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It's probably way too early in the cycle of the game but did anybody do anything to the perk system so that it's less dumb and more interesting, actually favoring specialist builds?
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# ? May 31, 2016 00:34 |
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# ? Jun 6, 2024 06:02 |
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There are some attempts, but nothing really that has clicked yet. It's a tall order given the rubbish they're working with.
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# ? May 31, 2016 00:53 |
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I'm interested in the new Survival mode but I have two issues with it as it works by default. The first is saving. Not being able to save when I want is not cool. I need to be able to leave the game when I want and not lose progress. I know there are tweaks to re-enable saving, but is there something like a sleeping bag that you could use that would be more immersive? The second is travel. Disabling fast travel is fine, but not having alternate means of travel is not. Morrowind had several: ships for coastal towns, stilt-striders for land-based towns, the mark and recall spells, and the divine and almsivi intervention spells. What does Fallout 4 provide? I don't remember how the BoS vertibird works. I haven't seen anything mentioning that the Institute's teleporter can be used once you join them. Are there any mods that cover this base?
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# ? May 31, 2016 06:02 |
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The vertibirds work exactly as they always did. (i.e. as slow, unsafe fast travel.) The Institute can be teleported INTO from anywhere, but you can only fast travel out to the CIT ruins. It's honestly fine - I was leery at first, but no fast travel changes the whole game for the better, in my opinion. Also, once you start looking for them you realise beds and sleeping bags are EVERYWHERE.
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# ? May 31, 2016 06:08 |
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Inverness posted:I'm interested in the new Survival mode but I have two issues with it as it works by default. If this stuff worries you, thar be PC modz for that. First is a big one and you can completely customize your entire Survival playthrough and turn off / disable certain features - Rulebreaker: http://www.nexusmods.com/fallout4/mods/13054/ There's also different "immersive" mods that either 1) add a craftable sleeping bag you can carry around, or entire campsites you can build, 2) add motorcycles/teleporters/vertibirds for fast travel (think Stagecoaches from Skyrim) or other neat little workarounds like an "Aid" item called QUICKSAVE that you can bind to a button in your favorites list to instantly quicksave anywhere. Basically, the wasteland is your rotting oyster and it's only cheating if you think it is. Games are made to have fun, and goons usually have fun by breaking games, so I don't see any problems. Literally go hog wild.
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# ? May 31, 2016 06:25 |
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Otacon posted:Mod stuff Can't recommend these enough. Survival absolutely needs a quicksave feature - the engine's still too unstable to justify not having one. And the immersive fast travel is really, really good. Even the most basic of the fast travel options (the motorcycle) still requires a decent amount of some rare-ish materials, and it gives you a reason to claim all of the settlements. By the time you're done you'll have a fast travel network that rings the commonweath and a teleport right to the middle of it at CIT. It feels the way Morrowind felt - fast travelling will get you close, but you still have to hoof it the rest of the way.
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# ? May 31, 2016 06:49 |
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I think it would be pretty cool if you would have random encounters while using the immersive fast travel mod. Have it do a RNG to see if you encounter enemies in route to wherever your going and then deposit you somewhere in between the two points to fight.
Kizurue fucked around with this message at 07:56 on May 31, 2016 |
# ? May 31, 2016 07:33 |
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I think the simple sleeping bag mod is a nice way of being able to save in survival. Honestly, FO4 on survival is the most adrenaline-inducing game I've played in a long time because you get into a firefight and you really, really don't want to die because losing upto an hour of progress sucks. It really does, in that moment, put you in 'survival mode.'
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# ? May 31, 2016 07:53 |
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3Romeo posted:Can't recommend these enough. Survival absolutely needs a quicksave feature - the engine's still too unstable to justify not having one. And the immersive fast travel is really, really good. Even the most basic of the fast travel options (the motorcycle) still requires a decent amount of some rare-ish materials, and it gives you a reason to claim all of the settlements. By the time you're done you'll have a fast travel network that rings the commonweath and a teleport right to the middle of it at CIT. It feels the way Morrowind felt - fast travelling will get you close, but you still have to hoof it the rest of the way. I put like 90 hours into my survival game and didn't have instability issues that weren't directly mod related. The only cheat I felt necessary for survival was the console since there are a few bugged quests that I needed to prod (Mechanist didn't work for poo poo, neither did Cabot, rest were fine). e: And while immersive fast travel is cool, at 4 oil per one way it isn't exactly cheap. That's a lot of hunting for cutting fluid. Azhais fucked around with this message at 09:07 on May 31, 2016 |
# ? May 31, 2016 08:11 |
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So since I took a long break from Fallout 4, bought a new laptop and started going down the mod path again. I noticed that using NMM to load mods isnt working as it used to. I have NMM run f4se which seemed to let a few of my mods run. Then I noticed that when I'm in the game there was a mod tab that has me select the mods that NMM decided not to run? I dunno seems weird to me that NMM will run some mods but when I launch the game I have to select other mods I have installed just to run again. Is there some way to have them automatically turn on instead of having to scroll every time I launch the game to enable them?
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# ? May 31, 2016 10:49 |
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DuoGodOfDeath posted:So since I took a long break from Fallout 4, bought a new laptop and started going down the mod path again. I noticed that using NMM to load mods isnt working as it used to. I have NMM run f4se which seemed to let a few of my mods run. Then I noticed that when I'm in the game there was a mod tab that has me select the mods that NMM decided not to run? I dunno seems weird to me that NMM will run some mods but when I launch the game I have to select other mods I have installed just to run again. Is there some way to have them automatically turn on instead of having to scroll every time I launch the game to enable them? I had problems like this too. The solution was to use Mod Organizer.
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# ? May 31, 2016 14:25 |
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Is there a way to reset your carryweight? I used setav in survival for a bit and now I have infinite carry weight and it randomly fluctuates between a long int in the pip boy screen to a large negative value in trade menus. I can manually set it back but then it reverts for whatever reason. Modav etc don't affect it.
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# ? May 31, 2016 14:34 |
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Is there a mod that makes the sanctuary settlers killable? I know it probably sounds incredibly sociopathic, but it's so painfully immersion-breaking for me in an open world game to run into those idiots first thing on a 'gently caress the world' run and find out that not only can you not kill them, but you can't even refuse to help them. Literally your only option if you want nothing to do with them is to just keep walking, but it bugs me since they're right in my path.
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# ? May 31, 2016 14:42 |
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Sylink posted:Is there a way to reset your carryweight? Player.modav carryweight x Or Player.modav carryweight -x Those don't work for you?
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# ? May 31, 2016 15:21 |
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They do work, but it somehow reverts itself, I suspect during a status change from hunger or whatever.
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# ? May 31, 2016 15:30 |
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Inverness posted:I'm interested in the new Survival mode but I have two issues with it as it works by default. I will say not being able to spam saves and not having access to Fast Travel really brought a lot to the game. It is a lot more exciting. Now I do use a mod that allows limited saves based on finding holotapes and a mod that lets me fast travel between settlements that have supply lines between them. But I'm seeing and finding so much more by not fast travelling every where.
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# ? May 31, 2016 16:20 |
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Sylink posted:They do work, but it somehow reverts itself, I suspect during a status change from hunger or whatever. setav will reset itself based on anything that affects your Strength - including getting into/out of power armor, certain chems, certain ailments, etc. modav will persist forever. If you dicked with setav, get into power armor and get out again - your carry weight should go back to what the game thinks it should be. then use modav instead of setav.
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# ? May 31, 2016 17:07 |
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Otacon posted:setav will reset itself based on anything that affects your Strength - including getting into/out of power armor, certain chems, certain ailments, etc. I think you have that backwards. Doesn't setav set the base value and modav changes that base value, with the mod getting reset on environmental changes (e.g. power armor use)?
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# ? May 31, 2016 17:24 |
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Arsten posted:I think you have that backwards. Doesn't setav set the base value and modav changes that base value, with the mod getting reset on environmental changes (e.g. power armor use)? in my experiences, no setav carryweight 1000 will set your carryweight to exactly 1000 and return to stock carryweight after performing an action that adjusts your maximum carryweight modav carryweight 1000 will permanantly add 1000 to your stock carryweight, and anything that adjusts your maximum carryweight will be added to or subtracted from that stock+modav number
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# ? May 31, 2016 17:47 |
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Otacon posted:in my experiences, no This is correct.
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# ? May 31, 2016 17:55 |
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Otacon posted:in my experiences, no
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# ? May 31, 2016 18:27 |
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Inzombiac posted:WOTC in Survival is great is you keep the respawn rates low, variety high and size large. I keep the spawn rates low so it doesn't bog down my slow-loading game any further, but it sounds like anything but the minimum makes the game unplayable anyway. The spawns also serve to make retreading the same area more interesting and dangerous because something new might still spawn, and I love when I can kite two enemies together or an ally mod shows up and I can take advantage of their attack on a common foe. Strategery. What I like about the newer of the fast start mods is that you're in a little room to start and can set the spawns before loading any of the wasteland. The goon who has the perks mod should consider auto-adding the traits device to your inventory so you can start a game with traits instead of waiting till you find a chem bench. quote:
You joke but hiding in barrels was a great Skyrim mod and I hope for the same in Fallout. Otacon posted:If this stuff worries you, thar be PC modz for that. There are also Savarettes, a bindable save item that gets used up with each use and can only be found, not crafted; and the mod that autosaves on transition is a must so you don't have to go through a loading door every time you die.
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# ? May 31, 2016 21:25 |
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Saint Sputnik posted:I keep the spawn rates low so it doesn't bog down my slow-loading game any further, but it sounds like anything but the minimum makes the game unplayable anyway. The spawns also serve to make retreading the same area more interesting and dangerous because something new might still spawn, and I love when I can kite two enemies together or an ally mod shows up and I can take advantage of their attack on a common foe. Strategery. I'll probably turn it back on after I get some levels/equipment. And I didn't look hard enough at the respawn rates I guess since I was getting super bogged down with things respawning faster than I could clear areas. Basically every essential character north of lexington was in a permanent state of being curbstomped by glowing ones when I finally disabled the mod. Knowing that I could kill them and it'd be more like stock survival would make it a lot more palatable. I wonder how hard doing spawn points/patrols really is. My short usage of WotC has me semi-interested in making a living commonwealth type mod that is a little more focused. Bump the populations of strongholds, add patrols between them, so you still have that "things really use the area" feel, but it isn't just painting the map with random spawns. Like stuff a million more gunners in Quincy, 95, auto wreckers, and the Plaza and add squads that are like shift changes at Mass Fusion and all the other misc places you find gunners normally.
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# ? May 31, 2016 21:40 |
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Kizurue posted:I think it would be pretty cool if you would have random encounters while using the immersive fast travel mod. Have it do a RNG to see if you encounter enemies in route to wherever your going and then deposit you somewhere in between the two points to fight. I'm picturing this working exactly like the world map in Fallout 1 & 2, complete with California Revisited playing in the background.
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# ? May 31, 2016 22:56 |
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I really wanted Grey Garden for my second settlement not that Sanctuary is pretty locked down. I'm only level 15 with a silenced 10mm and a bucket of molotovs to take back the water plant. I get a lucky hit on the one suicider but he doesn't take out any other mutants. I run, hid and kill a hound but I'm sure about to be made paste. Then, over the hill, like a band of rotting calvary, 20 ghouls swarm the place and do all the heavy lifting for me. The only thing I had to contend with was a single Glowing One and a Charred. WOTC, I'm never uninstalling you.
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# ? Jun 1, 2016 03:19 |
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Because why not: http://www.nexusmods.com/fallout4/mods/14507/
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# ? Jun 1, 2016 03:46 |
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I tried WOTC but for some reason it made railroad agents hostile towards my automatrons, and settlers hostile against pack brahmin
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# ? Jun 1, 2016 03:47 |
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FlyinPingu posted:I tried WOTC but for some reason it made railroad agents hostile towards my automatrons, and settlers hostile against pack brahmin Those additional spawns, I believe, are not actually tied to factions. Wandering Railroad agents were hostile to me the first time I entered downtown and had affect on the storyline. They are all just chaotic neutral in berserk mode.
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# ? Jun 1, 2016 03:49 |
There aren't any mods to hide hats yet, like Skyrim's Helmet Toggle?
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# ? Jun 1, 2016 06:55 |
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Segmentation Fault posted:There aren't any mods to hide hats yet, like Skyrim's Helmet Toggle? You could probably find one if you search Nexus for invisible armor but I'm not 100% it'd work with hats because of how the game deals with hair.
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# ? Jun 1, 2016 07:08 |
Otacon posted:You could probably find one if you search Nexus for invisible armor but I'm not 100% it'd work with hats because of how the game deals with hair. Ahh I see. Ironically enough I want a hide helmet mod because hairstyle modders haven't figured out how to make their hairstyles work with hats.
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# ? Jun 1, 2016 07:13 |
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Basically, from my rudimentary understanding of the gamebryo engine, hairstyles are hats. When you wear a hat or helmet, the engine removes your hair. When you make an invisible hat or helmet, your head is bald. I'm not sure how Skyrim did it differently but I remember it being very difficult to even consider before the geck came out, and haven't read up anything new since we've gotten the geck. If you find out anything new let us know!
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# ? Jun 1, 2016 07:24 |
Otacon posted:Basically, from my rudimentary understanding of the gamebryo engine, hairstyles are hats. When you wear a hat or helmet, the engine removes your hair. When you make an invisible hat or helmet, your head is bald. I'm not sure how Skyrim did it differently but I remember it being very difficult to even consider before the geck came out, and haven't read up anything new since we've gotten the geck. All I've found are "hidden" variations of in-game hats which are separate objects spawnable via the console. It's a good enough workaround I guess but it sucks when the hat you want isn't available. My inner Barbie-player and my inner munchkin are at war right now over the Captain's Hat from Far Harbor.
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# ? Jun 1, 2016 07:51 |
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OwlFancier posted:If you figure out what's causing that please share because a bunch of my stuff doesn't seem to work together either and it's annoying. Hey it turns out I'm , and after fiddling with everything; F4edit, manual installs, etc I got things working because I forgot the most basic .ini change. Go to: C:\Users\<Username>\Documents\my games\Fallout4 Open Fallout4custom.ini and add the lines: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
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# ? Jun 1, 2016 16:21 |
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Getting this mesh in-game is loving killing me. I don't suppose anyone here has any experience getting custom armor meshes in, do they? Specifically helmets.
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# ? Jun 1, 2016 19:34 |
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What good QoL and cosmetic mods (didn't actually finish the vanilla game so don't want to make it easier, even if I am playing on easy) are there on Xbox One? I've already gotten a few things though I'm tempted to grab some weapon add ons like Laser Sabres and the Walther P99. Current list: Busty EV body replacer (shut up, also I might disable this as some NPCs look weird now, also shut up :P) Enhanced Blood Textures Everyone's Best Friend: Dogmeat + another companion Full Dialogue Interface Improved Map With Visible Roads Mo Betta Scrap See Through Scopes WET: Water Enhancement Textures Also got two hairstyle mods and a power armour paints mod
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# ? Jun 1, 2016 20:07 |
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Can anyone recommend some mods that add new areas and content to the game? Not necessarily new quests, I'm just wanting more areas to explore, similar to A World of Pain mod for F:NV. I did download and install the Beantown Interiors mod, which is great. I'm hoping there are some more like these available now that the GECK is out.
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# ? Jun 1, 2016 20:18 |
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Backhand posted:Is there a mod that makes the sanctuary settlers killable? Better Settlers comes with a holotape you can set settler options including their mortality. However, some of the Sanctuary settlers might be flagged as essential, so you can't kill them. I've been thinking of turning off essential NPCs myself because it is ridiculous when you massacre a town that some of them don't die. There's a mod which turns off the essential flag on every NPC but I dont think that's a great way of dealing with the problem since you are modifying so many records. I noticed the The Fallout4 Configuration Tool has an option where you can turn essential NPCs off, so that might be your best bet if that's what you are looking to do. The only problem with turning them off is that an enemy might kill them and then you fail quests, but usually you will get that failure notification anyway so you can revert if you need to.
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# ? Jun 1, 2016 20:18 |
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This dude is working on a fuckin' rad power armor set.
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# ? Jun 2, 2016 01:36 |
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# ? Jun 6, 2024 06:02 |
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I wanna touch it!
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# ? Jun 2, 2016 02:21 |