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Author Topic: Fallout 4: It Just Works  (Read 840642 times)

MarcAFK

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Re: Fallout 4: Basically WH40K
« Reply #4395 on: December 02, 2015, 07:46:03 pm »

He met her when she served as his defence when the core busted him down for being a hot headed don't play by the rules flyboy(of power armour).
But seriously, I'm looking forward to the first hacky bugfisted attempt at getting vehicles into the game by modding power armour mechanics combined with random destroyed car meshes.
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Kot

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Re: Fallout 4: Basically WH40K
« Reply #4396 on: December 02, 2015, 08:19:45 pm »

There were things like tanks for Skyrim, so with the F4 Power Armour I can totally see vehicles being a thing.
Wearable cars!
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Aseaheru

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Re: Fallout 4: Basically WH40K
« Reply #4397 on: December 02, 2015, 08:28:21 pm »

 Ooh, a quest to get a pre-war tank back up and running... With the tank as a reward (or atleast the ability to call it in)... Plus, being able to get some of those IFVs fixed up so that your allies could show up in battle sooner...
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PTTG??

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Re: Fallout 4: Basically WH40K
« Reply #4398 on: December 03, 2015, 12:53:34 pm »

Fallout 3 had working motorcycles as a mod, a motorcycle would be ideal.

Maybe the option to fix your old household car too...
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Astral

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Re: Fallout 4: Basically WH40K
« Reply #4399 on: December 03, 2015, 01:04:24 pm »

New vegas had a Vertibird mod that primarily acted as a proof of concept. It basically requires that it puts its own engine inside of the game, running on top of Gamebryo, in order to provide the physics that the base engine does not (as Gamebryo is apparently extremely wonky when it comes to vehicle physics).

It's in perpetual beta status, but a good indicator of what modders with lots of time can do when sufficiently interested in a tpic.
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KingofstarrySkies

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Re: Fallout 4: Basically WH40K
« Reply #4400 on: December 03, 2015, 03:33:07 pm »

I want just, oversized, GLORIOUS looking mechs. Maybe it'd double as a house.
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forsaken1111

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Re: Fallout 4: Basically WH40K
« Reply #4401 on: December 03, 2015, 05:04:30 pm »

I want a mod that lets you spruce up some of the static objects within settlements. Clean up the shitty looking houses in sanctuary and rebuild that damn bridge for example.
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umiman

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Re: Fallout 4: Basically WH40K
« Reply #4402 on: December 03, 2015, 05:14:25 pm »

I want a mod that lets you spruce up some of the static objects within settlements. Clean up the shitty looking houses in sanctuary and rebuild that damn bridge for example.
I want one that gets rid of some stupid permanent bodies sitting on the bridge. Does anyone else have those?

Mattk50

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Re: Fallout 4: Basically WH40K
« Reply #4403 on: December 03, 2015, 05:29:33 pm »

I want a mod that lets you spruce up some of the static objects within settlements. Clean up the shitty looking houses in sanctuary and rebuild that damn bridge for example.
I want one that gets rid of some stupid permanent bodies sitting on the bridge. Does anyone else have those?

I tried dragging them off but they re-appeared. Then i dismembered one of the bodies and it regrew limbs. but it's still naked. Im going to find some long johns and redress the body if it lets me.

Though, i dont go to sanctuary any more because it bugs out when you fast travel near it and everyone leaves the settlement due to it thinking it has 0 defense.
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Krevsin

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Re: Fallout 4: Basically WH40K
« Reply #4404 on: December 03, 2015, 05:30:45 pm »

Personally, I can't wait for the mod that adds classic fallout weapons and all of the sweet, tasty, juicy mods for them.
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Rolan7

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Re: Fallout 4: Basically WH40K
« Reply #4405 on: December 03, 2015, 05:31:49 pm »

I really should make a list of changes I think would be relatively easy, and helpful.
...  But I think other people are probably working on most of them already.
Yeah, being able to "scrap" corpses to nothingness (or bone (and gecko meat, aheh)) would be great.

Unfortunately it would be tough for modders to let the hardcoded unscrappable buildings and trash be removed.  That's kinda Bethesda's fault.

I tried dragging them off but they re-appeared. Then i dismembered one of the bodies and it regrew limbs. but it's still naked. Im going to find some long johns and redress the body if it lets me.
Ah jeez that's just lazy, I can see how that would happen though from a coding perspective.

Though, i dont go to sanctuary any more because it bugs out when you fast travel near it and everyone leaves the settlement due to it thinking it has 0 defense.
Haha wtf
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umiman

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Re: Fallout 4: Basically WH40K
« Reply #4406 on: December 03, 2015, 05:35:25 pm »

I don't know if it will help you guys but I found the cause for the settlement bugs in my game. I removed all the TVs (all of them) and I never have issues with mysterious changing numbers.

Krevsin

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Re: Fallout 4: Basically WH40K
« Reply #4407 on: December 03, 2015, 05:38:56 pm »

I don't know if it will help you guys but I found the cause for the settlement bugs in my game. I removed all the TVs (all of them) and I never have issues with mysterious changing numbers.
Soooo the TV rots the settlers' brains?

Good to know.
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Reudh

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Re: Fallout 4: Basically WH40K
« Reply #4408 on: December 03, 2015, 08:31:53 pm »

New vegas had a Vertibird mod that primarily acted as a proof of concept. It basically requires that it puts its own engine inside of the game, running on top of Gamebryo, in order to provide the physics that the base engine does not (as Gamebryo is apparently extremely wonky when it comes to vehicle physics).

It's in perpetual beta status, but a good indicator of what modders with lots of time can do when sufficiently interested in a tpic.

It was less an engine and more a kludge that used directed, invisible explosions behind the vertibird (and in the case of the XRE Cars mod, cars too) to use Havok to fling the vertibird/car in the right direction just so. It's why the physics are so slippery for the car.

Rolan7

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Re: Fallout 4: Basically WH40K
« Reply #4409 on: December 03, 2015, 08:41:29 pm »

Ugh that's so unrealistic.
Fallout cars use nuclear, not combustion engines!
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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.
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