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RBA Starblade posted:The only person besides the Courier and the Lone Wanderer, and I guess technically the guys in the Big MT? And Robobrains sort of. Frank Horrigan.
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# ? Nov 19, 2015 20:07 |
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# ? May 26, 2024 10:11 |
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New Leaf posted:I'm fine with a lot of things in the game that seem to irk other folks but sometimes it bothers me when I find the caps and pipe pistols in locked safes that presumably haven't been opened since before the bombs dropped.
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# ? Nov 19, 2015 20:13 |
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So how would you all reformat the perk chart? I mentioned it earlier, but lockpicking 4 is utterly useless. Something that improves loot in high level containers would be pretty cool, especially if it gave you a chance at getting a legendary (metal armor leg that gives you 5% less damage from ghouls). VANS is a joke. I think that a perk that improves functionality of your radar or VATS would be pretty cool. Maybe give you the tracking weapon mod effect on by default, or something. sector_corrector fucked around with this message at 20:18 on Nov 19, 2015 |
# ? Nov 19, 2015 20:14 |
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Maybe class them by type instead of SPECIAL? Combat, exploration, survival/health, and interaction?
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# ? Nov 19, 2015 20:16 |
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Your Dunkle Sans posted:Is anyone else having issues with disappearing companions? I just recruited Strong and I'm trying to dismiss Dogmeat to Red Rocket where I have all of my other companions (so far: Piper, Preston, Sheffield... Codsworth is still in Sanctuary) and at least one companion will just straight up disappear. It doesn't matter who I send dismiss next - Strong, Dogmeat, whatever - at least one person will disappear without a way to get them back. You know, it would be great if your Pip-boy could tell you which settlement your companions are hanging out at. I always send them to the Red Rocket station to keep track. sector_corrector posted:VANS is a joke. I think that a perk that improves functionality of your radar or VATS would be pretty cool. Maybe give you the tracking weapon on by default, or something. sector_corrector posted:So how would you all reformat the perk chart? Speaking of which, Lead Belly made no sense in New Vegas. The Courier lived in the Wasteland all his life, so he should already have the perk having grown up on a diet of radioactive food. Baron Bifford fucked around with this message at 20:24 on Nov 19, 2015 |
# ? Nov 19, 2015 20:18 |
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coyo7e posted:Maybe class them by type instead of SPECIAL? Combat, exploration, survival/health, and interaction? The animated gifs are cute but an actual list of what I can take would be nice.
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# ? Nov 19, 2015 20:19 |
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Zaphod42 posted:That is weird. If you dismiss somebody they have to walk so they may not show up for awhile, but you're saying its other companions who get displaced, right? Weird. Probably a bug, unless there's some hidden limit on how many companions can be in one area Okay, this might be the case since usually when I fast-travel the dismissed companion shows up there instantly. I will assume this is the case for right now. I'm hoping there will be a companion manager mod released in the near future to make sure where my companions are at. I really don't want this to be a bug where I have to lose a companion. Any idea if the number of beds at a settlement has anything to do with it? Is there some kind of limit on how many companions you can have at a location? I'd prefer to stash all my companions at the Red Rocket if I can.
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# ? Nov 19, 2015 20:21 |
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sector_corrector posted:So how would you all reformat the perk chart? I'd like to be able to scroll down on PC with the mouse wheel instead of having to move the cursor to the bottom to advance the screen. That or just have the default view be zoomed out so it encompasses the whole chart.
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# ? Nov 19, 2015 20:21 |
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Jesus, if you keep doing what Preston tells you to, you unlock a shitload of settlements.
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# ? Nov 19, 2015 20:21 |
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RBA Starblade posted:The animated gifs are cute but an actual list of what I can take would be nice. I agree that the UI could be a lot better, although I give them points for effort on that front.
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# ? Nov 19, 2015 20:23 |
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Speedball posted:Jesus, if you keep doing what Preston tells you to, you unlock a shitload of settlements. There are 30 total I think
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# ? Nov 19, 2015 20:24 |
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sector_corrector posted:So how would you all reformat the perk chart? Local Leader is gone and part of the base settlement stuff. Replace it with a perk allowing 2 companions.
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# ? Nov 19, 2015 20:24 |
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Azhais posted:There are 30 total I think It's weird that the Prydwen has happiness and settler counts, you can't ever actually do anything with it can you?
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# ? Nov 19, 2015 20:25 |
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coyo7e posted:Maybe class them by type instead of SPECIAL? Combat, exploration, survival/health, and interaction? That's exactly what Skryim did and I hated it. I massively prefer Fallout 4's system. RBA Starblade posted:The animated gifs are cute but an actual list of what I can take would be nice. The gifs are colored based on what you have, what you can take, and what you can't take. The UI does seem especially badly designed though.
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# ? Nov 19, 2015 20:26 |
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Geokinesis posted:Local Leader is gone and part of the base settlement stuff. Replace it with a perk allowing 2 companions. seriously that poo poo should never have been a perk
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# ? Nov 19, 2015 20:27 |
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RBA Starblade posted:It's weird that the Prydwen has happiness and settler counts, you can't ever actually do anything with it can you? Yeah, that's weird, but maybe it's the game telling you that it's a safe zone where you can craft stuff.
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# ? Nov 19, 2015 20:28 |
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I came to think of something. At Covenant, during the SAFE test, they ask you which baseball position you would prefer and the holotapes in the compound mention that there is something weird about synths and baseball, in that they all answer the same on that question. If you listen to one of the torture tapes, the subject answers that he would be a Catcher. Well, in the beginning of the game, if you play as the male character, it seems he wants Shaun to become a catcher when he grows up, and even has a baseball glove near his bed. Since all the synths are based off of Shaun, they all also want to be catchers. I wonder if there are any more subtle hints like this. Not that you'd figure it out before you get it explained to you later anyway, though.
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# ? Nov 19, 2015 20:28 |
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Azhais posted:There are 30 total I think 31 even. A loving ton of settlements.
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# ? Nov 19, 2015 20:28 |
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Geokinesis posted:Local Leader is gone and part of the base settlement stuff. Replace it with a perk allowing 2 companions. Absolutely. That one gets taken with console commands from here on out.
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# ? Nov 19, 2015 20:30 |
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Broken Cog posted:I came to think of something. At Covenant, during the SAFE test, they ask you which baseball position you would prefer and the holotapes in the compound mention that there is something weird about synths and baseball, in that they all answer the same on that question. If you listen to one of the torture tapes, the subject answers that he would be a Catcher. Well, in the beginning of the game, if you play as the male character, it seems he wants Shaun to become a catcher when he grows up, and even has a baseball glove near his bed. Since all the synths are based off of Shaun, they all also want to be catchers. Holy cow, I never caught onto this. That's amazing. Good eye, Broken Cog!
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# ? Nov 19, 2015 20:32 |
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I'd also get rid of the Day / Night related perks. The night ones give you a boost to PER / INT stats, which is hardly noticeable. Nightvision while sneaking is ultimately useless, since there's never anywhere dark enough for that to matter in the slightest. Solar powered seems a bit more useful, since STR and END's passive benefits are actually somewhat useful and noticeable, but the regeneration effects in sunlight are laughable for the same reason Lockpicking 4 is useless: if you're playing the game correctly you have more healing and more radiation protection than you could ever hope to use. And, once again, unless you take a lot of effort to only operate in the daytime, you're only getting bonuses 50% of the time. Both perks only cap out so late in the game that nothing they do could possibly be of use to a player at that point. I don't know what I would replace it with, but that whole idea would be gone altogether.
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# ? Nov 19, 2015 20:32 |
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Baron Bifford posted:I've had companions go missing, as in not showing up at the settlement I told them to go to. But eventually they did turn up after I reloaded my game a few times. Do you reload the save at the settlement you sent them to or before you send them there?
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# ? Nov 19, 2015 20:32 |
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Broken Cog posted:I came to think of something. At Covenant, during the SAFE test, they ask you which baseball position you would prefer and the holotapes in the compound mention that there is something weird about synths and baseball, in that they all answer the same on that question. If you listen to one of the torture tapes, the subject answers that he would be a Catcher. Well, in the beginning of the game, if you play as the male character, it seems he wants Shaun to become a catcher when he grows up, and even has a baseball glove near his bed. Since all the synths are based off of Shaun, they all also want to be catchers. Alternativly anyone could just check the energy resistance of people because synths have natural resistance for some reason making any and all quests where you wonder if someone is a synth completely stupid.
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# ? Nov 19, 2015 20:33 |
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Zaphod42 posted:31 even. A loving ton of settlements. So you can have, with max charisma and item bonuses, 700+ settlers with beds, crops, water, and TVs? What nuclear apocalypse?
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# ? Nov 19, 2015 20:34 |
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It's really disappointing how few of the outfits you can upgrade. I want to wear my road leathers, drat it.
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# ? Nov 19, 2015 20:35 |
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Idiot Savant is a really stupid perk that feels like a holdover from a different version of the game with more dialogue choices and totally different mechanics. It's bad that it's a much more rewarding investment than raising INT for a moderately intelligent PC, it's bad that it's associated with having moderate Luck for no reason, and it's bad that it plays that terrible retarded guy sound effect when it procs while having no other meaningful impact on your character or dialogue.
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# ? Nov 19, 2015 20:36 |
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Your Dunkle Sans posted:Do you reload the save at the settlement you sent them to or before you send them there? Zombies' Downfall posted:Idiot Savant is a really stupid perk that feels like a holdover from a different version of the game with more dialogue choices and totally different mechanics. Baron Bifford fucked around with this message at 20:41 on Nov 19, 2015 |
# ? Nov 19, 2015 20:37 |
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Nail Rat posted:So you can have, with max charisma and item bonuses, 700+ settlers with beds, crops, water, and TVs? What nuclear apocalypse? Well, they're still being attacked by super mutants and raiders (unless you jack up their defense rating so they never get attacked off-screen). It's not exactly a free and easy life, haha. I'm not sure how you get a settlement's happiness boosted all the way to 100. I guess give them one of every store, max out their defenses?
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# ? Nov 19, 2015 20:37 |
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Professor Goodfeels needed to be a full fledged companion.
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# ? Nov 19, 2015 20:38 |
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So this guy made his own pip-boy, and no, not like the collectors edition. http://www.therpf.com/showthread.php?t=245034&page=2&s=2f44257b0afd045747e6182754d4bf02
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# ? Nov 19, 2015 20:38 |
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Miguel Prado posted:So this guy made his own pip-boy, and no, not like the collectors edition. There's this one guy who goes around to conventions I've seen and he had made his own custom pip-boy playing music (with a wonderful outfit) and he'd even give out free Nuka-Cola bottlecaps to people who recognized his stuff. Haha. He was dressed like a hodge-podge Courier with patches sewn on his coat from all the places in New Vegas he'd visited, I loved it.
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# ? Nov 19, 2015 20:40 |
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A. Beaverhausen posted:Professor Goodfeels needed to be a full fledged companion. Only if his flamethrower arm sprays smoke instead of fire.
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# ? Nov 19, 2015 20:41 |
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Zombies' Downfall posted:Idiot Savant is a really stupid perk that feels like a holdover from a different version of the game with more dialogue choices and totally different mechanics. On perk sounds I feel the Grim Reaper's Sprint sound effect is really really loud when it triggers, like so much louder than any of the combat.
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# ? Nov 19, 2015 20:45 |
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Miguel Prado posted:So this guy made his own pip-boy, and no, not like the collectors edition. Woah, that is seriously impressive, that guy has an amazing sense of detail. It looks just like the "real" thing.
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# ? Nov 19, 2015 20:46 |
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Broken Cog posted:Btw, there's some pretty well hidden stuff in this game. How the hell is anyone supposed to find that?
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# ? Nov 19, 2015 20:47 |
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CJacobs posted:How the hell is anyone supposed to find that? They must expect someone to because there's a terminal there with a journal on it.
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# ? Nov 19, 2015 20:53 |
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Dezztroy posted:It's really disappointing how few of the outfits you can upgrade. I want to wear my road leathers, drat it. What outfits can you upgrade? I'm wearing a vault suit 20+ hours in.....
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# ? Nov 19, 2015 20:54 |
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Speedball posted:They must expect someone to because there's a terminal there with a journal on it. Comments say the journal explains why the stuff is up there but the video didn't look at it so I can only wonder what it says.
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# ? Nov 19, 2015 20:54 |
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Broken Cog posted:Btw, there's some pretty well hidden stuff in this game. This is cool as poo poo. I wonder if this is the intended method to get it or if there's another way nobody's found yet? Seems pretty dang tricky.
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# ? Nov 19, 2015 20:59 |
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# ? May 26, 2024 10:11 |
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Okay so Dr.Sun is bugged now after the quest where he becomes the facial surgeon and wandering the wasteland endlessly cause Bethesda are poo poo at everything they do. Is there another facial surgeon somewhere? I'd like to avoid using console commands cause people have reported that it can be gamebreaking.
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# ? Nov 19, 2015 21:01 |