Fallout Fallout General Thread - War, War Never Changes. Nor do game engines.

Battlegrinder

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So, more notes on Fallout 4, probably the last for a bit because I won't be getting more mod stuff for a while (other than sim settlements, and the only think more boring than building settlements is reading a story about some other guy building settlements):

The anime character mod might have been a mistake. Not because I don't like being able to play as a cute anime chick, but because one of the known bugs is that it NPCs heads will sometimes get "bigger", but it doesn't say how big. This has caused some minor paranoia. I keep thinking Preston's head is bigger than it used to be, but even after resetting the mod it looks the same, so I don't know if the mod isn't working right, if it's mostly working right but not in this one case, or if I'm Preston is fine and I'm the one with head issues.


I had my first big fight with Better Locational Damage, clearing out the Corvega factory. I died twice clearing the outside, and maybe another eight or so times inside (in part because I kept forgetting to quicksave, so I had to restart a bunch of times). It's a much more tense experience, because making one mistake can easily get you killed. I forgot to secure a doorway that lead to another part of the plant while I was dealing with Jared, and two raiders came through and flanked me mid-fight. Another death was when I was going back to that doorway after the mine I'd left in it had gone off, and I assumed it was clear when it wasn't, more raiders had come through after the first one exploded.

My fears about it discouraging aggressive play proved unfounded, it's more that it discourages run and gun style combat. Pushing forward into a room is actually pretty effective, if you can hit your shots, because it's fairly easy to gun down several unaware targets before they can respond....if you have the right weapon. BLD doesn't feel like it will work well with a low fire rate unless you're an amazing shot. It's not that a single well placed shot is bad, exactly, but more that automatic weapons are so much better. Yes, I could take an extra half second and carefully like up a headshot...or I could just hipfire with my pipe machine pistol and spray rounds at their heads, denying them that extra half second to return fire. I feel like BLD maybe shouldn't have removed the damage penalty that automatic weapons incur in the base game, realistic effect or not.

And of course, this works both ways, so enemies with automatic weapons are very dangerous. Though so far not the most dangerous, that goes to anyone with a shotgun. Shotguns can stagger you, throwing off your aim and leaving you unable to return fire for a moment. And when BLD can be so lethal, being momentarily incapacitated can easily be fatal. They can also cause a bleed DoT effect if you enable that feature, in fact they're the best weapon for inflicting that. Both of those features make shotguns far more lethal in the hands of NPCs than in your hands, because they have more buddies to shoot you when you're staggered and it doesn't matter if they die of bleeding because they have numbers, while you have to break off and staunch the wound before it kills you.

I'm loving BLD, it makes fallout actually feel like you're fighting for your life in a harsh, unforgiving environment with the odds against you, where even some punk with a jury-rigged gun and a head full of psycho can easily kill you (whereas in vanilla I haven't considered raiders a threat since....about halfway through clearing springvale elementary the first time I played 3), but if you don't want that kind of experience I wouldn't recommend it.

I also had Pack Attack NPC tactics installed, which is supposed to make NPCs smarter and more capable. I didn't notice a ton of differences, but I might have just seen them at thier worst. A lot of them were clearly thinking something along the lines of "well, the last 3 guys to go through that doorway got exploded by mines, surely that horrible porcelain skinned mutant with the giant eyeballs is out mines by now".

I was not out of mines.
 
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Spartan303

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I got a Nanosuit Mod with advanced weapons and I've been having a blast!
 

Navarro

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Personally, I wanted the option of asking him to have him and those who are with him defect from the Enclave or something like that. Autumn isn't a genocidal idiot, has a decent head on his shoulders given that you can convince him to surrender if you got a decent enough speech skill...

IMO FO3 should have been more similar to FNV or 4 in terms of its endings:

1. BOS, neutral/good ending. Mostly as canon but introduce more doubts about BOS' ability to govern Capital Wasteland and hint at Maxsonism.
2. Enclave, neutral/evil ending. Enclave rule Capital Wasteland with martial law, but have abandoned racism and there are hints that they may restore democracy in future.
3. Eden, evil ending. Entire CW gets genocided, including most of the Enclave (those who fought for Autumn). Robotic armies hunt down survivors.
4. Leave us alone!, neutral ending, "yes man" style in that it's a failsafe. Both Enclave and BOS get kicked out of CW, it's left unclear whether the local settlements can survive the super mutants without them, but at least they don't have power-armoured armies fighting in their turf.
5. Synthesis, best ending. Enclave and BOS negotiate alliance, eventually merge peacefully. Epic battle against super mutants takes place, they along with Eden are totally defeated. Hardest ending to get.
 
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Aaron Fox

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IMO FO3 should have been more similar to FNV or 4 in terms of its endings:

1. BOS, neutral/good ending. Mostly as canon but introduce more doubts about BOS' ability to govern Capital Wasteland and hint at Maxsonism.
2. Enclave, neutral/evil ending. Enclave rule Capital Wasteland with martial law, but have abandoned racism and there are hints that they may restore democracy in future.
3. Eden, evil ending. Entire CW gets genocided, including most of the Enclave (those who fought for Autumn). Robotic armies hunt down survivors.
4. Leave us alone!, neutral ending, "yes man" style in that it's a failsafe. Both Enclave and BOS get kicked out of CW, it's left unclear whether the local settlements can survive the super mutants.
5. Synthesis, best ending. Enclave and BOS negotiate alliance, eventually merge peacefully. Epic battle against super mutants takes place, they along with Eden are totally defeated. Hardest ending to get.
Given that doing that would take a better part of a decade just to get it working right...
 

Navarro

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Given that doing that would take a better part of a decade just to get it working right...

The purifier battle can be used as the scenario for 1, 2 and 3 just fine - similar to how FNV ends at Hoover Dam. The only endings which require a new scenario are 4 and 5.
 

Aaron Fox

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The purifier battle can be used as the scenario for 1, 2 and 3 just fine - similar to how FNV ends at Hoover Dam. The only endings which require a new scenario are 4 and 5.
I'm looking at this from a code perspective though... but that is a good idea.
 

Tiamat

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I got a Nanosuit Mod with advanced weapons and I've been having a blast!

That was my go-to armor mod outfit for my Fallout 4 female character for a while, then I went to the Sirius Assault Armor mod which I like even more, she kicks serious ass now and looks good wearing it too. 😁 The Nanosuit armor mod is still a must-have for my female companions though, I typically have Piper and Cait wear it.

For my current female Fallout 4 character she's decked out in the Sirius Assault armor (with exoskeleton add-on), I utilize PMC armor mod for a chest rig, Nanosuit Armor for a belt and accessories, Galac-Tac Redux mod and West-Tek Goggles mod for helmet and NV goggles setup, and Wasteland Tactical mod for a backpack. If she goes swimming I'll deck her out in the Tactical Combat Swimwear mod, if she goes hunting and wants to blend in with the surroundings I outfit her with the Ghillie Suit mod.

My weapons setup would take another page to describe, I use mostly real-world weapon mods. Yeah...I use a lot of mods for Fallout 4. Somewhere around 258 or so I think. :oops:
 

Spartan303

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That was my go-to armor mod outfit for my Fallout 4 female character for a while, then I went to the Sirius Assault Armor mod which I like even more, she kicks serious ass now and looks good wearing it too. 😁 The Nanosuit armor mod is still a must-have for my female companions though, I typically have Piper and Cait wear it.

For my current female Fallout 4 character she's decked out in the Sirius Assault armor (with exoskeleton add-on), I utilize PMC armor mod for a chest rig, Nanosuit Armor for a belt and accessories, Galac-Tac Redux mod and West-Tek Goggles mod for helmet and NV goggles setup, and Wasteland Tactical mod for a backpack. If she goes swimming I'll deck her out in the Tactical Combat Swimwear mod, if she goes hunting and wants to blend in with the surroundings I outfit her with the Ghillie Suit mod.

My weapons setup would take another page to describe, I use mostly real-world weapon mods. Yeah...I use a lot of mods for Fallout 4. Somewhere around 258 or so I think. :oops:


I have my females and other side characters in ODST armor.
 

Battlegrinder

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Is it just me, or does the Fallout 4 mod scene lean way more toward the call of duty tacticool side than in previous games?

Like, NV and 3 had loads of mods to add new weapons, but I feel like they were a lot more focused on stuff that fit the universe or the setting. NV had loads of guns mods, but the popular one are mostly retextures or stuff that fits that kinda cowboy feel that the game had. Whereas 4 has lots of modern guns with mods to given them ACOGs and laser sights and that kind of stuff that hasn't really been a thing in previous games and doesn't fit in with the universe.

Granted, I'm not exactly innocent here, I just cleared out a super mutant camp with my M392 DMR that has a million differant scope mods and alternate ammo types and laser sights.
 

Tiamat

I've seen the future...
Is it just me, or does the Fallout 4 mod scene lean way more toward the call of duty tacticool side than in previous games?

Like, NV and 3 had loads of mods to add new weapons, but I feel like they were a lot more focused on stuff that fit the universe or the setting. NV had loads of guns mods, but the popular one are mostly retextures or stuff that fits that kinda cowboy feel that the game had. Whereas 4 has lots of modern guns with mods to given them ACOGs and laser sights and that kind of stuff that hasn't really been a thing in previous games and doesn't fit in with the universe.

Granted, I'm not exactly innocent here, I just cleared out a super mutant camp with my M392 DMR that has a million differant scope mods and alternate ammo types and laser sights.

I've got ammo dumps/weapon depots my character has set up in her settlements....and yes, I've got a bunch of mods for settlements too and turned a lot of them into something more along like modern firebases, I recommend the Sandbag Fortifications mod. Barriers, sandbags, bunkers and watchtowers galore. But as I was saying, yeah, thanks to an enhanced nano armor my character now has she typically humps around with an M249 SAW, a modified MP7, a HK USP pistol, a Pancor Jackhammer shotgun and a heavily modified XM2010 sniper rifle. Very much fun. 😁

But to delve into your question, I think it's because while the weapons in Fallout NV were actually pretty decent and had closer to a real-world feel in most cases, barring the more scifi weapons. The weapons of Fallout 4...eh, leave a lot to be desired, IMO. The weapons just look rather clunky and not at all aesthetically pleasing, so yeah, I think there was enough dissatisfaction there that the modding community took matters into their own hands, and presto.

Also, before Fallout 4 came along I was, and still am a big fan of the STALKER series, and apparently there's a lot of fans who play both games, with several mods that add a veritable armory of new weapons and mods to the Stalker games, so that might be something too.
 

Aaron Fox

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I mean, Bethesda games are infamous for their bugs.
True, but then again that is due to the engine they have been using (and are still using) for ages starting to break down. No publisher is going to agree to a new engine anymore, not with how much time and money is required to make it work, make a manual for, etc.

It is a miracle that it lasted this long and survived the jump to 3D.

Given that Fallout 3 not only forced the series to jump to fully 3D but also into a sandbox-style of play... you have to give credit where credit is due.
 

Battlegrinder

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But to delve into your question, I think it's because while the weapons in Fallout NV were actually pretty decent and had closer to a real-world feel in most cases, barring the more scifi weapons. The weapons of Fallout 4...eh, leave a lot to be desired, IMO. The weapons just look rather clunky and not at all aesthetically pleasing, so yeah, I think there was enough dissatisfaction there that the modding community took matters into their own hands, and presto.

I wouldn't exactly say that 4's weapons look bad, but you've got a point about the weapon change. Look at the IMFDB page for NV and 4:
Fallout: New Vegas - Internet Movie Firearms Database - Guns in Movies, TV and Video Games

Fallout 4 - Internet Movie Firearms Database - Guns in Movies, TV and Video Games

The vast majority of NV's firearms were real guns, or very closely based on real guns, 4 only has a handful. I count just 5, the PPK, the M29, the Thompson, the Remington 700, and the AKM....maybe 6 if you count the shotgun since there's surely some model of double barrel that looks just like this one. Proably a consequence of the game's overall stylistic shift away from the real world in favor of doubling down on the retrofuturism (that, and pipe weapons replaced all the crappy pistols that were in NV and 3).

I actually kinda like that shift, it gives fallout a more concrete visual identity that it had lacked before. For example, before 4, combat armor looked extremely generic, you could drop it into just about any near-future or sci-fi setting and it would have blended right in. There was nothing distinctive or catchy about it. The new stuff.....eh, it could be a bit better, but it certainly stands out.

True, but then again that is due to the engine they have been using (and are still using) for ages starting to break down. No publisher is going to agree to a new engine anymore, not with how much time and money is required to make it work, make a manual for, etc.

I don't think you can really blame bugs on the engine. Instability, maybe. Performance issues, maybe. But bugs....eh, I don't think so, otherwise the various unoffical patches wouldn't be able to fix so many of them. Bethesda games have bugs because Bethesda focuses more on making them huge and complicated and flashy and not on making sure they work right.
 

Battlegrinder

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re fo4 guns

the issue i have is that many of them don't make sense

ex.
only 1 gun uses .44 ammo but there are 2 different .45 smgs

That's not quite right.

The SMG fires and the combat rifle is are chambered in .45, but so is the radium rifle. That's either 3, if you go by the fact that SMGs are by definition automatic weapons chambered for pistol rounds, which all of those are, or just 1, if you base it by the weapon's name.

And there are two .44 pistols, the .44 and the western revolver.


I'm also not seeing how this doesn't make sense, can you expand on that a bit?
 

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