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Orange Sunshine posted:Does anyone know what if anything affects the damage that the shredding minigun does? Strength/perks/anything else? Strength, the Basher perk and with Basher 4 - Better Criticals.
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# ? Jul 30, 2016 11:21 |
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# ? Jun 7, 2024 13:59 |
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Basic Chunnel posted:Are you stoned? You hush. I enjoyed his story. Glazius, it is an enjoyable story. That type of small adventure is why I like playing these games.
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# ? Jul 30, 2016 16:12 |
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Speedball posted:Haha, holy poo poo. I had a Defend The Castle mission with a couple of Mythic Deathclaws defending it and they ripped through those coursers like tin foil. I don't understand this -- you had deathclaws on your side, from like, a wasteland workshop item or something?
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# ? Jul 30, 2016 17:32 |
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The mod that adds arena stuff to the workshop includes a "beta wave emitter" that renders docile all captured creatures that aren't raiders / gunners / super mutants. They can't be formally used as defense but they'll attack hostiles.
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# ? Jul 30, 2016 18:55 |
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I have the season pass but I am not big on settlements, actually I find it annoying to build them up. So far only the mechanist side quest, far harbour and the upcoming nuka world thing are actual "story" things I get for my season pass, right? I was kinda expecting 4-5 new vegas style dlc, especially something silly like old world blues...
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# ? Jul 30, 2016 19:29 |
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TorakFade posted:I have the season pass but I am not big on settlements, actually I find it annoying to build them up. And yeah: If you're not into settlement building, FO4's DLC has been a bit underwhelming.
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# ? Jul 30, 2016 20:43 |
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Raygereio posted:Nuka World will be the last DLC. Yeah, finally getting around to Far Harbor now, and for all its size, there's really not much to it. I just finished Blood and Wine too, so that makes it especially jarring.
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# ? Jul 30, 2016 20:46 |
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Raygereio posted:Nuka World will be the last DLC. "a bit"
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# ? Jul 30, 2016 20:47 |
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I'm kind of expecting the mod community to build good story/quest mods that leverage workshop DLC, sometime in the (far) future.
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# ? Jul 30, 2016 21:11 |
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To be fair, their last game only had 2 story and 1 building DLC. Whether Far Harbor and Nuka World compare to Dawnguard and Dragonborn remains to be seen. Kinda makes me appreciate the FO3 DLC more, even the crappier ones like Anchorage and Zeta. It doesn't really help that a presumably smaller studio like Obsidian did such a comparatively amazing job with DLC in NV.
graynull fucked around with this message at 21:18 on Jul 30, 2016 |
# ? Jul 30, 2016 21:15 |
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Did Bethesda do Shivering Isles or was it outsourced? Its hard to believe that the people involved in some of the good stuff about Oblivion had anything to do with any of the writing in FO4.
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# ? Jul 30, 2016 21:27 |
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I think they started using the same guy as head writer from Fallout 3 onwards, and Shivering Isles was so long ago that it may well have been an entirely different team.
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# ? Jul 30, 2016 21:49 |
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Basic Chunnel posted:The mod that adds arena stuff to the workshop includes a "beta wave emitter" that renders docile all captured creatures that aren't raiders / gunners / super mutants. They can't be formally used as defense but they'll attack hostiles. Actually they also add to the settlement's defense rating! You can't order them around to defender stations, true, but they're pretty quick to respond to attackers.
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# ? Jul 30, 2016 22:03 |
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Reason posted:Did Bethesda do Shivering Isles or was it outsourced? Its hard to believe that the people involved in some of the good stuff about Oblivion had anything to do with any of the writing in FO4. The common thread here is their love of swamps. Half of the Shivering Isles, all of Point Lookout, all of Far Harbor, honestly really surprised they didn't add one to Solsthiem, but then again a pretty big chunk of Skyrim was a swamp too.
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# ? Jul 30, 2016 22:06 |
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What's the best way to plan out construction for Vault 88? Right now it's kind of a hot mess since I built things 'organically' which means none of the side rooms or halls make any sense
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# ? Jul 30, 2016 22:52 |
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Lord Cyrahzax posted:The common thread here is their love of swamps. Half of the Shivering Isles, all of Point Lookout, all of Far Harbor, honestly really surprised they didn't add one to Solsthiem, but then again a pretty big chunk of Skyrim was a swamp too. Don't forget that Morrowind started you off in a swamp. Seriously amazed they haven't done TES: Black Marsh yet.
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# ? Jul 31, 2016 01:53 |
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How do I feed people in the vault? And Clem won't get on the stupid bike. All the hints I've found have been move it around, attach a terminal to it, and he just stands there.
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# ? Jul 31, 2016 03:45 |
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To get Clem on a bike I had to build a generator to power the terminal, set the parameters, and then he got on the bike. Also HOW DID COWS GET IN MY VAULT
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# ? Jul 31, 2016 04:01 |
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graynull posted:To be fair, their last game only had 2 story and 1 building DLC. Whether Far Harbor and Nuka World compare to Dawnguard and Dragonborn remains to be seen. Kinda makes me appreciate the FO3 DLC more, even the crappier ones like Anchorage and Zeta. It doesn't really help that a presumably smaller studio like Obsidian did such a comparatively amazing job with DLC in NV. The thing is that DLC development is usually done during post-production of the game itself. When the staff has nothing else to do. Or during the pre-production of the next game. Obsidian had all the time in the world to make DLC since it just meant more work for them while Bethesda have to start working on their next game.
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# ? Jul 31, 2016 07:27 |
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twistedmentat posted:How do I feed people in the vault? And Clem won't get on the stupid bike. All the hints I've found have been move it around, attach a terminal to it, and he just stands there. I presume you gotta leave a chunk of it as dirt and stick some crops in, unless there's something I'm missing. And yeah, it's just what hup says. Even though the bike presumably produces power on its own, the terminal needs to be powered before the bike experiment can happen.
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# ? Jul 31, 2016 07:34 |
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hup posted:Also HOW DID COWS GET IN MY VAULT Probably the French resistance
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# ? Jul 31, 2016 07:49 |
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Gobblecoque posted:Don't forget that Morrowind started you off in a swamp. TES: Black Marsh and/or Elsewhyre seem like the most logical next steps. If Black Marsh was as alien and weird as Morrowind was it'd be pretty great. Supposedly the place was so inhospitable that during the Oblivion crisis it was the one place where the demons ran away from. Feeding your Vault Dwellers is as easy as sticking corn in the ground (thankfully it doesn't need sunlight, but I'm surprised we don't have the ability to make Planters like you see in Greygarden). I've seen at least one cheeky person make a vault within Vault 88, complete with vault door, and labeling it "Vault 89." Heh heh. Looks like Vault Suits infinitely respawn in the supply closet too.
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# ? Jul 31, 2016 07:50 |
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Didn't Wasteland Workshop introduce garden plots?
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# ? Jul 31, 2016 07:58 |
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Started a new save and I've found that the settlement beacons aren't attracting a single settler. Anyone know how to fix this?
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# ? Jul 31, 2016 11:39 |
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xutech posted:Started a new save and I've found that the settlement beacons aren't attracting a single settler. Anyone know how to fix this? Did you attached a generator to them?
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# ? Jul 31, 2016 11:42 |
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yes, It's not my first game. The beacons have worked in every other game.
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# ? Jul 31, 2016 12:01 |
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Beef Hardcheese posted:Didn't Wasteland Workshop introduce garden plots? It did yes.
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# ? Jul 31, 2016 13:48 |
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Hmm, so the new DLC didn't introduce any weapons or stuff like that? Just more settlement crap?
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# ? Jul 31, 2016 13:53 |
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no weapons that i know of, but it's a decent dlc imo, having lots of fun building the vault
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# ? Jul 31, 2016 13:54 |
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Hmm. I guess it could be fun, but to be honest, since I'm playing on survival, I haven't been doing much with the settlements until I can find one with a nice central location. Mostly I've just been setting up trade routes and some food/water to replenish my supplies, in case I end up visiting the settlement to dump my loot.
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# ? Jul 31, 2016 13:58 |
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Zephyrine posted:The thing is that DLC development is usually done during post-production of the game itself. When the staff has nothing else to do. Or during the pre-production of the next game. Obsidian had a couple of months per expansion, same as Bethesda did with Fallout 3. In any case, if they can't put as much work into the DLC then they should t be charging more for it.
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# ? Jul 31, 2016 14:04 |
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Looke posted:no weapons that i know of, but it's a decent dlc imo, having lots of fun building the vault gently caress building. when can i go burn all the settlements down with my clown raider friends
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# ? Jul 31, 2016 15:52 |
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xutech posted:yes, It's not my first game. The beacons have worked in every other game. Are you using an Arthmoor product? Because the unofficial patch broke beacons. Arthmoor felt like making a QOL improvement without understanding how the Papyrus API and interfaces work. http://afkmods.iguanadons.net/index.php?/topic/4542-unofficial-fallout-4-patch-ufo4p-takes-an-arrow-in-the-knee/?p=162271 Should be fixed in August, I hope.
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# ? Jul 31, 2016 16:23 |
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I was posting some of my big, elaborate modded settlements over a month ago - having a really good time building them up for no reason after the mods dropped. I was playing this game every day. Then a few of the mods updated and stopped working flawlessly, and a lot of the hard work I'd done at a few places like Starlight Drive-In was undone. Next thing I know, this official DLC comes out that adds in all the stuff I'd already hunted down mods for. Greenhouses and all that? Already modded them in. And now... I can add them in again... I guess. Kind of killed off my desire to play for a while, and I'm worried that Nuka World isn't going to do much to bring me back in. That's been the biggest buzzkill with the mods for me - how difficult and rare it is for modders to create custom assets for the game. After all this time, there are still only the basic guard posts, for example - it looks kind of ridiculous sticking one of those next to a heavily fortified concrete bunker. I'll probably wait until after Nuka World drops, and then go through that, the contraptions, and vault DLC all at once.
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# ? Jul 31, 2016 17:27 |
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xutech posted:Started a new save and I've found that the settlement beacons aren't attracting a single settler. Anyone know how to fix this? I don't know if this is it but I think if you have too many unassigned settlers (possibly including Sturges, Mama Murphy and Jun Long) no new ones will come? Beds/etc might also be a factor. Or maybe they changed something in the newest patch.
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# ? Jul 31, 2016 18:08 |
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I realized I missed the automatron holotape back at the rust devil base... was putzing around clearing it out and realized I also missed a full set of x-01 power armor. Pleasant surprise, I have been giving my different power armors different load outs so its nice to have one or two (or 8). I have also realized I am a bit jealous of the sentry bots shoulder mounted launchers and I want one for my power armor!
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# ? Jul 31, 2016 18:31 |
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Volkerball posted:gently caress building. when can i go burn all the settlements down with my clown raider friends I honestly never realized how much I didn't want to build a Vault from the ground up until this dlc
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# ? Jul 31, 2016 19:08 |
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AwkwardKnob posted:I was posting some of my big, elaborate modded settlements over a month ago - having a really good time building them up for no reason after the mods dropped. I was playing this game every day. Then a few of the mods updated and stopped working flawlessly, and a lot of the hard work I'd done at a few places like Starlight Drive-In was undone. Next thing I know, this official DLC comes out that adds in all the stuff I'd already hunted down mods for. Greenhouses and all that? Already modded them in. And now... I can add them in again... I guess. The vault DLC does include a nice-looking guard post and a security desk.
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# ? Jul 31, 2016 19:33 |
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Lord Cyrahzax posted:I honestly never realized how much I didn't want to build a Vault from the ground up until this dlc Just wait until they have us writing our own quests and dialogue too. With Microsoft Sam to voice act it.
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# ? Jul 31, 2016 19:36 |
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# ? Jun 7, 2024 13:59 |
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Uh oh. I found a bunch of Gunners and a Behemoth just outside Fort Hagen while doing the main quest. They don't seem to mind each other. Is this intended, or is the game and/or some mods just going haywire?
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# ? Jul 31, 2016 20:45 |