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chitoryu12
Apr 24, 2014

I've made two attempts at Fallout 4 and I just can't bring myself to be invested. After about 10 or 15 hours I start getting bored with pretty much everything in the world and all of the characters (whose names I struggle to remember no matter how many times I see them). On my last run I got as far as reaching Virgil (whose name I had to look up because there was almost nothing memorable about his charter) before I lost any further desire to keep playing. Even modding in new guns and features like bullet time haven't been enough to keep me interested.

I ran into the same problem with Skyrim. I've played over 200 hours in Skyrim since its release, but never made it to the ending of the main quest because I just gradually lose interest before wanting to get back into it. I struggle to remember who anyone is or why they matter. It's just devoid of charisma.

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chitoryu12
Apr 24, 2014

achillesforever6 posted:

I really disliked how boring the weapons in FO4 looked, there was so little variety compared to New Vegas.

I was really hyped for the gun customization, but it ended up surprisingly hard to do. You can't just remove parts from guns to create your ideal frankengun without the necessary perks and resources to craft a standard version of that part to replace it with, so unless you really prioritize leveling into that you're not going to do a lot of gun modding for much of the game.

One of the first things I downloaded was a mod that lets you craft the standard version of any part for free, so you can pull interesting parts off of the guns you loot and create something wicked from the results. Unfortunately the rest of the game just isn't enough to keep me going.

chitoryu12
Apr 24, 2014

Glazius posted:

You don't need perks to craft the standard item in any gun slot.

...well, maybe you did. I don't know if they patched that or not, but in the base game as it currently stands, there's a perk-free craft for every weapon slot. It does still need materials, though, but those aren't usually rare or in huge numbers for the base item.

Yes, that probably means that if you see a gun with a part you want, you have to hope you've just scrounged enough scrap for the basic version and a wild workbench has appeared, or cart the whole thing back to wherever you have a base set up. That's why I install Salvage Beacons.

You're correct, you don't need perks. However, you do often need specific small parts like springs that you can't get from breaking down items unless you get the requisite perks. Without them, you're stuck getting 1 or 2 Steel for breaking down an entire gun and still effectively unable to craft the standard parts.

The mod I got makes those standard parts free (if you want a greater challenge, it makes the shortest barrels free and standard-length barrels still require crafting) so you can effectively pull pieces off the guns you find and get to building guns immediately.

chitoryu12
Apr 24, 2014

Freaking Crumbum posted:

are you opposed to scrounging thru junk for parts? because all of the "rare" gun parts are actually pretty common if you know what to look for. the perk that lets you get "rare" parts from common garbage is basically for people that are being lazy about scavenging, but I've never had a problem finding whatever part was needed for a particular upgrade. the bigger issue is that certain mods are gated behind level-locked perks, so even if you've got the right pieces, you can't make the actual mod until you're arbitrarily level 31 or whatever.

It's been a bit since I played because I started getting bored by the Glowing Sea, but I don't recall finding a whole lot of small parts while scavenging.

chitoryu12
Apr 24, 2014

Neurolimal posted:

I like that geralt's reason for getting laid so often is actually reasonable (sterile and immune to disease in a world of filthy sheepshaggers), he's practically preyed on by women in some stories because of how consequence-free a lay he is.

A refreshing upfrontness in a sea of bodice-ripping hunkmen who seduce every woman they lay eyes on

Of course Geralt is also a bodice-ripping hunkman. He's just a likable one.

chitoryu12
Apr 24, 2014

MikeJF posted:

I love how there's endless complaints online from players about a questline where Geralt gets hired to 'tutor' a noble young girl in swordfighting and she has arguments with her twin and it feels like it's leading up to sex but then she gets into a fight with some randoms and turns out to be a horrible racist and Geralt is all well gently caress that poo poo and leaves. And people online are all WHAT HAPPENED WHY DIDN'T WE gently caress HER I DON'T GET IT AND I HAVE BLUE BALLS

We should all wish games were as well-written as The Witcher 3.

The thing is, I don't even like medieval fantasy. I don't play D&D very often despite loving tabletop RPGs because I can't get into the setting, and I've never read any Tolkien books or watched more than a few minutes of any of the movies. It's never had any kind of appeal to me....and then with The Witcher 3 I'll sit there for hours without moving from the computer. The characters and story are so engrossing that it's made me willingly step into a genre I've otherwise ignored my whole life. The only thing that stopped me from powering through the game as fast as possible is that it's actually pretty difficult and I'm stubborn about not turning it down to the easiest difficulty setting.

chitoryu12
Apr 24, 2014

SolidSnakesBandana posted:

I'm convinced they do this already. One time Mean Sonofabitch dropped his speech impediment and said something that a townsperson would say. I highly doubt they recorded that line for ol' Mean so somehow there's filters involved.

That was probably a glitch. Mean Sonofabitch just has part of his tongue missing, which is the voice actor and not a filter. It's like how the Powder Ganger who won the lottery always has a "Goodbye" line from a completely different actor.

chitoryu12
Apr 24, 2014

Internet Kraken posted:

Its still better than Oblivion where half the races had only one voice actor, usually shared with another.

You'd think professional voice actors would have some ability to at least try and modulate their voice. Unless Bethesda is so weird as to demand the exact same performance out of every similar character.

chitoryu12
Apr 24, 2014

2house2fly posted:

The main quest ends with a big battle like 3 and New Vegas; for that you need someone who you can say "ok let's have the big battle now" to

I don't see why that someone can't be yourself. If you're going the "Kill everyone and conquer the wastes" route, it makes sense to finish it off with the remnants of all the other factions banding together to take you down in one giant, glorious battle.

chitoryu12
Apr 24, 2014

The slideshows actually consist of your model being locked staring at a screen, with an NPC standing off to the side providing narration.

Similarly, World of Warcraft was only built to handle objectives being completed by killing or collecting objects and so it creates and kills invisible bunnies whenever it needs to do anything more complex.

chitoryu12
Apr 24, 2014

Keith Atherton posted:

I think the issue with this had a lot to do with optimizing for consoles. I thought my new suite at the Lucky 38 was sweet until I realized getting back there meant 4 loading screens whereas my lovely Novac motel room only needed one

I think optimizing for consoles and dealing with Bethesda's lovely engine was the reason for Vegas in general being so tiny. Freeside was originally going to be a single huge area full of people, but they had to divide it in half and make it underpopulated to avoid crashing.

chitoryu12
Apr 24, 2014

Keith Atherton posted:

Yeah if I recall correctly a lot of the problems werent due to Gamebryo itself as a lot of people like to think but that Bethesda had Frankensteined the thing and things broke (insert Radium and the forums joke here).

I thought New Vegas was no better or worse in terms of stability than other games but maybe I was lucky

Basically, "Gamebryo" wasn't the problem. Gamebryo as an engine is highly modular with incredible versatility, unlike Unreal or CryEngine where games made on it all look and feel similar. Civilization IV, Rocksmith 2014, Splatterhouse, and Bully: Scholarship Edition are all Gamebryo games.

New Vegas was made on basically the same stuff as Morrowind, shakily improved since 2002. It's a janky piece of crap that looked worse than a lot of its contemporaries, and combined with the need to build the game for consoles it wasn't at all suited for the kind of scope Obsidian wanted. Before New Vegas was released, Bethesda had already dropped their Gamebryo build for the Creation Engine to make Skyrim.

chitoryu12
Apr 24, 2014

Space Cadet Omoly posted:

It doesn't help that New Vegas (the city) is surrounded by the much bigger and more interesting Freeside. I love New Vegas (the game), and I liked the side stories each of the three families had (especially the white gloves), but really the only reason I go to the titular city in game is when I want to change companions.

After beating New Vegas twice, I started finding new ways to play thanks to the Roleplayers Alternate Start mod and some other mods for new quests and such. Like I did one character as a bounty hunter who did nothing but the Someguy series of quests, finally deciding to hang up his hat and retire after New Vegas Bounties III took too much out of him. I once did a politician who moved into the city and spent all his time getting caught up in Strip politics and drunken misadventures with the casinos and Freeside.

I tried doing a non-hero run once based on this old "NPC run" of Oblivion, where you don't go on any adventures and just survive by scavenging the ruins and taking odd jobs (the quests that aren't adventurous, like protecting the Brahmin in Novac). Surviving is legitimately difficult early on, but by the time you hit Novac you're likely to have plenty of caps and more than enough food and drink to keep going indefinitely.

chitoryu12
Apr 24, 2014

ToxicSlurpee posted:

That's one thing that honestly bothers me about the newer Fallout games, 4 especially; you'd think somebody would at the very least figure out what a god damned broom is somewhere along the way. Even in Fallout 1 you had things like Shady Sands where people were building structures that didn't leak. They weren't big and didn't have modern amenities but they had solid roofs. Fast forward to Fallout 4 and most of what you can build has so many holes you start thinking "why even bother?"

It would make sense if you started out building leaky shacks out of scavenged boards and sheets of rusty scrap but in a world where The Institute exists you'd think somebody, somewhere would be able to do basic carpentry. Instead we get this whole "everybody lives in horrifying squalor or are 100% isolated from the world" crap going on. Even Diamond City, supposedly a huge place that's the best the Commonwealth has to offer, is a dirty hovel.

With New Vegas, that was probably related to reusing Fallout 3 assets. The people behind it were some of the creators of the original Fallout games, so they'd drat well know what it's supposed to look like. The All Roads comic isn't that great, but the way it depicts the Strip and Freeside actually seems to be really close to how it's "supposed" to be.



chitoryu12
Apr 24, 2014

JawKnee posted:

on this new install I've been using the NMM, and... it's been working pretty well actually

still getting odd graphical glitches because of FCO, but that's nothing new

Stop talking about new installs, you're going to make me reinstall and try to 100% it again.

chitoryu12
Apr 24, 2014

Psychotic Weasel posted:

You mean the whole sewers section I didn't even realize existed for several playthroughs and can't remember ever really visiting even after I happened upon it by chance?

Just several? I didn't know the Thorn existed until last year and I've been playing almost since release.

chitoryu12
Apr 24, 2014

Vakal posted:

My main gripe with FO4 was despite taking place along the coast in Boston, being near the ocean has virtually zero impact on the game world. It's basically treated as a convenient natural boundary like mountains are in all the other games.

I think the best way to fix the Institute would be to get rid of their underground facility and all the teleportation bullshit and instead make their headquarters something ocean based like an operational cargo ship, or even better, a huge rear end submarine.

Then this would give the Institute a better motivation. They would now be a group of scientists that have shunned what is left of humanity and instead just want to be left alone to do science stuff, but since supplies are limited out at sea they are forced to make shore every one and a while and send out their army of synths to "forage" for stuff, including healthy humans in order to replace their own scientists as they grow old and die. They don't feel bad about this since they see it as basically saving the children from a life of misery.

Maybe it's just me, but I think the imagery of a bunch of sea weed covered synths walking out of the polluted ocean to raid like ghost pirates would have made them much more interesting boogie men than what we got.




Edit: And then as a bonus, the finale of the game could have involved a proper battle between the Brotherhood's airship and the Institute's super ship/sub.

Basically, literally any goon could have made a better setting and plot than Bethesda just by brainstorming for a few minutes.

chitoryu12
Apr 24, 2014

Psychotic Weasel posted:

There are theories around that Bethesda did intend to do more with the ocean as there is poo poo laying around out there to see and people have found code for weapons like the speargun and other diving related stuff.

Most just assume they couldn't get whatever they had planned to work or it just wasn't enough fun to keep. Wasted opportunity but oh well.

Watching the sunrise at the Nahant Oceanological Society or Fort Strong is pretty serene though.

There's a cut quest that's believed to have been set in an underwater vault.

chitoryu12
Apr 24, 2014

Glazius posted:

The Minutemen weren't all angels. That's why at the start of the game there's exactly one guy still wearing the uniform and his ex-Atom Cat sidekick to even keep the name alive. The people who come back afterward are all relatively true believers.

None of the factions really change that much, so the Minutemen don't go beyond that. If they took time out to further develop this optional path about the many ways another settlement needs your help, they could put time into scenarios where you needed to deal with how the Minutemen were treating people or with some of the Libertalia crew or Gunner turncoats wanting another chance.

The Minutemen may not have been perfect if you dig a little, but they're so shallow that it doesn't really matter. The most negative stuff you hear about them is "After the last setback, most of them left." You immediately shift into singlehandedly reviving the Minutemen and turning them into the Big Good of the Commonwealth, where nobody really acknowledges the Minutemen's past beyond saying "I thought you guys were gone!" when you show up to help them. If you were to skip doing any Minutemen stuff, they don't really impact the plot any further than being an organization that used to exist and Preston complaining about it a lot.

chitoryu12
Apr 24, 2014

Vakal posted:

The Institute really should have been the main entity of the the Vault-Tec Corporation. Like Vault Prime or something like that.

Since we see in the other games that the failure rate of the vaults is like 90%, their plan of restoring humanity to what it was pre-war is pretty much screwed.

The synths would make a bit more sense then since after 200 years they have run out of "pure blood" humans like Shaun to carry on their legacy and have decided to create the synths and transfer their consciousness into them in order to live forever.

Then all the bodysnatcher poo poo going on in the commonwealth wouldn't be so much a control thing, but more of them trying to develop and perfect the ability to perfectly copy human brains into machines before they do it to themselves.

Or you could have the body snatching be their final goal: nuclear war occurred because of the imperfections of humanity, so humanity no longer deserves control of Earth and should be replaced with more logical and easily controllable beings. Kidnapping people and replacing them with synths is actually a slow burn to a world entirely populated by robots that will be able to stay connected to a central core. There will be no crime or misery because it's simply programmed out of the New Humanity, and everyone can live forever and turn the ashes of Earth into a technological utopia. The Institute in 2287 is run by humans who have had their minds transferred into synth copies of their youthful bodies.

Joining the Institute would mean having your own mind transferred into a synth replica giving you stat boosts and immunity to things like addiction and poison, and assisting them in their quest for world domination. Depending on your companions, they'll have different reactions to you joining them (maybe Preston and Piper both refuse and have to be killed to keep them from fighting back, but Hancock agrees to join so he can be put in a young human body again instead of being stuck as a ghoul?). Along with destroying the Brotherhood and Railroad, the endgame could involve openly invading towns (ending with Diamond City) to forcibly stun and kidnap the human residents to replace them with synths.

You could even play this into the Memory Den, like having a quest where you need to break in and steal their technology for memory recovery to improve the Institute's brain mapping. If you've got a synth-bodied Hancock with you, you'd get some real interesting reactions out of the people who recognize him.

chitoryu12
Apr 24, 2014

I don't know if I would classify any of the tech seen in Fallout as "too out there", considering that the whole point of the setting is that 50s superscience lets you pull off sci-fi poo poo like teleportation, plasma cannons, cloning, and human-equivalent AI with reel-to-reel tape computers. In terms of technology, The Institute perfectly fits in with what else we've seen Fallout science capable of.

The bigger problem is that The Institute is just really not a great plot device. Unlike Fallout 3 or New Vegas, their intended goal never actually starts to bear fruit during the game. Once you get rid of their biggest competitors for power in the Commonwealth, the plot simply ends and you do some vague stuff to help them that never actually advances the game world in a meaningful way. Likewise, siding with the other factions and destroying The Institute doesn't seem to do anything to noticeably affect the rest of the Commonwealth. As a faction, they're not built up enough that you would really care if they live or die.

chitoryu12
Apr 24, 2014

Fintilgin posted:

It's weird, because even New Vegas did this, where people in the Mojave were still living in trash filled quasi-ruins, and had yet to master broom technology. Which is weird, because even in Fallout 1 there were a bunch of settlements of what was pretty clearly post-war adobe construction that looked clean and livable. Vault City had a pretty slick post-war construction setup too, and was set like 40 years before New Vegas. Odd that this aesthetic was totally dropped for New Vegas. Was there any post-war construction in the game that wasn't rusty corrugated metal huts?

I wonder if this was an art direction flop, lack of resources to make a whole new tile set, or sort of on purpose with the 'ruins of the old world' theme?

I'm going to guess lack of time and resources, since so much of it was old Fallout 3 assets. They made the game in something like 18 months, which is an incredibly short time for a game of such scale and complexity, so they probably budgeted their time to reuse as many assets as possible and only make new stuff when necessary. They didn't even do things like shorten the front sight on the 10mm Pistol, causing it to appear too tall when using iron sights because Bethesda just fudged the model.

chitoryu12
Apr 24, 2014

Fintilgin posted:

As much as I hate the Legion, I wonder if this wouldn't have been most appropriate for their territory, had it actually been built into the game as I understand they wanted too. Like planned settlements with straight roads and faux-Roman adobe houses built around central gardens/courtyards, surrounded by high walls.

It would have set them apart from the NCR acting more as occupiers just using what they found, and the impoverished locals.

If the game was made as they wanted to (with the budget and time they wanted), I think only the impoverished locals like in Novac, Goodsprings, or Freeside would have had the ramshackle huts or dirty and damaged pre-war buildings. The Strip would have been glittering and perfectly clean, basically pre-war in its opulence. The NCR would have repaired structures and built new ones from adobe, just like back in Shady Sands.

This is a canon image of what Arroyo is supposed to look like around the time of New Vegas:

chitoryu12
Apr 24, 2014

2house2fly posted:

I ironically enjoy the way they twisted the story to breaking point so your son is an old man but the guy who murdered your wife doesn't even grow a moustache in 60 years. Like it's not even important to the story that Kellogg is alive when you find him, you literally progress the main quest by looting his corpse, why did they make him some kind of cybernetically enhanced immortal

I feel like they wrote in you having a confrontation with your son’s kidnapper before they realized that he’d be over 100 years old during the confrontation, so they quickly added the cybernetics to justify it.

Which is worse because making him a synth would have solved that perfectly, but I guess we really needed loving 15 monologues from Kellogg talking about his past.

chitoryu12
Apr 24, 2014

Internet Kraken posted:

Is tactics considered canon or not?

It's canon in broad strokes, where the general events happened but anything that would be contradictory to the main games is ignored.

chitoryu12
Apr 24, 2014

Nichael posted:

Late to reply but that would be a drat cool art direction for a Fallout game in a post-post-apocalyptic setting.

Yeah, I know it's "not Fallout" but there's only so long you can keep up the aesthetic of everything being destroyed ruins before your timeline starts to make everyone look like morons. Fallout 4 has a length of time between then and the Great War that's greater than between modern day and the War of 1812. Imagine nobody even bothering to pick up a broom since the White House got burned down, let alone building new structures out of something other than scrap metal.

Make it a Witcher-style RPG where you travel across the whole NCR between huge, clean cities that are at least on par with the 20th century and the countryside villages still dealing with bandits.

chitoryu12
Apr 24, 2014

Arcsquad12 posted:

I would trade being able to pick up every piece of junk and every NPC having a home if it meant we could get larger cities and better level design. Just remember that Witcher 3 gets scale right because it focuses on a highly localized region of the Witcher continent rather than the entire Northern Kingdoms. The gigantic Witcher 3 map covers the immediate area around the delta to one of the continent's main trading rivers, nothing near the size of the NCR.

Well, think about the map size in GTA V. Without access to planes, that's a pretty loving huge game world and the major city is big enough that many other games would make it the entire map alone. You could do something like that, with one gigantic city and a large countryside with a few towns.

chitoryu12
Apr 24, 2014

corn in the bible posted:

the new vegas wasteland is full of empty buildings with no interior

Again, really only because of the console limitations. Mods that add extra interiors show that the game itself is more than capable of handling tons of buildings without choking.

chitoryu12
Apr 24, 2014

Psychotic Weasel posted:

In the second movie everyone else on the tanker with him ends up dead and Max standing alone (except for the Feral Kid who I guess was narrating). Not really his fault but everyone he grew sort of attached to was gone, again. And while he knew he was a decoy he didn't realize to what extent he was being used until after he flipped the truck and found it was full of sand, not gas.

No one expected him to survive and so long as the raiders were bothering him long enough for the rest of the colony to escape no one really cared.

Which is also a lot like how Fury Road went. Most of the people helping him ended up dead, but he saved the Wives and Furiosa and allowed for the possibility of a better, fairer future for the citizens of the Citadel. And in the end of Beyond Thunderdome, Bartertown gets hosed up but is presumably rebuilt with just Aunty Entity in control and the escaped children form a new society in the ruins of Sydney where Max has become part of their oral legends.

The only Mad Max film to end on a sour note with no hope for anyone was the first one, which ends with his family being killed and him walking off after getting a bitter revenge as the future only gets bleaker and bleaker.

chitoryu12
Apr 24, 2014

Capilarean posted:

Yeah, but Master was all about the age of man being over due to them blowing up the world. He wanted a peaceful supermutant utopia, farming humans for babies wouldn't really jive with that.

How else would he get super mutants? They have to be created by dipping humans, unless they figure out a way to allow procreation with viable super mutant babies or get cloning rigged up. Unless you can use one of those two solutions, you'll eventually hit the point where every super mutant that dies can't be replaced.

And it's not as simple as dipping creating a race of geniuses who will create this technology, since there's heavy implication that super mutants created from random irradiated wastelanders end up dumb as bricks. You could easily end up with a tiny minority of super mutants having an IQ above 50.

chitoryu12
Apr 24, 2014

Katt posted:

Personally I would have liked it more if the synth infiltrators were more like terminators instead of 100% indistinguishable for humans except during autopsy.

Like random settlers/raiders/scavengers in a fight reveal robotic skeleton parts as they get more damaged and have the stats health/damage/armour of a sentry bot as opposed to their raider comrades.

A traveler to your settlement suddenly whips out a Gatling laser and starts going to town on everyone as soon as they get through the gates.

https://www.youtube.com/watch?v=41kzMU7vbbY

chitoryu12
Apr 24, 2014

Is there a good, working unlimited companion mod for Fallout 4? I could never get it working and always had to choose.

chitoryu12
Apr 24, 2014

I was talking to my friend about New Vegas last week and started replaying the game. It's incredibly how well I can remember so much from start to finish. I can name almost every major character from Goodsprings to Freeside after not playing for 6 months, and remember their motivations and connections to the other characters. Even for parts I don't remember as well because I didn't do them as often (dealing with the other factions in the buildup to the ending), I still remember how all the story beats go through the ending. Same for all the DLCs.

Fallout 3 and 4 just don't give me that same level of caring. I have no way to actually suspend disbelief and put my brain in the world to understand how it's all connected. No character from them is quite as intimidating with their voice alone as Jean-Baptiste Cutting when you try to ask him for more info on Cass in "Birds of a Feather".

chitoryu12
Apr 24, 2014

Also what we really need is a West Coast sequel on the new engine, so we can see how much the NCR has advanced by 2300. We hear a lot about how they use trains and it's certain that they have vehicles for transport, but we never see anything actually moving except Vertibirds.

chitoryu12
Apr 24, 2014

Katt posted:

Right but it's also readily available. Dirt cheap and very heavy. My carry capacity is about 195 of which 181 is weapons, ammo and supplies even before I set out from my "base"

What the hell are you carrying on an excursion?

I'm currently using Lucky 38 Suite Reloaded as my home base and changing my loadout depending on the mission, and returning every night to sleep and eat because roleplaying like that helps drag the game out and encourage me to do side quests. I tend to be at 120 pounds or so, which provides plenty of loot room (especially with a backpack to bump me up to 225 pounds max).

chitoryu12
Apr 24, 2014

Wolfsheim posted:

I always kinda wondered why Beth doesn't encourage modders who are trying to recreate their old games in their new engine, because you'd think it'd be a goldmine to just buy it cheap when they finish and release it. Maybe the bug testing would be even more nightmarish than usual? Too big a game to risk some guy sneaking his Lolita waifu mod in without catching it? Just a generic 'it would dilute the brand' business decision?

This is what Valve did with Black Mesa. They allowed the game's release for free, then got permission to release an updated version for purchase on Steam. I'd imagine at least some kickbacks went to Valve since it's using their copyright, but they saw what the development team was doing and gave a thumbs-up.

chitoryu12
Apr 24, 2014

Shrimp or Shrimps posted:

In the event that I suffer brain damage or an acute need for self-flagellation, is replaying Fallout 3 in the NV engine the absolute best way to do it?

As in, better than the standard FO3 engine with all the community mods / fixes etc. Or can you also mod the FO3 universe in the FNV engine in ToTW?

TTW gets you all the benefits New Vegas added like Hardcore mode, expanded crafting, and weapon rebalancing. You're still having to play Fallout 3 instead of New Vegas, but you'll enjoy it more.

chitoryu12
Apr 24, 2014

Shrimp or Shrimps posted:

Yes but as I understand it, FO3 has numerous quality-of-life mods and improvements that help to make it's game engine slightly less terrible.

I guess my question was more, is TTW (FO3 in FNV) the better overall experience in FO3 than FO3-default is with said QOL mods?

Are you talking bug fixes or feature additions? Any Fallout 3 mod that does bug fixes should work. For just adding features, New Vegas and its mods should cover that.

chitoryu12
Apr 24, 2014

Katt posted:

Yes but age wise Black Mesa is comparable to someone modding Daggerfall into the Morrowind engine.

Which I think would be a cooler mod. Or instead of making FO3. Make FO2 or 1 in the FO4 engine.

It was 6 years between Daggerfall and Morrowind, and 14 years between Half-Life 1 and Black Mesa.

It's been 10 years since Fallout 3 was released. It's about time to get on it, I say.

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chitoryu12
Apr 24, 2014

SolidSnakesBandana posted:

Yeah I never understood why I would want to be more effective against unarmored creatures. If they are unarmored, they're probably pretty weak!

That's the most Brotherhood thing I've ever heard.

Wolfsheim posted:

New Vegas is kind of the aberration in that it has an ungodly amount of every weapon type (including my favorite, unarmed). Take that out and it's a pretty linear progression from F1->F4 in terms of variety, just the jump from F3 alone is pretty significant especially when you account for all the 'unique' weapons in F3 that were just the normal weapon model with a higher damage value and a different name.

It's balanced a bit differently in New Vegas than just damage. Ammo availability is also a big part of it (for a lot of the game, big rounds like 12.7mm and .45-70 are rare and expensive), as well as aspects like accuracy and mods. It's easily possible to use a Cowboy Repeater for the majority of the game until you start exclusively facing heavily armored opponents, because ammo is cheap and available everywhere so you'll likely stockpile tons of it.

Since I play with mods, headshots with any weapon are automatically lethal on unarmored humans and any animal smaller than a Bighorner. Taking a little .22 vest pocket pistol into the casino is now a viable option because if you get in trouble with the White Gloves or Omertas, you just go into VATS and pop their skulls.

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