2015 |
# ? Dec 21, 2015 11:54 |
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Lockpicking and Hacking in 3 and NV were basically just a 4 tier system as well, only one that you happened to need to put skill points into instead of perks. Of course, they weren't gated behind levels either, so...
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# ? Dec 21, 2015 11:58 |
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Is there a mod to add back Strength requirements to weapons? I've found nada on the nexus. It feels really wrong being able to use a minigun even halfway accurately outside power armour.
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# ? Dec 21, 2015 14:07 |
What I want are bows and crossbows. Let me craft arrows and bolts with different abilities. Maybe add a sporting goods store somewhere in Boston with some crazy special crossbow.
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# ? Dec 21, 2015 14:18 |
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I imagine in the early design of the game power generators required gas to keep running, but they scrapped that because of how tedious it probably was to keep the generators filled across settlements. Only reason I can think why the wind power generator is so huge and expensive and provides as much power as a small generator.
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# ? Dec 21, 2015 14:39 |
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Ra Ra Rasputin posted:I imagine in the early design of the game power generators required gas to keep running, but they scrapped that because of how tedious it probably was to keep the generators filled across settlements. I suspect that all of the settlement features were watered down so that it remained completely optional. Once you start putting in some serious town management stuff in it, you basically have to keep going back to your settlements.
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# ? Dec 21, 2015 15:46 |
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The generators rebalance mod is a lifesaver because I'm a and having generators that just work forever triggered me so all my settlements have a windmill or two powering them instead. vvv those fuckers can't even be assed to lay out a bedroll on their own, like gently caress i'd trust them with flammable liquids Kitfox88 fucked around with this message at 18:09 on Dec 21, 2015 |
# ? Dec 21, 2015 16:00 |
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Kitfox88 posted:The generators rebalance mod is a lifesaver because I'm a and having generators that just work forever triggered me so all my settlements have a windmill or two powering them instead. It seems plausible to me your settlers are able to fill the generators.
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# ? Dec 21, 2015 16:43 |
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Well apparently the animation issue with never lowering my weapon in 3rd person was a glitch. Waited 5 minutes when someone told me weapons auto-lower and nothing. Started a new character to test and it auto-lowers.
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# ? Dec 21, 2015 19:23 |
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khy posted:That's definitely a step in the right direction! Does it keep all the mods in separate folders so that the data folder is always kept entirely clean? Talkie Toaster posted:Also I made a mod that gives your companions infinite ammo with most weapons, Companion Infinite Ammo. Now they can both soak up fire and be a bit useful.
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# ? Dec 21, 2015 20:14 |
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I'm rolling with with Settlement Supplies Expanded, Homemaker, and Alternate Settlements. I recognize that this ridiculous, and trying to figure out which one(s) to ax. Which one, or combo, is the best in your guys and gals opinion?
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# ? Dec 21, 2015 20:46 |
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Twincityhacker posted:I'm rolling with with Settlement Supplies Expanded, Homemaker, and Alternate Settlements. I recognize that this ridiculous, and trying to figure out which one(s) to ax. Which one, or combo, is the best in your guys and gals opinion? Homemaker fills all my construction needs by itself rather neatly, with Robot Home Defense, OCDecorator and Convenient Stores for taste
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# ? Dec 21, 2015 20:55 |
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Twincityhacker posted:I'm rolling with with Settlement Supplies Expanded, Homemaker, and Alternate Settlements. I recognize that this ridiculous, and trying to figure out which one(s) to ax. Which one, or combo, is the best in your guys and gals opinion? As mentioned above, homemaker is the go to. be warned that institute stuff is midgame by dint of the materials it needs. I might unfuck it a little, so the glass walls use glass instead of aluminium. For the giggles: code:
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# ? Dec 21, 2015 21:15 |
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Twincityhacker posted:I'm rolling with with Settlement Supplies Expanded, Homemaker, and Alternate Settlements. I recognize that this ridiculous, and trying to figure out which one(s) to ax. Which one, or combo, is the best in your guys and gals opinion? Homemaker, OCDecorator, Expanded Settlement Buildings, and if you do much farming stuff NX Pro Farming and Snap'n Build Greenhouse. The only reason I suggest Expanded Settlement Buildings is because it adds a few parts Homemaker misses and organizes the Wood > Walls categories into subcategories instead of a million walls in one list.
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# ? Dec 21, 2015 21:23 |
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So I got that error again when trying to install that infinite companion ammo mod. the .ini file looks like this: sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ SGeometryPackageList=Fallout4 - Geometry.csg SCellResourceIndexFileList=Fallout4.cdx SResourceArchiveMemoryCacheList= Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2 do I need to delete all that?
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# ? Dec 21, 2015 21:37 |
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HogX posted:So I got that error again when trying to install that infinite companion ammo mod. the .ini file looks like this: you need to add bInvalidateOlderFiles=1 under the archive header and change sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ to sResourceDataDirsFinal=
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# ? Dec 21, 2015 23:29 |
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Ok what the gently caress. Just, what, the gently caress. Why doesn't the railway rifle make a choo choo noise after every shot anymore. Save me modders!!
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# ? Dec 21, 2015 23:53 |
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Gestalt Intellect posted:Ok what the gently caress. Just, what, the gently caress. Why doesn't the railway rifle make a choo choo noise after every shot anymore. It choo-choo-s when you reload, not when you fire, this time around. edit: So there is still choo-choo-ing, just not what some would call an adequate amount.
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# ? Dec 21, 2015 23:57 |
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Segmentation Fault posted:What I want are bows and crossbows. Let me craft arrows and bolts with different abilities. Maybe add a sporting goods store somewhere in Boston with some crazy special crossbow. I'm surprised Beth hasn't put bows/crossbows in any of these games. They've already got the system from the TES games and it makes good sense in terms of realism and style. Mad Max, which Fallout copy&pastes the hell out off, had shittons of crossbows everywhere.
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# ? Dec 22, 2015 00:08 |
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Gobblecoque posted:I'm surprised Beth hasn't put bows/crossbows in any of these games. They've already got the system from the TES games and it makes good sense in terms of realism and style. Mad Max, which Fallout copy&pastes the hell out off, had shittons of crossbows everywhere.
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# ? Dec 22, 2015 00:10 |
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Anime Schoolgirl posted:with the gauss rifle charge mechanic (which is really just a bow with different animation and projectile) i wouldn't be surprised if someone puts in a bow of some sort
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# ? Dec 22, 2015 00:19 |
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Fereydun posted:i hope they keep the charging mechanic and mashing reload makes your character start attempting to shoot more arrows all at once, up to a ridiculous amount
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# ? Dec 22, 2015 00:22 |
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CJacobs posted:It choo-choo-s when you reload, not when you fire, this time around. An inferior density of choo choos.
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# ? Dec 22, 2015 02:20 |
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Alabaster White posted:I can't wait for the GECK to come out and the ultra-nerds to completely overhaul all the stats and add the classic skills system again. The new perk system is kinda fun but from what I can tell there's no reason to ever roll anything but 6-2-4-6-6-2-2 (You're Special point into Perception) unless you want some very specialized builds. There's always going to be a min maxed build in any system, but I actually feel like 4 has an overall better balance than the previous games. I will agree that I'm disappointed that there aren't more stat and perk checks built in to the dialogue or other interactions. But I don't think that a huge rework of the system itself is necessary.
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# ? Dec 22, 2015 02:25 |
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The only mod you'll ever need.
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# ? Dec 22, 2015 04:01 |
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7c Nickel posted:There's always going to be a min maxed build in any system, but I actually feel like 4 has an overall better balance than the previous games. I will agree that I'm disappointed that there aren't more stat and perk checks built in to the dialogue or other interactions. But I don't think that a huge rework of the system itself is necessary. I think a major problem is that a lot of the perks are just really useless. Like, beyond awful. Who the hell is using Basher? A lot of perks need to be overhauled or flat-out replaced because some are just so much better than others and some are just wasted levels. Gunsmithing levels are all wonky, too. Regardless, I think they really just need to add some more guns, dammit.
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# ? Dec 22, 2015 04:05 |
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Outstanding. Which settlement building mod adds the Christmas stuff floating around in the world? I'm leaning towards Homemaker, but I need my holiday shenanigans
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# ? Dec 22, 2015 04:11 |
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7c Nickel posted:There's always going to be a min maxed build in any system, but I actually feel like 4 has an overall better balance than the previous games. I will agree that I'm disappointed that there aren't more stat and perk checks built in to the dialogue or other interactions. But I don't think that a huge rework of the system itself is necessary. A completely reworking of perks back into skills (lol what) won't fix the lack of build checks for tasks anyway.
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# ? Dec 22, 2015 04:20 |
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I hope someone comes up with a mod to make the combat rifle and combat shotgun look different. I feel like I start messing with one instead of the other in the weapon workshop every other time I'm in there.
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# ? Dec 22, 2015 04:56 |
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On that note.
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# ? Dec 22, 2015 05:51 |
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Slime Bro Helpdesk posted:I hope someone comes up with a mod to make the combat rifle and combat shotgun look different. I feel like I start messing with one instead of the other in the weapon workshop every other time I'm in there. I think thats another F4CK to do thing, as bethesda decided they share the same model, because they are sickbranes. meanwhile, if anyone wants anything reskinned, I'd be glad to. Just did the smaller power armor station in Institute white and mint. VVVVV Biodeisel. All that corn, brah. staberind fucked around with this message at 07:52 on Dec 22, 2015 |
# ? Dec 22, 2015 07:42 |
Skandranon posted:It seems plausible to me your settlers are able to fill the generators. Wouldn't the most implausible thing be trying to use 200 year old gasoline? Wouldn't it be unusable sludge by then?
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# ? Dec 22, 2015 07:51 |
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I'll ask you guys because I'm not sifting through the main discussion thread and bugfixes are the modding scene's purview anyhow. Is there a console command to move Kent Connolly back to Goodneighbor? He's stuck in the basement of the Hospital. I can still go to him for Silver Shroud upgrades, but he will not return to the Memory Den.
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# ? Dec 22, 2015 08:16 |
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Not sure about the console command but if you just want him to put more defense on the silver shroud outfit you can use armorsmith extended to put ballistic weave on it. Although that will only work to a point if you don't have the armorer perk.
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# ? Dec 22, 2015 08:25 |
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I decided that as bethesda cannot be bothered to make a wild wasteland, Its up to us to mod one in.
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# ? Dec 22, 2015 10:12 |
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Settlement nerds- I decided to put a room above the north entrance/collapsed wall at The Castle...but I can't think of what to put there. I'm probably going to just make it a bar, but any better ideas? It feels like a glass walled bar on top of Minuteman HQ would really be asking for trouble.
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# ? Dec 22, 2015 10:51 |
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General Morden posted:how many dicks can we put on this mister handy A great thread title possibility. Reminds of me of the bethesda mod threads of yore. I have spent a little bit of time looking at the Skyrim Creation Kit thing and how they make new rooms and stuff. It makes me very excited for the Fallout4 creation kit indeed. I've played a good number of hours and have been noting down places where I can remove boards and add new interiors.
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# ? Dec 22, 2015 13:17 |
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VideoGames posted:A great thread title possibility. Reminds of me of the bethesda mod threads of yore. Practically every group of buildings has them, they far outnumber the buildings you can enter, I'm looking forward to the kit to really open up the dialogue choices and allow for conquering parts of the map like a raider. or, indeed any faction, the Atom Cats may become so ticked off with the gunners attention that they decide to wipe them off the map.
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# ? Dec 22, 2015 13:35 |
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# ? Jun 5, 2024 08:06 |
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staberind posted:Practically every group of buildings has them, they far outnumber the buildings you can enter, I'm looking forward to the kit to really open up the dialogue choices and allow for conquering parts of the map like a raider. or, indeed any faction, the Atom Cats may become so ticked off with the gunners attention that they decide to wipe them off the map. Agreed, there are so many non enterable places. As it will be my first game mod I don't want to go overboard and make everything opened up. Just ones that look blatant or perhaps a little hidden. I might also try to add sewer systems to each of the main cities. If I get REALLY decent at doing it, and that's a bit if, then I will try to link the sewers too.
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# ? Dec 22, 2015 13:49 |