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The Fallout Thread

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Do you have Fallout 4 yet?

yes, and its the best game i've ever played ever
351
35%
yes and i hate it. refund when?
93
9%
maybe idk
102
10%
no but im buying it by the end of the year
121
12%
no and ill never play a fallout game in my entire life
50
5%
this pull fucking sucks who let you be op
292
29%
 
Total votes : 1009

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Gloriana Americana
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Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Sat Sep 02, 2017 12:21 pm

Imperializt Russia wrote:So, two things happened. I found the Super Mutants at Jacobstown, and confronted Chief Hanlon about "what he'd done".

my gooddddddddd, the writing.

We need a child custody lawsuit to force Bethesda to leave all writing of FALLOVT to Obsidian and Josh Sawyer :(


Hear, hear!
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Imperializt Russia
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Postby Imperializt Russia » Sat Sep 02, 2017 1:06 pm

Licana wrote:
Imperializt Russia wrote:One of the DLCs adds "electric hot plates" that act as Campfires, but from the wiki, it seems as though they're just "more campfires" in that they are still fixed-position world objects, not items.

I don't imagine it'd be impossible to create an "item" that when "used" sets down a "campfire" in modding, but I don't know what elements of the game engine this requires fiddling with obviously. Like a 10-15lbs "campfire kit" that you carry around and just spawns a campfire while it's open. Or even, just opens the campfire menu and "makes" things, even.


here

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Imperializt Russia
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Postby Imperializt Russia » Sat Sep 02, 2017 4:02 pm

The timeline for New Vegas seems a little out of whack.
House establishes the first casinos in 2274, enlisting the Chairmen (then Boot Riders) to fix up the Tops casino and totally changing the tribe. Seven years before the start of the game.

This is... very very little time for New Vegas to be established as what it has become?
Seventy years, I'd be down with that. It'd make sense for the NCR interest, local reputation, etc.

But further...
I'm 95% positive that the NCR ambassador says he was elected as ambassador to the Strip "seven years ago", ie, as soon as New Vegas was formed... and that he was the third such ambassador.

Unless this is of course talking about the "New Vegas" area and "The Strip" was always hidden behind its walls until House enlisted the Boot Riders to give The Strip a rep, which makes a deal of sense, and just means the embassy moved onto the Strip itself afterwards.
While this timeline is physically coherent, it still feels much more compressed than it needs to be.
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Gloriana Americana
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Postby Gloriana Americana » Sat Sep 02, 2017 6:32 pm

Imperializt Russia wrote:The timeline for New Vegas seems a little out of whack.
House establishes the first casinos in 2274, enlisting the Chairmen (then Boot Riders) to fix up the Tops casino and totally changing the tribe. Seven years before the start of the game.

This is... very very little time for New Vegas to be established as what it has become?
Seventy years, I'd be down with that. It'd make sense for the NCR interest, local reputation, etc.

But further...
I'm 95% positive that the NCR ambassador says he was elected as ambassador to the Strip "seven years ago", ie, as soon as New Vegas was formed... and that he was the third such ambassador.

Unless this is of course talking about the "New Vegas" area and "The Strip" was always hidden behind its walls until House enlisted the Boot Riders to give The Strip a rep, which makes a deal of sense, and just means the embassy moved onto the Strip itself afterwards.
While this timeline is physically coherent, it still feels much more compressed than it needs to be.


IIRC they made a mistake with that line of his but didn't have time to change it. I don't remember if the year was wrong or if him being the third ambassador was wrong but I think they recorded it incorrectly by mistake.
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Corindia
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Left-wing Utopia

Postby Corindia » Sun Sep 03, 2017 9:37 am

Just picked up FO4, I kind of like it? Like, even after NV I like FO4. I was led to believe it was going to be awful but it is not a bad experience by any means.

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Harbertia
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Postby Harbertia » Sun Sep 03, 2017 10:16 am

Corindia wrote:Just picked up FO4, I kind of like it? Like, even after NV I like FO4. I was led to believe it was going to be awful but it is not a bad experience by any means.

:) I have also been impressed. It would seem Bethesda learned a few things and managed to create a quality game. Initially I wouldn't have said such a thing but seeing how it's been occupying a great amount of my free time and seeing how I've finally got access to mods on the PS4- it's looking great. I recently got an Onyx reskin option for my Pip-Boy and it goes great with the SILVER SHROUD!

I suppose the lesson is to witness the game for yourself before judging it.
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Shadowwell
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Inoffensive Centrist Democracy

Postby Shadowwell » Sun Sep 03, 2017 10:33 am

Harbertia wrote:
Corindia wrote:Just picked up FO4, I kind of like it? Like, even after NV I like FO4. I was led to believe it was going to be awful but it is not a bad experience by any means.

:) I have also been impressed. It would seem Bethesda learned a few things and managed to create a quality game. Initially I wouldn't have said such a thing but seeing how it's been occupying a great amount of my free time and seeing how I've finally got access to mods on the PS4- it's looking great. I recently got an Onyx reskin option for my Pip-Boy and it goes great with the SILVER SHROUD!

I suppose the lesson is to witness the game for yourself before judging it.


Fallout 4, is an okay game, but it leaves something to be desired as a fallout game.

on a similar note, there has been fake news about a New Vegas 2, or similar falout game, by obsidian, set in the West,
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Gloriana Americana
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Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Sun Sep 03, 2017 11:07 am

Shadowwell wrote:
Harbertia wrote::) I have also been impressed. It would seem Bethesda learned a few things and managed to create a quality game. Initially I wouldn't have said such a thing but seeing how it's been occupying a great amount of my free time and seeing how I've finally got access to mods on the PS4- it's looking great. I recently got an Onyx reskin option for my Pip-Boy and it goes great with the SILVER SHROUD!

I suppose the lesson is to witness the game for yourself before judging it.


Fallout 4, is an okay game, but it leaves something to be desired as a fallout game.


This.

It's not an awful game, but it's not a great game either.
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
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Harbertia
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Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Sun Sep 03, 2017 1:33 pm

Gloriana Americana wrote:
Shadowwell wrote:
Fallout 4, is an okay game, but it leaves something to be desired as a fallout game.

This.

It's not an awful game, but it's not a great game either.

Agreed- it has room for elaboration and expansion- a lot of it. As someone who is interested in designing mods this is fertile land- for those wanting more mods are a great avenue- with both factors combined it's a season for growth.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Inoffensive Centrist Democracy

Postby Shadowwell » Sun Sep 03, 2017 1:40 pm

Harbertia wrote:
Gloriana Americana wrote:This.

It's not an awful game, but it's not a great game either.

Agreed- it has room for elaboration and expansion- a lot of it. As someone who is interested in designing mods this is fertile land- for those wanting more mods are a great avenue- with both factors combined it's a season for growth.

but unfortunately, the way the factions interconnect, and the dialogue system, make such things difficult, unless they are settlement related.
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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Sep 03, 2017 2:06 pm

Shadowwell wrote:
Harbertia wrote:Agreed- it has room for elaboration and expansion- a lot of it. As someone who is interested in designing mods this is fertile land- for those wanting more mods are a great avenue- with both factors combined it's a season for growth.

but unfortunately, the way the factions interconnect, and the dialogue system, make such things difficult, unless they are settlement related.

hmm... since I can only design but not create (due to a lack of the Creation Kit or other program) I am not familiar with the technical challenges of the expansion. I've done mods for Civ III, Civ IV, and Galactic Civilization II- I tried Morrowind but my mind was too ambitious back then and thus no mod came into being. I still have the Morrowind Creation Kit though. I was never into that story enough to expand it- thus my work back then was trying to completely convert it into another game- which looking back on it was too ambitious for my skill level.

I know one can add voiced NPCs, Quests, and (save on the PS4 unless this has changed) Item textures. But how the factions interconnection is an issue I do not know.

Unless-- what sort of mod would the interconnections interfere with? Like- what would one be trying to do to have an issue with factions being deeply connected? Mods that what to bi-pass established connections and are thus not friendly to the setting?
Last edited by Harbertia on Sun Sep 03, 2017 2:07 pm, edited 2 times in total.
A light in casing is still a light.
Tomorrow is made today.
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The first Galactic Republic
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Founded: Apr 27, 2014
Anarchy

Postby The first Galactic Republic » Sun Sep 03, 2017 2:14 pm

Imperializt Russia wrote:The timeline for New Vegas seems a little out of whack.
House establishes the first casinos in 2274, enlisting the Chairmen (then Boot Riders) to fix up the Tops casino and totally changing the tribe. Seven years before the start of the game.

This is... very very little time for New Vegas to be established as what it has become?
Seventy years, I'd be down with that. It'd make sense for the NCR interest, local reputation, etc.

But further...
I'm 95% positive that the NCR ambassador says he was elected as ambassador to the Strip "seven years ago", ie, as soon as New Vegas was formed... and that he was the third such ambassador.

Unless this is of course talking about the "New Vegas" area and "The Strip" was always hidden behind its walls until House enlisted the Boot Riders to give The Strip a rep, which makes a deal of sense, and just means the embassy moved onto the Strip itself afterwards.
While this timeline is physically coherent, it still feels much more compressed than it needs to be.

I don't know if that's really a plot hole. House is a resourceful guy, and New Vegas isn't exactly known as far away as D.C. and Boston. Most of its visitors aren't really from that far away.

The ambassador's line sounds like a mistake though.
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Imperializt Russia
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Postby Imperializt Russia » Sun Sep 03, 2017 4:25 pm

It's no full-blown plothole, but it feels like a pinhole in the pressure hull.

The supposedly canon timeline just feels absurdly compressed.
Especially when Victor, in Goodsprings, says he rolled in about "ten, fifteen years ago". Which is, potentially, a further seven years before the Boot Riders became the Chairmen and did up the Tops, which - from speaking to Benny before killing him - seemed to be the first casino to operate on the Strip after the war.

People throughout the game speak of how people from "across the wastes" come to New Vegas, and they sure aren't all coming from Goodsprings, Primm, Novac, Nipton or Freeside. It seems pretty heavily suggested, to me, that people migrate across the former US, not just Nevada or California, to reach New Vegas. Doubt it could really sustain itself otherwise.

All that is needed, in my eyes, is for The Strip to be clearly established over the course of at least one generation, 25 years or so.
To me, that makes plenty of sense for NCR interest, Legion interest, the local economy and supposed tourism. This doesn't change anything in the actual story - House is still hidden away in the Lucky 38 until he pops out with his Securitrons.
Even if we assume the Ambassador's line is a mistake and he is the first ambassador and was elected 7 years ago - that means he was appointed as soon as the Strip was setting up. Why though? No-one had been to the strip, no-one knew what went on back there.



Incidentally, why is The Strip set up the way it is? The Strip itself on X360 consists of 3 sections, each containing 2-3 locations. Main entrance, with Gomorrah and Lucky 38; then NCR monorail, Ultra-Luxe and The Tops; and finally, Vault 21, Michael Angelo's shop and the NCR embassy compound. I don't understand why this couldn't have been one "area" with all 8(!) buildings on the one strip, like it appears in the opening cutscene. Just seems incredibly tedious. Plus, I don't understand why each of the three sections couldn't have been a fast-travel spot on the map, since going to the sign workshop means five loading screens.
Last edited by Imperializt Russia on Sun Sep 03, 2017 4:28 pm, edited 1 time in total.
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Versail
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Postby Versail » Sun Sep 03, 2017 4:33 pm

Imperializt Russia wrote:It's no full-blown plothole, but it feels like a pinhole in the pressure hull.

The supposedly canon timeline just feels absurdly compressed.
Especially when Victor, in Goodsprings, says he rolled in about "ten, fifteen years ago". Which is, potentially, a further seven years before the Boot Riders became the Chairmen and did up the Tops, which - from speaking to Benny before killing him - seemed to be the first casino to operate on the Strip after the war.

People throughout the game speak of how people from "across the wastes" come to New Vegas, and they sure aren't all coming from Goodsprings, Primm, Novac, Nipton or Freeside. It seems pretty heavily suggested, to me, that people migrate across the former US, not just Nevada or California, to reach New Vegas. Doubt it could really sustain itself otherwise.

All that is needed, in my eyes, is for The Strip to be clearly established over the course of at least one generation, 25 years or so.
To me, that makes plenty of sense for NCR interest, Legion interest, the local economy and supposed tourism. This doesn't change anything in the actual story - House is still hidden away in the Lucky 38 until he pops out with his Securitrons.
Even if we assume the Ambassador's line is a mistake and he is the first ambassador and was elected 7 years ago - that means he was appointed as soon as the Strip was setting up. Why though? No-one had been to the strip, no-one knew what went on back there.



Incidentally, why is The Strip set up the way it is? The Strip itself on X360 consists of 3 sections, each containing 2-3 locations. Main entrance, with Gomorrah and Lucky 38; then NCR monorail, Ultra-Luxe and The Tops; and finally, Vault 21, Michael Angelo's shop and the NCR embassy compound. I don't understand why this couldn't have been one "area" with all 8(!) buildings on the one strip, like it appears in the opening cutscene. Just seems incredibly tedious. Plus, I don't understand why each of the three sections couldn't have been a fast-travel spot on the map, since going to the sign workshop means five loading screens.

Probably because there is more of Vegas then what you have access to.
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Gloriana Americana
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Postby Gloriana Americana » Sun Sep 03, 2017 7:54 pm

The Strip and Freeside weren't originally supposed to be that chocked up. Obsidian had to divide them into multiple areas to save memory or something like that.

I don't see what the problem with Victor being in Goodsprings years before Vegas was set up is. House was aware of what was going on outside the Lucky 38 and probably had tons of Securitrons out there scouring the wastes. That is how he discovered the NCR scouts that discovered the Dam, a full 7 years before the game started.

House discovered the NCR scouts in the Mojave, knew right away from their uniforms that they weren't just some tribe and were an established nation, and immediately went to work cleaning up Vegas, domesticated the locals and killed or evicted everyone who didn't comply. Then he renovated the casinos, switched the lights on and moved Securitrons to the Dam just in time to great the NCR. The NCR agreed to a treaty to protect New Vegas from the Legion and keep the Dam operational.

I don't see what the problem you're having with this is, it's all pretty straight forward. Now sure, it all happens kind of quickly but House is a McGuffin so what do you expect?

Also, it's mentioned multiple times that most tourism in New Vegas comes from the NCR. This includes citizens, soldiers, traders, prospectors, mercenaries, etc. The NCR has had plenty of time to grow and prosper and controls all of California and parts of Baja California, Nevada, and Oregon. I'm sure people flocked to the safety of the NCR too. It's not unbelievable that New Vegas could survive on NCR tourism alone. IIRC it constitutes of 80-90% of the tourism New Vegas gets, the rest are locals and various Wastelanders.
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Imperializt Russia
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Postby Imperializt Russia » Mon Sep 04, 2017 1:25 am

I'm sure it does very well on the NCR, but my point was about building up the rep to where this is viable.

My sole argument is that the timeline feels needlessly compressed.
What I assumed from the Victor conversation is that when he says "before [arriving in Goodsprings]... hmm, can't seem to recall" that is suggesting to me he has been Victor that whole time.
I don't understand why he would have been there as Victor that early, especially when in the game, the Victor persona seems specifically meant to target the Courier?

Not entirely sure why Trudy would still have been so distrustful of it since it had seemingly been there for a decade and a half without issue.

The Fallout Wiki doesn't seem to date the NV Treaty. The (stub) article seems to suggest no mention of defence though, and the siting of McCarran is literally just convenient to get NCR troopers onto the Strip and is basically "come here and you can have the dam, but everyone is allowed to gamble".
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Versail
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Postby Versail » Mon Sep 04, 2017 1:28 am

Imperializt Russia wrote:I'm sure it does very well on the NCR, but my point was about building up the rep to where this is viable.

My sole argument is that the timeline feels needlessly compressed.
What I assumed from the Victor conversation is that when he says "before [arriving in Goodsprings]... hmm, can't seem to recall" that is suggesting to me he has been Victor that whole time.
I don't understand why he would have been there as Victor that early, especially when in the game, the Victor persona seems specifically meant to target the Courier?

Not entirely sure why Trudy would still have been so distrustful of it since it had seemingly been there for a decade and a half without issue.

Would you trust the robot that never really did anything at all in your town for 15 or so years?
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Alekseandrea
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Corrupt Dictatorship

Postby Alekseandrea » Mon Sep 04, 2017 5:09 am

Versail wrote:Would you trust the robot that never really did anything at all in your town for 15 or so years?


Nobody complains cares about that if it's a politician not doing anything.
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Gloriana Americana
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Postby Gloriana Americana » Mon Sep 04, 2017 6:19 am

Imperializt Russia wrote:I'm sure it does very well on the NCR, but my point was about building up the rep to where this is viable.

My sole argument is that the timeline feels needlessly compressed.
What I assumed from the Victor conversation is that when he says "before [arriving in Goodsprings]... hmm, can't seem to recall" that is suggesting to me he has been Victor that whole time.
I don't understand why he would have been there as Victor that early, especially when in the game, the Victor persona seems specifically meant to target the Courier?

Not entirely sure why Trudy would still have been so distrustful of it since it had seemingly been there for a decade and a half without issue.

The Fallout Wiki doesn't seem to date the NV Treaty. The (stub) article seems to suggest no mention of defence though, and the siting of McCarran is literally just convenient to get NCR troopers onto the Strip and is basically "come here and you can have the dam, but everyone is allowed to gamble".


The Securitron Victor inhabits - I think - was put there on standby for when House uncovered the Platinum Chip to make sure the courier delivering it got into the Mojave safely. The cheerful, friendly "Victor" persona was likely to make people less suspicious of him with mixed results (see: Trudy, who thinks it's "creepy"). House states he was looking for the chips for years so I'd say that's probably why.

The treaty was signed when the NCR took over the Dam, which was 7 years before the game began. The NCR obviously has to protect the Mojave from the Legion because if they lose it they lose the Dam. It's an unwritten, unspoken, and slightly unknown condition of the treaty.
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Ifreann
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Scandinavian Liberal Paradise

Postby Ifreann » Mon Sep 04, 2017 7:44 am

Imperializt Russia wrote:
Sevvania wrote:Right now I've already got the basic double-barrel, a Chiappa Triple Threat, and a handmade revolving shotgun, so I've pretty much got scatterguns covered. But if I needed a pipe shotgun, I'd take the Content Club iteration over the Nexus models: one looks like a professional-grade asset that fits the aesthetic standards of the base game, the other looks like a bad mod.

Jim Sterling just made a video about the Creation Club and argued that several available mods (most of them being functionally skins or reskinned stat-tweaked items) actually looked worse than free mods.

The Creation Club should absolutely be railed against and the Horse Armour meme is valid, because Bethesda is trying the same shitty trick a second time with surface-level improvements to the scheme (no Horse Testicles for $100).
These are paid mods. If they are not paid mods, they are microtransactions, and either way, Bethesda is pretending that they are not.

It is, frankly, only a matter of time before Bethesda, and other companies, start not only relying on modders to fix their fucking games for them, but charging for the privilege. This will be as close to literal as "selling unfinished material" as it ever has been, profiting off their game being literally unfinished.
Which they already do by pushing it out and waiting for modders' free fixes - they're waiting to be able to take profits off having that.

All of Jim's original arguments on paid mods are still valid. There are copyright (or at least crediting) issues between modders' content or licensing for corporate - indeed mods being free is usually how "copyrighted" material (Star Wars armour for Fallout, stuff like that) normally makes it in.
What happens when an official mod/update (or free third-party mod) breaks a paid mod? That's a fucking nightmare.




It's a bad route overall. Fight it.

Consider also that while Bethesda might say that they want modders to have a way to make money off modding, that already exists. It's called "hiring them". But then they'd be employees and have rights and legal protections, not to mention that Bethesda would have to pay them.


Imperializt Russia wrote:
Harbertia wrote:Ah... that is concerning seeing how abundant radiation is and how radiation is beneficial to Ghouls. Makes one wonder how a Glowing Ghoul can be sane in Fallout New Vegas.

New Vegas has several lines of dialogue about exposure possibly causing feral-ness, but these are the surmations of characters, not considered a fact.

I wouldn't think it's remotely "confirmed". After all, in Camp Searchlight there is a non-feral ghoul trooper living in a heavily-irradiated house saying he doesn't want to leave in case the radiation turns him feral.
If you comment on the radiation in his house, he just tells you to leave.

And again - sane glowing ghoul (Jason, leader of the ghoul community at REPCONN test centre).

Not to mention the sane pre-war ghouls. If it was radiation that turned them feral then surely 200 years in a nuclear wasteland, even if they avoided especially irradiated places, would have left few if any of them sane.


Imperializt Russia wrote:
The Derpy Democratic Republic Of Herp wrote:Eh, I have only played for four hours and already it gave me a plasma rifle and an heavy incinerator.

Fallout 4 did a better job at making me feel vulnerable early on with only pipe guns, 10mm and, shotguns early on with very little ammo.

Yes, you can get a minigun early but there isn't that much ammo for it and it's impracticality heavy.

I intentionally am playing a character with low weapon skills. I found a plasma rifle and other good energy weapons by clearing out REPCONN test centre, and looting all the Bright Brotherhood corpses; haven't used the heavy incinerator; and the only minigun I've even found is looted from the Nightkin that attacks the McBride farm in the unmarked "midnight shootings" quest in Novac.

I also found this character after a couple dozen hours of play and admittedly would have done so much more quickly had I played the main questline as priority, but the ammunition scarcity would have been a huge issue. It also requires STR 10 to be effectively used, and my character has relatively low strength (base 4, +1 through SPECIAL Training perk).

I think the Varmint Rifle is a great change to how the game starts you out - its very high AP use and the moderate scarcity of 5.56mm ammunition means that a handy starting weapon isn't OPAF or otherwise useful against basically every enemy in the game, unlike the .32 cal hunting rifle in FO3 which is useful all the way through the game until you find the Lincoln Repeater, which will deal with literally every enemy in the game and is repaired with this ubiquitous weapon.
My character, without chems, can only fire the Varmint Rifle once in VATS, and a second time after a very brief pause. It also loses a lot of its potency by the midgame and becomes fairly underpowered.

It's levelled to the world, it's well designed. I love it.

I always grab Ratslayer when I play a Guns character. Unique varmint rifle, not too heavy, night vision scope, and a silencer. Does the job as a long range weapon until I can get a GRA anti-materiel rifle.


Alekseandrea wrote:
The Derpy Democratic Republic Of Herp wrote:Eh, I have only played for four hours and already it gave me a plasma rifle and an heavy incinerator.

Fallout 4 did a better job at making me feel vulnerable early on with only pipe guns, 10mm and, shotguns early on with very little ammo.

Yes, you can get a minigun early but there isn't that much ammo for it and it's impracticality heavy.


Try fighting a deathclaw or a pack of cazadors.
You'll feel vulnerable, I assure you.

Fo4 hands you power armour near one of the starting town. And if you're a real bastard (like me), you can just snipe everything below instead of risking it getting damaged. Fo4 never made me feel vulnerable. It made me feel underleveled and short on crafting materials, sure. But vulnerable? No.

I've done two playthroughs of 4, and I've used power armour almost constantly. Few ranks of Nuclear Physicist and you'll be stumbling upon fusion cores faster than you can use them, even accounting for accidentally a ejecting a few.


The Illusive Mans Cerberus wrote:i need fallout 4 advice laser sniper rifle or. gauss rifle to kill kellogg

You fight Kellog at close range after having a chat. I'd take the sniper barrel off that laser rifle and go either semi- or full-auto, whichever you have more perks in.


Imperializt Russia wrote:So while I did buy Fallout NV on sale on X360, I didn't buy any of the DLCs and didn't realise the Steam sale would only be on for a couple days so missed buying it there.

Given how utterly trash the UI sadly is and various other issues, I'm seriously considering plumping the 15 quid for the GOTY edition on Steam. I assume there are basic mods that allow you to sort the inventory tabs and disable carry weight limits.
Oh, and more weapon mods.
I waited all the way until I got to the Gun Runners shack (40 hours of gameplay by the by, according to the save timer) before finding out the Service Rifle and Plasma Rifle don't even get optics (Service Rifle did but was apparently cut from the base game?) and the unique AER14 Laser Rifle can't accept the Laser Rifle scope.

I moved all my stuff from Goodsprings to Novac when I got the apartment there and that took a good 3 trips even with two companions; I'm halfway through moving my junk to The Strip now I have the Lucky 38 Presidential Suite but only realised halfway through that you can't fast travel directly to the bloody thing due to the Strip gate. No idea why the game is set up this way since I've clearly already gained access to the Strip.

Computers of the day couldn't handle New Vegas being "outside" and still have reasonable load times, so The Strip has to be "inside" Freeside and split up into three areas. I think there are mods that fix things like that and add more fast travel points.

The inflexibility with Campfires and how they don't seem to be anywhere near a place you will live is also pretty annoying.

Old World Blues massively improves quality of life. When you start the questline you're taken away from the Mojave and can't return until you're finished, but you can bring all your gear with you and you get accommodations right away. You get access to a vendor with plenty of caps and 100 repair skill. You'll get access to an auto-doc, crafting benches, plants you can harvest every few days, a hot plate, which functions exactly like a campfire, and a precursor to FO4's scrap system. There are several characters that will, after some questing, take otherwise useless items and swap them for more useful crafting ingredients. And once you finish the main quest you'll get a transportalponder, which will take you from anywhere "outside" to the door of your accommodations in the Big Empty, even if you're over-encumbered, as long as there are no enemies around.

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Postby Imperializt Russia » Mon Sep 04, 2017 8:04 am

I tested FONV yesterday with the same basic stats as my X360's character (tag skill guns, though). The Varmint Rifle let me have 3 shots in VATS with some AP left over.
I don't know if this is some kind of DLC change or whatever.

Loaded in the Campfire mod too, campfire and bedroll are too expensive to buy right from the off, but I'd love to get in on it.

Slow computer, cramped laptop keyboard and no dedicated mouse make playing it physically unfun (even on X360 I feel like gunplay outside of VATS is somewhere between irritating and unfun with rapidly moving enemies and unclear bullet trajectories), but I'm really looking forward to having it up and running.



Dumb question I've doubtless asked elsewhere before.

I obviously have shitty integrated graphics, and that's shitty even by the standards of integrated graphics, levels of shitty.
When I take the Steam Survey, it tells me that I have 1700MB of VRAM.

I have 4GB of RAM installed on my laptop, and under heavy browsing, it's easily pushing 3GB used.
Even on games with huge physical stuttering, even games claiming very low VRAM requirements (128-256MB), RAM is clearly never being utilised as VRAM.

I'm not expecting to ever reach 1.7GB VRAM effective, but - if I were to install 6GB onto the laptop, giving 3GB+ surplus RAM capacity; would that allow the graphics to operate more efficiently?
Or is it bottlenecked elsewhere, worse?

In past moments of its life, this laptop has run XCOM, Tropico 4 and Wargame European Escalation, all fairly system-intensive games, with varying levels of success.
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Postby Imperializt Russia » Mon Sep 04, 2017 8:32 am

As a second post: mod suggestions!

I've fallen down the rabbithole on the Nexus, I've a couple specific mod ideas in mind, and I can't navigate the site well it seems.

First off, I'd like a link to the optional inventory sorter that Licana mentioned before, please.

Second, a mod that adds more "mods" to the weapons already in-game. Not skins, not new weapons, but extra parts with which to modify. I tried searching "weapon mods", "weapon parts" and "weapon" and couldn't find many things that weren't just packs of third-party weapons.
Simple stuff, just after something that offers every weapon at least one alternate optic - and essentially, just give more or less every weapon the same mod options.

Thirdly, a kind of "virtual inventory" option. While I could disable carry weights entirely and just carry around all the useless shit I'll ever want, it'll be cluttered - so I'd like to explore the possibility that a mod exists where the game recognises that you have placed an item in a container (ie locker, safe, ammo box etc). This container is then "connected" by a "network", and you are able to buy, sell, trade items and quest items as though they were in your "main" inventory.
No idea if this is even possible tho.

A few mods I did come across that I was interested by the look of, that I'd consider using myself in future:
http://www.nexusmods.com/newvegas/mods/62457/? - Pineapple's Weapon Pack; 8 new weapons, many inspired from irl
http://www.nexusmods.com/newvegas/mods/50002/? - Weapon Creation Recipes; as well as porting over a couple of weapons from Fallout 3, makes "90%" of weapons in the game craftable at a workshop bench, emulating Fallout 3's crafting system. Introduces "weapon parts" from which to make the weapons.
http://www.nexusmods.com/newvegas/mods/63759/? - Companion Ammunition; nerfs ED-E's blaster, grants an alternate weapon (presumably the base game's blaster) powered by energy cells, and gives all other companions ammunition for all weapons, which they must replenish. I like the sound of this one.
http://www.nexusmods.com/newvegas/mods/63687/? - Weapon Name Display; displays the name of your weapon, including applied weapon mods. Simple enough.
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Postby Shadowwell » Mon Sep 04, 2017 9:59 am

Imperializt Russia wrote:As a second post: mod suggestions!

I've fallen down the rabbithole on the Nexus, I've a couple specific mod ideas in mind, and I can't navigate the site well it seems.

First off, I'd like a link to the optional inventory sorter that Licana mentioned before, please.

Second, a mod that adds more "mods" to the weapons already in-game. Not skins, not new weapons, but extra parts with which to modify. I tried searching "weapon mods", "weapon parts" and "weapon" and couldn't find many things that weren't just packs of third-party weapons.
Simple stuff, just after something that offers every weapon at least one alternate optic - and essentially, just give more or less every weapon the same mod options.

Thirdly, a kind of "virtual inventory" option. While I could disable carry weights entirely and just carry around all the useless shit I'll ever want, it'll be cluttered - so I'd like to explore the possibility that a mod exists where the game recognises that you have placed an item in a container (ie locker, safe, ammo box etc). This container is then "connected" by a "network", and you are able to buy, sell, trade items and quest items as though they were in your "main" inventory.
No idea if this is even possible tho.

A few mods I did come across that I was interested by the look of, that I'd consider using myself in future:
http://www.nexusmods.com/newvegas/mods/62457/? - Pineapple's Weapon Pack; 8 new weapons, many inspired from irl
http://www.nexusmods.com/newvegas/mods/50002/? - Weapon Creation Recipes; as well as porting over a couple of weapons from Fallout 3, makes "90%" of weapons in the game craftable at a workshop bench, emulating Fallout 3's crafting system. Introduces "weapon parts" from which to make the weapons.
http://www.nexusmods.com/newvegas/mods/63759/? - Companion Ammunition; nerfs ED-E's blaster, grants an alternate weapon (presumably the base game's blaster) powered by energy cells, and gives all other companions ammunition for all weapons, which they must replenish. I like the sound of this one.
http://www.nexusmods.com/newvegas/mods/63687/? - Weapon Name Display; displays the name of your weapon, including applied weapon mods. Simple enough.



Classic Fallout Weapons

Weapons of the new millenia
WEapon mods expanded-WMx, not WME
Sortomatic, player homes with the sortomatic, which can include the lucky 38 and others if you dl that mod, lets you sort your inventory into specifc contains.

I personally would suggest the Undewater hme mod, it is nice.

Ther are some mod lists, but some may be outdated.

http://www.gamersnexus.net/gg/1536-fall ... aul/Page-4

https://community.gophersvids.com/topic ... uary-2017/

http://wiki.step-project.com/User:EssAr ... utNewVegas

I just used a modified version of the first, though that is the most outdted.
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Postby The Derpy Democratic Republic Of Herp » Mon Sep 04, 2017 10:02 am


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Postby Licana » Mon Sep 04, 2017 1:02 pm

Imperializt Russia wrote:First off, I'd like a link to the optional inventory sorter that Licana mentioned before, please.


It's part of an overhaul mod that I use called Project Nevada. You'll also probably want the Mod Configuration Menu and the Weapon Mod Menu as well.

Imperializt Russia wrote:Second, a mod that adds more "mods" to the weapons already in-game. Not skins, not new weapons, but extra parts with which to modify. I tried searching "weapon mods", "weapon parts" and "weapon" and couldn't find many things that weren't just packs of third-party weapons.
Simple stuff, just after something that offers every weapon at least one alternate optic - and essentially, just give more or less every weapon the same mod options.


WMX does this, to an extent. You'll need a compatibility patch for most major gameplay mods, like Project Nevada.

Imperializt Russia wrote:Thirdly, a kind of "virtual inventory" option. While I could disable carry weights entirely and just carry around all the useless shit I'll ever want, it'll be cluttered - so I'd like to explore the possibility that a mod exists where the game recognises that you have placed an item in a container (ie locker, safe, ammo box etc). This container is then "connected" by a "network", and you are able to buy, sell, trade items and quest items as though they were in your "main" inventory.
No idea if this is even possible tho.


Don't think this is a thing, I've certainly never seen anything like it. The closest I think you're going to get is just having a "home base" with sortable containers, of which there are several mods that add these in addition to the ones present in the base game.

If you're looking for new weapons, Weapons of the New Millenia has a fairly large selection. Other than that, you can use the weapons category in the nexus search. For a general recommendation, I'd suggest YUP and this Collision Mesh mod. I'd also recommend Caesar's New Regime and NCR Rearmament to make these two factions a little bit stronger and, in the former case, a little less silly.
Last edited by Licana on Mon Sep 04, 2017 1:07 pm, edited 3 times in total.
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