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Ofaloaf posted:God, the idea of actually rebuilding was such an appealing concept, but sans mods all you could really end up making was like three wooden shacks and watch some vagrants lay around on alarmingly-stained cots. This is 100% of why I keep playing this game. I would love a 'rebuilding in the post-apoc wasteland' game, and one just flatly does not exist. FO4 tries, but you can't even really clean up the goddamn dirt piles or cut down the weeds that constantly stick up through the floors. That's without going into Bethesda's obsession with the Fallout 'aesthetic' being the goddamn SoCal desert, and having Boston (which still gets weather) being nothing but flat brown, half-naked settlers, and roofs/walls full of holes on your best available building materials.
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# ? Oct 12, 2017 09:53 |
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# ? May 9, 2024 22:00 |
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Liquid Communism posted:This is 100% of why I keep playing this game. I would love a 'rebuilding in the post-apoc wasteland' game, and one just flatly does not exist. FO4 tries, but you can't even really clean up the goddamn dirt piles or cut down the weeds that constantly stick up through the floors. Scrap-Everything Mod helps a lot in that area. Doing a fresh playtrough, with only allowing myself to fast travel between settlements/houses (Aka Sanctuary/Diamond City because I left Garvey to get shot at). Came across like 4 quests that I entirely missed before, so not fast traveling is paying off.
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# ? Oct 12, 2017 11:30 |
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Liquid Communism posted:This is 100% of why I keep playing this game. I would love a 'rebuilding in the post-apoc wasteland' game, and one just flatly does not exist. FO4 tries, but you can't even really clean up the goddamn dirt piles or cut down the weeds that constantly stick up through the floors. Absolutely 100% agreed. I mean, I sort of get what they were going for - truly rebuilding the world doesn't really fit the Fallout aesthetic. But because of that, it feels like nothing we do actually matters or makes any kind of difference. The world is poo poo and it's staying poo poo. That's part of why I loved New Vegas so much by comparison; you couldn't build anything, but the storyline choices you made and actions you took had real, lasting, concrete effects on the world.
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# ? Oct 12, 2017 13:47 |
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New Vegas also had alot more weapons to play around with. FO4's selection is pathetically small by comparison, even with the weapon modding system, and the legendary effects were so stupid. NV's ammo system was so much cooler.
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# ? Oct 12, 2017 14:08 |
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Anyone have a link to the modding thread? Having trouble finding it and I'm itching to get into the game again and maybe make some mods. Also, is survival worth it? I'm kinda interested in starting a survival mode game and spreading my settlements across the wasteland.
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# ? Oct 12, 2017 14:21 |
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Wrr posted:Anyone have a link to the modding thread? Having trouble finding it and I'm itching to get into the game again and maybe make some mods. https://forums.somethingawful.com/showthread.php?threadid=3779393
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# ? Oct 12, 2017 14:24 |
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I love being able to set up my own settlements and personal bases in games like this, but frankly I prefer it if I have a tad fewer choices than FO4 gave. Give me some basic, big architectural templates, let me choose a couple of different iterations of various sections, and then let me fill the interior as I see fit. Basically Skyrim but with a tad more customization. If I want to put down every brick I'll fire up minecraft. Wiring my house for electricity was kind of fun the first time, but after that became a chore.
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# ? Oct 12, 2017 14:29 |
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Backhand posted:Absolutely 100% agreed. I mean, I sort of get what they were going for - truly rebuilding the world doesn't really fit the Fallout aesthetic. But because of that, it feels like nothing we do actually matters or makes any kind of difference. The world is poo poo and it's staying poo poo. I mean, did they somehow miss the first two games? The whole point of Fallout: The Post-Apocalyptic Roleplaying Game was that people were rebuilding. Vault City was a thing. The Hub turned into a trading center, and eventually into the NCR. It's just Bethesda that's obsessed with '200+ years and there's still skeletons from Bomb Day lying around'.
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# ? Oct 12, 2017 14:30 |
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What is with the forums lately? New pages disappearing into limbo or posts being lost leaving a perpetually unread last post (like in this thread). Stuff like this happened way less frequently before.
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# ? Oct 12, 2017 14:36 |
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It's something that's been noticed by the mods too. It seems to mostly be really large threads that are also really old. My suggestion would be to just shut down any thread that's doing it and open a new one. Not every thread needs to be 1000+ pages and old enough that if it was a child it would be walking and talking.
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# ? Oct 12, 2017 14:45 |
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Yeah, it seems like specific threads keep getting bugged out. Longer ones in particular; this and Witcher 3 are bad for me.
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# ? Oct 12, 2017 14:45 |
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Deceitful Penguin posted:I created horrible, dystopian hobo-cubes, that floated freely in the air, with the food and power inside as they trawled through the dark, putrid shanty corridors I made for the hell of it. I mainly made lovely sleeping-bag lines, stuffing them into pre-existing structures as much as possible, and only upgraded (into real buildings, still sleeping bags ) when I needed/wanted better structures for my supoort contructs, like upgraded stores, more/better power sources, and backup beta-wave emitters. Oh, and the usual turret-farms. Santuary had, at one point, 10-12 deathclaws of various flavors, and other than some turretry and like one sentry post down by the river, no other actual defenses - I'd get the attack notice, fast-travel into my own elevated Vault-Tec luxo Overseer's office, and almost always by the time I got downstairs, all the attackers would have been eaten by giant lizards and I'd be in corpseloot mode. Spectacle Island got the same treatment, but with more turrets due to the size of the place - they seemed to get a better class of attackers, with more Gunner/Raider power armor appearances. (I'd lost more deathclaws there, but that's what the multiple cages were for. ) Now I kind of want a combination of the playable-deathclaw mod, and human-sized deathclaws, and just make Spectacle some kind of mutant horror reserve, where domesticated mini-deathclaws farm and scavenge junk... until there's an attack, and then REEEEEEEE SCREEECH <insert lots of screaming, disembowling and devouring SFX, and belching as a sign the attack is over>.
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# ? Oct 12, 2017 16:40 |
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Honestly, the number one thing I'd like is a way to designate a bed as *MINE*. "No, settler, that is MY bed, get back down in your hovel bunkhouse with the rest of your worthless trash farmer brethren. Private living spaces are for EARNERS."
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# ? Oct 12, 2017 22:10 |
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Keeshhound posted:Honestly, the number one thing I'd like is a way to designate a bed as *MINE*. "No, settler, that is MY bed, get back down in your hovel bunkhouse with the rest of your worthless trash farmer brethren. Private living spaces are for EARNERS." I can't remember if it's Horizon or Sim Settlements, but one of them includes "personal bed" clones of existing beds that can only be used by the player and don't count towards the bed count.
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# ? Oct 12, 2017 22:14 |
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You can designate your bed to a robot if you want a hacky workaround.
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# ? Oct 13, 2017 03:01 |
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MikeJF posted:You can designate your bed to a robot if you want a hacky workaround. Do I also need a mod for the Lover's Comfort buff?
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# ? Oct 13, 2017 03:12 |
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tweet my meat posted:Honestly, I think one of the biggest flaws in the game is the lack of unique loot. Every area has basically the exact same drop table, there's only a small handful of unique weapons in the game. Looting is such a big part of the game and it all feels so homogenous when pretty much every area can spawn the exact same stuff, and any cool weapon variant can just be crafted. That said, I hear the final battle in New Vegas was good, I should probably actually finish the game at some point because I'm going to have another Fallout game to complain about someday.
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# ? Oct 13, 2017 03:20 |
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isndl posted:Do I also need a mod for the Lover's Comfort buff? "Please. Assume. The Position."
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# ? Oct 13, 2017 04:23 |
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Liquid Communism posted:This is 100% of why I keep playing this game. I would love a 'rebuilding in the post-apoc wasteland' game, and one just flatly does not exist. FO4 tries, but you can't even really clean up the goddamn dirt piles or cut down the weeds that constantly stick up through the floors. Just shooting the poo poo here, but I'm trying to envision how to merge Skyrim's Hearthfire and Fallout 4's settlement system. How would you feel if, in game, you came across a [Stripmall/Minimall/Gated Community/Subdivision/Partially Destroyed Highrise/ECT] and chose what units would go where? You could choose between things like randomized merchants, settlers (randomized loot), merc soldiers, doctors, druggists, mechanics, 'We accept all takers!' (based on luck), defensive encampments, farmers, etc.
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# ? Oct 13, 2017 04:38 |
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Father Wendigo posted:Just shooting the poo poo here, but I'm trying to envision how to merge Skyrim's Hearthfire and Fallout 4's settlement system. How would you feel if, in game, you came across a [Stripmall/Minimall/Gated Community/Subdivision/Partially Destroyed Highrise/ECT] and chose what units would go where? You could choose between things like randomized merchants, settlers (randomized loot), merc soldiers, doctors, druggists, mechanics, 'We accept all takers!' (based on luck), defensive encampments, farmers, etc. I'd be down. Having pre-sets like that would mean being able to work in more complexity because you could pre-optimize it all rather than building it from individual objects as well. I mean, that's pretty much what Sim Settlements does now, they just package it in 2x2 blocks instead of designated buildings. Being able to, say, rebuild the Galleria into a working city would be pretty cool.
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# ? Oct 13, 2017 08:23 |
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Father Wendigo posted:Just shooting the poo poo here, but I'm trying to envision how to merge Skyrim's Hearthfire and Fallout 4's settlement system. How would you feel if, in game, you came across a [Stripmall/Minimall/Gated Community/Subdivision/Partially Destroyed Highrise/ECT] and chose what units would go where? You could choose between things like randomized merchants, settlers (randomized loot), merc soldiers, doctors, druggists, mechanics, 'We accept all takers!' (based on luck), defensive encampments, farmers, etc. It would certainly make a much better argument for having multiple settlements if each one only had a limited number of spaces to build on.
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# ? Oct 13, 2017 17:18 |
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Continuing to shoot the poo poo: To the people who love pseudo-minecrafting it up - would you be pleased with two, maybe three varied locations (an empty construction site in the middle of downtown Boston, Spectacle Island, Jamaica Plains [expanded from vanilla], Murkwater Construction, ect.) where you can build to your heart's content under the pretense that you're creating a fort to act as a roadblock against hostile creatures/people? Instead of settlers, it would be staffed with BoS/Minute Men/Synths/Raiders who you have to supply weapons and ammo to - or just pay a merchant to supply them with ammo for a week.
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# ? Oct 13, 2017 17:43 |
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Only if it would matter. As it stands right now, cleared areas respawn with the same bullshit enemies in a week or so anyway, so the only reason to bother clearing them is loot. What you're describing is neat, but would work better in a game less transparently meant for the open world sandbox treadmill.
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# ? Oct 13, 2017 21:08 |
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Liquid Communism posted:Only if it would matter. As it stands right now, cleared areas respawn with the same bullshit enemies in a week or so anyway, so the only reason to bother clearing them is loot. What you're describing is neat, but would work better in a game less transparently meant for the open world sandbox treadmill. I'm trying to figure out how to make Settlements as a thing work, but I'm also expecting a part of the player base would raise holy hell if you took out their Diet Minecraft experience regardless of how half assed it was. Hence, I'm trying to spitball a way to do both. As for an in-game justification - you could have the player defend against raids to get points towards better endings, like what in theory was going to be in Mass Effect 3.
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# ? Oct 13, 2017 22:24 |
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A Fallout base building game, perhaps call it Fallout Fort, would be kind of interesting if you start out basically with the original Fallout premise: Your home needs vital supplies to continue functioning or protect itself, and you have to go out and get it. So you start by going out as part of the scav teams getting raw materials for building, and work your way up to a position where you are designing parts of the base because of your protagonism. Maybe you are initially charged to build a firebase for protecting a vital resource against raids. Eventually you learn that a vital component is going to have to be taken from a rival faction, or that it has been found and a rival faction is racing you for it, bringing you into conflict that eventually obliges you to not just defend your territory, but take it from others. Finally, once you have all of
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# ? Oct 13, 2017 22:33 |
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Honestly if you want to make settlements work you just have to start from scratch and ditch the pseudo-minecraft BS. It's just trying to cram too much of a totally different game into one that has exploration and combat as its main thrust. All good "build a base from scratch" games are built around that being the main mechanic. It is disappointing in this because it's so obviously tacked on. If you want to do that go load up mine craft, 7 days to die, etc. At their best the base building in these kinds of games give you something that's cool looking, customization, and easy to set up. Ideally it gives you someplace to display all the neat poo poo you pick up in the game while also providing some kind of in-game benefits as a base of operations. Importantly, though, it's the kind of thing that you don't need to agonize over for hours. DOn't get me wrong, I've spent my fair share of time sperging out over where I'm hanging my swords in my Skyrim houses, but I don't need to spend an entire loving weekend building the house brick by brick and then wire the goddamned place for electricity. That's symptomatic of the larger issue. loving wiring. Just let me put lights on the wall, don't make me run wires all across the place. edit: assuming you're doing a traditional fallout game. A stand alone base building game could be neat.
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# ? Oct 13, 2017 23:06 |
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I liked the idea that of some of the settlement places you had to clear out the hostiles first, honestly that's how every single one of them should be, or at least require some effort that's not a Radiant quest (maybe involving non-combat skills too! or at least talents/perk if we're never having skills back) My ~~dream~~ for the next Fallout or TES is that they reduce the number of available places for settlement but make them more interesting. There are a lot of cool enemy strongholds in Fallout 4 that would be perfect to make your own settlement, but you can't because the enemies loving respawn (also take out the respawning mechanic in locations you manage to clear please, it helps with some of the illusion that you're making the Wasteland a better place)
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# ? Oct 13, 2017 23:25 |
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loving radiant quests should die in a fire. I have a script that auto-completes them, and am considering disabling Preston entirely.
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# ? Oct 13, 2017 23:33 |
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Liquid Communism posted:loving radiant quests should die in a fire. Radiant quests are pretty much just a substitute for an actual reason to go to a place. I suspect people already tend to either go to the neat thing they see on the map blip or the corner of the screen, or actually scour the land for content, or just bypass anything not related to the story (or jobs checklist - poor OCD victims - which are why these even exist). So people won't see literally all of the content, who cares, you already have their money, and this probably even isn't a significant factor in who pays for Creation Crap. Liquid Communism posted:I have a script that auto-completes them ༼ つ ◕_◕ ༽つ
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# ? Oct 13, 2017 23:55 |
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Save the following into a txt file called whatever you'd like in your Fallout 4 folder, then run 'bat <name>' in console. For the Minutemen: code:
code:
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# ? Oct 14, 2017 00:05 |
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That should really go in the OP and all future OPs.
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# ? Oct 14, 2017 00:07 |
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Really, the absolute disconnect between your magical ability to build poo poo and the story remain my biggest problem with it; the fact that the settlement system itself seems to have never left alpha development is just typical TES poo poo at this point sadly
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# ? Oct 14, 2017 01:12 |
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I would love settlement building much, much more if it wasn't for loving wiring the goddamn place
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# ? Oct 14, 2017 03:49 |
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Deceitful Penguin posted:Really, the absolute disconnect between your magical ability to build poo poo and the story remain my biggest problem with it; the fact that the settlement system itself seems to have never left alpha development is just typical TES poo poo at this point sadly I just want a good fallout game. Also, I'm hoping Avallone's tweet was NOT because he's working on the minis game Bethesda licensed to a British company. e: "was NOT..." and not "was..." loving autocorrect. Father Wendigo fucked around with this message at 04:15 on Oct 14, 2017 |
# ? Oct 14, 2017 03:53 |
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Father Wendigo posted:e: "was NOT..." and not "was..." loving autocorrect. That's a hell of an autocorrect. It's like changing "I'm not pregnant" to "I'm pregnant".
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# ? Oct 14, 2017 07:43 |
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I've said it before but I want the next TES game to have building. However, I only want one area that is vital to the plot, a set amount of available upgrades and looks to choose from and defense missions that you trigger instead of having to wait around like an idiot. I've been playing a lot if Shadow of War and the siege/defense is CRAZY good.
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# ? Oct 14, 2017 07:54 |
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i like fallout 4 and the base building is the best part of it
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# ? Oct 14, 2017 13:34 |
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Bogan Krkic posted:i like fallout 4 and the base building is the best part of it This statement seems carefully crafted for the purpose of pissing off everybody on both sides.
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# ? Oct 14, 2017 13:53 |
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I like Fallout 4, and I like settlement building only for making myself a house or base of operations or whatever. But gently caress all the settlers, and gently caress "defending" a settlement. I really don't give a poo poo about any of the stragglers who populate my lean-to shantytowns. Except for one specific cool ghoul who runs one of my trading posts, I don't know why but I still like her. She has a yellow fisherman's cap on, I think I gave her a name but I don't remember what it was now, she's great. Now that I think about it, I may have installed a mod that made her hostile and I may have killed her. RIP That Ghoul.
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# ? Oct 14, 2017 15:37 |
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# ? May 9, 2024 22:00 |
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While most radiant quests are dumb and annoying, I have to admit that I really enjoy the BoS ones that involve escorting a scribe. Sometimes I just want to go for a stroll and shoot some bad guys along the way. Having to look after some nerd gives my walkabout a bit of purpose and flavor that I enjoy. Also those quests fit well into the world, since the BoS would totally be doing regular, repetitive recon patrols like that.
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# ? Oct 14, 2017 15:48 |