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Author Topic: Fallout 4: It Just Works  (Read 842187 times)

Metalax

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1950 on: September 24, 2015, 11:08:57 am »

Isn't he like... the only dog in the game? Wait... no, I think there was one other in FO3.
There are a whole load of them in FO3, six in Little Lamplight alone, one in the Temple of the Union, many of the Scavengers that spawn in fixed locations also have them, as do several Raider and Black Talon encampments.

Just one breed if I remember correctly.
True, although that is likely more of a limited art assets issue than being only one particular breed surviving.
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Ghazkull

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1951 on: September 24, 2015, 12:05:05 pm »

it propably has something to do with people stopping to breed them actively so the all the different dog races intermingle again and return towards their wolf origins...
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Teneb

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1952 on: September 24, 2015, 12:18:55 pm »

it propably has something to do with people stopping to breed them actively so the all the different dog races intermingle again and return towards their wolf origins...
Yeah, in case of an apocalypse (especially 200 years after the fact), dogs would probably intermingle enough that you'd end up with a single generic "breed".
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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1953 on: September 24, 2015, 12:42:07 pm »

it propably has something to do with people stopping to breed them actively so the all the different dog races intermingle again and return towards their wolf origins...
Yeah, in case of an apocalypse (especially 200 years after the fact), dogs would probably intermingle enough that you'd end up with a single generic "breed".

Doesn't explain why the cyberdogs in the Big Empty are also of that breed, especially with one of the dogs (Boros', I think?) possibly being alive since before the war.
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AoshimaMichio

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1954 on: September 24, 2015, 01:05:41 pm »

I file that under "developer lazines".
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Putnam

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1955 on: September 24, 2015, 01:35:47 pm »

I don't file that under "developer laziness" so much as "cost/benefit ratio being too awful to consider"

GiglameshDespair

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1956 on: September 24, 2015, 02:47:12 pm »

There are two dog models in FO3, and three in NV (not including cyberdogs).

But quite frankly

I don't file that under "developer laziness" so much as "cost/benefit ratio being too awful to consider"
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AoshimaMichio

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1957 on: September 24, 2015, 02:53:36 pm »

When thinking about game lore one should always keep in mind that aspect. Developers didn't necessarily have time/burget/interest to produce all assets to represent game universe faithfully. Lack of variant models and textures doesn't necessarily mean lack of actual variance in the lore.
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Shadowlord

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1958 on: September 24, 2015, 03:38:27 pm »

it propably has something to do with people stopping to breed them actively so the all the different dog races intermingle again and return towards their wolf origins...
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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1959 on: September 24, 2015, 09:59:07 pm »

So, uh. Unrelated note: Operation Anchorage is fun.
Kind of annoying that you can't pick up weapons from enemies, but that adds to the challenge.
Small side note: you are hilariously inaccurate with the missile launcher if you don't meet the strength requirement. The thing sways more than a regular gun with every limb crippled.
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Shadowlord

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1960 on: September 24, 2015, 10:06:26 pm »

Back when I played it, it was possible to steal weapons from that module and take them back to the real world. I take it they've fixed that? (Although I don't remember how it was done anymore)
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jocan2003

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1961 on: September 24, 2015, 10:09:34 pm »

Back when I played it, it was possible to steal weapons from that module and take them back to the real world. I take it they've fixed that? (Although I don't remember how it was done anymore)
I know there is a mod where you can bring what you loot back from that if i remember right?
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SOLDIER First

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1962 on: September 24, 2015, 10:10:52 pm »

I'm talking about not being able to loot bodies. I think the glitch persists, unless they specifically fixed it in the GOTY version on steam.
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Flying Dice

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1963 on: September 24, 2015, 11:03:35 pm »

Back when I played it, it was possible to steal weapons from that module and take them back to the real world. I take it they've fixed that? (Although I don't remember how it was done anymore)
Basically, there was a prisoner in the underground area where the VR pod was. You killed him, dragged his corpse into the front of the pod (so that it would be directly in front of the cursor while you were locked into the sitting animation), played through the DLC, and then hammered the loot/interact key when you woke up. If you did it right, you'd be able to access the corpse's inventory before your VR inventory was removed, allowing you to transfer all those delicious infinite-durability bits of gear over.

I'unno if they actually patched it. Personally, I liked it, mostly because the stuff you could get that way wasn't actually top-end for the most part, so there was that tradeoff between raw stats and durability.
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Putnam

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Re: Fallout 4: The Flesh of Your Fellow Man Can Provide...
« Reply #1964 on: September 24, 2015, 11:07:14 pm »

Nah, it was a dead Gary. Already dead for you.
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