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Author Topic: Fallout 4: It Just Works  (Read 837781 times)

Gabeux

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Re: Fallout 4: Basically WH40K
« Reply #3930 on: November 21, 2015, 07:29:49 pm »

I've finished it at level 50.

I'm not sure how people can have a problem with the writing here and look back at FO3 as a positive example. Unless they miss the goofyness, I guess.

Now, if I put together everything correctly (since I couldn't really just ask anyone directly about these things), the true villain of the story is
Spoiler (click to show/hide)

Think I'll replay it with a melee build, see how viable that is since I spent most of the game creeping around and shooting headshots.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: November 21, 2015, 07:35:06 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Flying Dice

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Re: Fallout 4: Basically WH40K
« Reply #3931 on: November 21, 2015, 07:35:52 pm »

That's why Obsidian really needs to get that sequel to New Vegas in gear...
Christ, no. Get them to team up with Bethesda. Bethesda does everything except the writing for quests, characters, the main plot, &c., which is handled by Obsidian. New Vegas was far buggier and more unreliable than FO3 (at least in my experience), and Bethesda have evidently made strides on that front.
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Gabeux

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Re: Fallout 4: Basically WH40K
« Reply #3932 on: November 21, 2015, 07:53:58 pm »

By the way, if anyone is trying to get the Benevolent Leader achievement, or wants to experiment or play around with settlements, here's a tip:
- Open the console and target (click) your settlement's Workshop.
- Enter "getav WorkshopRatingHappinessTarget".
- This is the value your happiness will reach after the 'ticks' happen. I'm not sure how long it takes to refresh, and it didn't seem like sleeping or waiting affected it, but happiness seem to grow little by little, like 5 every 'tick'. You want this target to be 100.

This command helps because you can know exactly how much happiness your settlement has potential to achieve. Then you can make changes, and wait for the ticks.
This also helps if you want to experiment how much you lose/gain happiness based on how many stores you have, how much resource production affects happiness, if placing decoration affects happiness at all, how much killing settlers affect potential happiness, and all that sort of stuff.

I decided to find a way to discover how much actual happiness my settlement had and what affected it after I spent too much time with 98 happiness. That frustrated me too much.  :P
Turns out a crap-load of stores really do the job. It still took a lot of caps and resources to make it, though.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

redwallzyl

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Re: Fallout 4: Basically WH40K
« Reply #3933 on: November 21, 2015, 08:04:25 pm »

That's why Obsidian really needs to get that sequel to New Vegas in gear...
Christ, no. Get them to team up with Bethesda. Bethesda does everything except the writing for quests, characters, the main plot, &c., which is handled by Obsidian. New Vegas was far buggier and more unreliable than FO3 (at least in my experience), and Bethesda have evidently made strides on that front.
it was mainly buggy because it was rushed and they also had to cut big parts of their plans. its an unfair label that they have been strapped with. pillars of eternity wasn't plagued with bugs.
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Rolan7

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Re: Fallout 4: Basically WH40K
« Reply #3934 on: November 21, 2015, 08:11:04 pm »

Weird...  Bracketed short barrels seem purely better than non-bracketed (which can't hold a muzzle slot) but they require the same parts.  They're worth slightly more caps too, apparently.
Probably an oversight, since bracketed *long* barrels require slightly more resources than non-bracketed ones.
Edit:  Wait what, they actually require LESS glass and circuitry!  And one more adhesive...  So strange, since again, they seem to be a straight upgrade.  And we can literally grow adhesive.

So of course this Assassin's laser musket I'm modding doesn't have brackets, so I have to reforge the barrel anyway :P  ...  I think I'll make it long while I'm at it.  I heard laser muskets can make very deadly sniper weapons, and with +50% against human enemies, it may be a bit OP.  At least for one shot!

@Gabeux
That's good to know...  I've mostly been neglecting my settlements, building the bare minimums and leaving.  But I've never been good at making constructions pretty (in Minecraft modpacks, mostly).  Just space-optimized (;
« Last Edit: November 21, 2015, 08:13:05 pm by Rolan7 »
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Quote from: Fallen London, one Unthinkable Hope
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Virtz

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Re: Fallout 4: Basically WH40K
« Reply #3935 on: November 21, 2015, 08:40:35 pm »

I've finished it at level 50.

I'm not sure how people can have a problem with the writing here and look back at FO3 as a positive example. Unless they miss the goofyness, I guess.

Now, if I put together everything correctly (since I couldn't really just ask anyone directly about these things), the true villain of the story is
Spoiler (click to show/hide)

Think I'll replay it with a melee build, see how viable that is since I spent most of the game creeping around and shooting headshots.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
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ShoesandHats

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Re: Fallout 4: Basically WH40K
« Reply #3936 on: November 21, 2015, 09:00:22 pm »

Spoiler (click to show/hide)
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Gabeux

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Re: Fallout 4: Basically WH40K
« Reply #3937 on: November 21, 2015, 09:05:14 pm »

Spoiler (click to show/hide)


I still have to process everything, though, as it was quite a lot.

E:
Spoiler (click to show/hide)
« Last Edit: November 21, 2015, 09:09:14 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Frumple

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Re: Fallout 4: Basically WH40K
« Reply #3938 on: November 21, 2015, 09:10:14 pm »

I'd also say the BoS is right to fear synths. Having entities that can infiltrate you with minimal chance of detection and are easy to program to think or do anything (to a point where a bunch of sewer-dwelling morons were able to do it) sounds incredibly dangerous. Like do you imagine something like that existing in the real world without legal regulations?
We have those, actually. They're this thing we call "people" :P
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SOLDIER First

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Re: Fallout 4: Basically WH40K
« Reply #3939 on: November 21, 2015, 09:14:22 pm »

People can be persuaded to switch allegiance. You can't bribe a machine like you can a human, nor can you torture something that doesn't feel pain.
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Virtz

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Re: Fallout 4: Basically WH40K
« Reply #3940 on: November 21, 2015, 09:44:43 pm »

I'd also say the BoS is right to fear synths. Having entities that can infiltrate you with minimal chance of detection and are easy to program to think or do anything (to a point where a bunch of sewer-dwelling morons were able to do it) sounds incredibly dangerous. Like do you imagine something like that existing in the real world without legal regulations?
We have those, actually. They're this thing we call "people" :P
Yeah, all those undetectable programmed people out there that suddenly just replace other people without a trace.
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Rolan7

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Re: Fallout 4: Basically WH40K
« Reply #3941 on: November 21, 2015, 09:59:28 pm »

Huh I actually identified Tuvok's voice actor, I'm usually really bad at that.

Spoiler: Blimp (click to show/hide)
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She/they
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Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

forsaken1111

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Re: Fallout 4: Basically WH40K
« Reply #3942 on: November 21, 2015, 10:18:12 pm »

They will comment on him sometimes, like "better keep you pet synth on a short leash! "
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stabbymcstabstab

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Re: Fallout 4: Basically WH40K
« Reply #3943 on: November 21, 2015, 11:11:33 pm »

I'm pretty sure the only reason they didn't kill him is because, one he's with you and Bethesda probably felt that wouldn't end well for that storyline, and two he openly a synth and isn't trying to infiltrate and replace people. 
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TheDarkStar

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Re: Fallout 4: Basically WH40K
« Reply #3944 on: November 22, 2015, 12:08:00 am »

I'm pretty sure the only reason they didn't kill him is because, one he's with you and Bethesda probably felt that wouldn't end well for that storyline, and two he openly a synth and isn't trying to infiltrate and replace people. 

It would still be interesting to see a Bethesda game where racism/specism/technophobia has more of an effect than just what NPCs say.
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