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/fog/ - Fallout General

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The walls have eyes edition

>Fallout 1 and 2
>General Information etc:
http://pastebin.com/mtYCtDLV

>Fallout 3 and New Vegas
>General Information, Mod Recommendations & Run Ideas etc:
http://pastebin.com/u29WKkGy

>Fallout 4
>General Information etc:
http://pastebin.com/pHrbuwt2
>Collection of Nexus Weapon Links:
http://pastebin.com/Gv5vnQi0

>/fog/ Asset and Mod Repository
>Mods & Rips etc:
http://pastebin.com/q5ryvSZc

>VGU
>Rips:
http://pastebin.com/v1adFSwj
http://pastebin.com/S2eDehza

>How to Convert Skyrim / Oblivion / NV / FO3 etc. Models to FO4 & Bodyslide Guide:
http://pastebin.com/MWEPKj5m

>Pre-War thread >>173626259
>>
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Are you rolling with any companion mods fog?

I'm pretty impressed with the Heather one so far, and I liked the Ellen one too.
>>
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Note to self, cryolator + vertibird = weird shit
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nth for biggus diccus
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Any good hair mods for fo4?

Azar/Apachi/Commonwealth cuts is all long hair crap

And all the other mods suck

Specifically one with a nice short Bob cut with bangs (pic rel)
>>
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>>173760276
Why has no one made a "The Hills have Eyes" mod for Fallout 4 yet?
>>
>>173760718

I made this. Might be right up your alley.

http://www.loverslab.com/topic/66502-anime-inspired-hair-mod/
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What did you say to him?

Does he make it back? Are there sea monsters to destroy the vessel? I would imagine ocean travel to be super dangerous.
>>
>>173761141
Thanks man
>>
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>>173760460
I use this one, because she comes with a mini-quest, a settlement and lots of doggos, which is immersive because it would be pretty hard to rape and murder someone if they owned a half-dozen attack dogs. Hard to sneak up on them anyway.

Also, the VA doesn't sound like a fat, middle-aged cat-lady. She sounds like a young woman trying her best to impersonate a hillbilly, or maybe a country and western singer, hard to tell. I give the mod a 7/10, because the player's lines are only half-voiced.
>>
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>>173761195
>commie
>ghoul

One word. "Merica". Redneck Enclave takes no prisoners.

https://www.youtube.com/watch?v=7R5A0pg4oN8
>>
>going through vehicle mods for NV
>an entire fleet of cars being sold
>there's even a controllable Vertibird
>but no one made a Highwayman mod
I don't understand.
>>
Feeling compelled to go back ot FO3 and FO:New Vegas. I've been playing FO4 for an year straight now but I've been reminiscing about the good old days.

Is there a chance that I'll hate them now that I've become more or less hung up on the newer engine?
>>
>>173762273
If you don't use mods.

Otherwise it'll probably be a mixed bag.
>>
>>173762231
https://www.youtube.com/watch?v=-_9ISEYidhU
>>
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What is pizza like in the post-apocalypse?
>>
>>173762906
>What is pizza like in the post-apocalypse?
https://www.youtube.com/watch?v=5xzNvaurU4Q
>>
>>173762273
Youll hate how shite the gunplay was back then


But at least you can get a stable 60fps in urban areas with a GTX 1070
>>
I want to dissect this mod and see if the elements exist between the games to allow it to be ported to FO4, but I'm too lazy to install NV for the CK.

http://www.nexusmods.com/newvegas/mods/49478/?
>>
>>173758801
>Do synths have to eat? What maintains energy and operating health for the muscles and organs if they are essentially organic fleshbags?No, synths do not have to eat. they can, but it is unnecessary

Synths are kept healthy by FEV, which heals them as it does super mutants
>>
>>173763467
needs script extender to be updated for FO4, then adding hotkeys to switch fire modes will be possible.
>>
>>173762273

>FO3
Maybe

>FO:New Vegas
HAHAHAHAHA. No, that game is impossible to hate.
>>
>>173763741
>Synths are kept healthy by FEV, which heals them as it does super mutants

what?
>>
>staggering fat man
>cryogenic leather left arm
Well...are cryogenic/incendiary any good?
>>
>>173765708
Cryo on weapons is a change for an instant stun with Overdrive.
>>
>>173765886
not on weapons, on armor. it seems like dumb shit because it depends on getting melee hit.
>>
Hello people, I've decided to come back to fallout 4.

Last thing I remember is Buff's hair mod, fill me in on what I've missed?
>>
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>>173766351
>>
>>173763741
But don't super mutants eat? Does anything in FO4 imply that synths don't eat or don't need to eat? Obviously talking about the Gen3s. I assume they do just to blend in, but do they need to? Is it mentioned either way?
>>
>>173764271
>what?
FEV, a self replicating virus, automaticall fixes any damage to the DNA/body it detects.

That is why super mutants and synths are effectively immortal from age, immune to radiation, and why Synths, who use a perfect form of FEV, do not need to eat.
>>
>>173766503
>that skinny
>shoulders are still fucking huge
Hate that bullshit. Doesn't matter how skinny a waist is if the hips are tiny compared to shoulders. Shoulder width is a masculine trait, hip width is a feminine trait.
>>
>>173760276
guize halp I'm suffering withdrawal symptoms from /bsg/

Is there a mod that turns Shaun into a qt daughter damsel that I get to save from distress?
>>
>>173766503
"i've never seen a real life human" tier

It's not even a caricature. It's just shit.
I say this because the standard of waifus must improve.
>>
>>173766517
>Does anything in FO4 imply that synths don't eat or don't need to eat?
Yes, at least one of the sceintists in The Institute mentions synths dont need to eat.

We also know from terminal entries that it is impossible for synths to gain or loose weight
>>
You know, a lot of people including myself gave Bethesda a lot of shit for the Fallout 3 Enclave Power Armor design.

Yet. I noticed something reading into Fallout Tactics. One thing about Tactics is that the artist who designed the MidWestern Brotherhood Advanced Power Armor said that if there was one thing he could do, he'd go back and fix the grasshopper armor to make it fit into the setting better.

So... Bethesda did something right? The X-02/APA Mk2 in 3 may just be an attempt to redesigned the grasshopper/horned devil armor. In fact, the armor is called horned devil armor in the game.
>>
>>173766775
To be fair, this is so retarded I'm retconning any mention of it entirely out of spite. Because if they didn't need to eat it would suggest some sort of long term reactor inside of the synths. Which would make detecting them really fucking easy.

You can't have things function off of air and intent.

Gen 3 synths, by what is presented in-game aside from badly written dialogue from a company that can't seem to get its shit together, are just humans with some modifications and a kill switch installed.

Either that, or magic is real in the Fallout universe. And I mean magic. Not psionics. Magic.

Can't even compliment Bethesda without having to call them out on their bullshit with the next post.
>>
>>173767398
Are you okay?
>>
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>>173767398
Alternatively, Father's whole shitshow to dehumanize the synths to ensure their continued subservience includes that amidst the controls, even among the Institute itself.

>>173767461
I don't know anymore. I just don't know.
>>
>>173767398
I'm with you. Gen3 Synths can't be that hand-wavy bullshit. If they don't need to eat but otherwise can pass as human, they are magical as fuck. Even the lack of losing/gaining weight can be explained that synths metabolized differently. But you can't fucking handwave thermodynamics away. Their bodies must expend energy to function on a regular basis, so they must consume some form of fuel or energy.
>>
>>173766609
>FEV, a self replicating virus, automaticall fixes any damage to the DNA/body it detects.

Yet it's exposure can kill.

>That is why super mutants and synths are effectively immortal from age

Mutants age. Synths don't visibly age. They don't age like humans, I saw nothing in a game that indicated they live forever.

>immune to radiation
Nope. Synths are vulnerable to radiation. Supermutants and Synths die to gamma guns, much like everything else. Supermutants don't appear effected by certain types of radiation, other types presumably hurt them (and synths) just like anything else.

>perfect form of FEV
If it were perfect, it would not need to bond with a cell. Perhaps you meant to say the virus replication is 'perfect' in a particular type of cell, but that makes no sense either.

>do not need to eat
According to who? The guy from robotics that attempts a coup when you become Director? Are you sure he wasn't talking about gen 1 synths. They don't need to eat because they're robots. What is known is that gen 3 synths don't get fat from eating Fancy Lad Snack Cakes.

You have another source for the "don't eat" thing, one that specifically references gen 3 synths?
>>
>>173768294
>Supermutants and Synths die to gamma guns

>its another he confuses game mechanics for lore episode
>>
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>>173766351

I'm making a gun!

I'm still balancing it, but I like how it feels right now. Gotta tweak the damage a bit.
>>
>>173767718
>But you can't fucking handwave thermodynamics away.

Sure you can. It's up to the player/reader/watcher/whoever to decide if it's plausible enough to accept, though. Fusion cars? Sure. Gen3 synths? Plausible enough for LITERALLY EVERYONE at BethSoft to release a game with their name on it. I'd love to meet the dissenting voice on the dev team if there was one, though.
>>
>>173766609
If Supermutants are immune to radiation, then why does the stealth radiation from Stealth Boys turn them into Nightkin?
>>
>>173768569
Who states Synths are immune to radiation?

Supermutants have been shown to be vulnerable to certain types of radiation since the original Fallout. Mechanics or Lore? Both.
>>
>>173768569
If we're going by lore, there is one thing that was released in DLC that answers every question about 3rd gen synths. In Far Harbor, there's a quest where you're trying to find a synth that ran off. And you do. He was killed, and cannibals picked him apart and ate the body. They mentioned no irregularities. This suggests 3rd gen synths have every organ in the right place and that everything tasted as would be expected in a normal human being.
>>
>>173768873
They didn't eat the head. I don't remember asking the Trappers how their meal was.
>>
Experimented a bit with legendary effects

>2-shot plasma cannon

I think I'm gonna give Plas-man a 2-shot Prong as his weapon. Then somewhere else I'm gonna put in a never ending plasma caster.
>>
>>173768873
The Covenant questline isn't even DLC. They mention nothing about gen 3s being immune to radiation.

Gen 1 and 2's are 'immune' but they're robots.
>>
>>173769214
Do you have an ETA for release? A beta?
>>
Was the Kellogg fight ever actually meant to be a boss battle of any sort? On Survival, at least, he's weaker than the synths with him.
>>
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>>173752639
it was due to appear in the Environmental Protection Agency, but the location itself was cut and subsequently any unique shit therein, too

the EPA eventually morphed into the Big Mt. facility we see in New Vegas, only sans marijuana
>>
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>>173769617
>ETA for release?

Not really. All the harder stuff's been done, but I still have to do the leveled lists, texture changes, sound effects, Plas-man dungeon, and Plas-man's power armor. Oh and his synth soldiers.

I WAS going to give him a pet deathclaw with shoulder mounted plasma weapons but that idea was scrapped. Dogtooth said it would be totally possible but the animations wouldn't look right, so that was scrapped. I'm not sure how big I'll make his lair, its definitely not going to be Mechanist tier. I'm thinking of putting his lair at "Poseiden Energy Turbine #18-F". His robo minions will be outside of it, and a secret basement entrance to his lair will be inside. I'm not sure how big I'll make it, I'm gonna make it maybe Vault 111 sized. Not sure which tilesets I'll even use yet, but I want it to be partly industrial and like an oil rig, and also high tech at some parts. At the end of the lair will be Plas-mans bedroom, with all his toys and gizmos. Captain Plasma, his female Courser / girlfriend that he caught and reprogrammed will be his second in command and guards his room.

I'll add some makeshift reclamation chairs similar to Railroad that he built, and after the Institute sent a courser after him, he took a liking to her and reprogrammed her into being his girlfriend and sidekick. I thought about adding a surprise in a terminal entry about her towards the end.

I'm probably gonna put 20 synths outside with plasma guns and plasma casters, and maybe an additional 20 or so in his dungeon. I'm going to make some bigger, more armored ones with more health, but I won't make them winged deathclaw tier. I might give them a max of 3000 health.

>beta
lolno
Private beta only. Public betas don't really work here. And this is something that I think is best if its kept private, because I'll need lots of specific stuff tested. With a dedicated private tester, it should zip zop zoobity bop right out of beta status pretty quickly, however.
>>
>>173770852
>Private beta only.
in other words, circlerjerking
>>
>>173770852
>private beta only
Buff you cant count yourself as a beta tester
>>
>>173770852
As much as I appreciate all the extra work going into the quest and enemies and power armor and everything.

I just want the gun.
>>
>>173771152

Dogtooth, leakbro, and one other guy already offered.

I prefer private beta testing because its honestly much faster. And I need to know specific stuff, and have screenshots of things, its just not feasible here.
>>
>>173771203

I'm starting on the dungeon and power armor tonight. Actually the power armor will just be a new jetpack with glass plasma tanks on it, so that won't even take that long to rig.

I think I'm gonna use part of the plasma grenade + acid soaker tank to make the shape.
>>
>>173771565
buff he just wants the gun

>buff will be one of those modders that does not make standalones for the gun and armor
dont do this to me buff, i generally defend you too
>>
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>>173771621

I still have stuff to do on it.

Sounds, textures, leveled lists, and uh, some other upgrade things I'm gonna make. I'm kinda tired of staring at formlists and Omods, so I'm gonna take a break and start on the power armor and dungeon for now. Don't worry, it won't be massively huge. I might even copy an existing cell, and change some shit around.

I have a vague idea of what I want the lair to look like. Kinda industrial, but also sciency. Something like Med-tek or that room where you get the energy core thing for The Institute / Liberty Prime.

Its not like I'm withholding a finished product right now.
>>
>>173768576
That's pretty cool. Those poor cats though.

I thought you moved on to HS? Good to see that you're still around pumping stuff out.
>>
>>173771960

I make HS stuff on the side but I got kinda fed up with the people making requests and then not using the scenes.

I don't even go to Boorus anymore because of that game, lol.
>>
>>173767398
>To be fair, this is so retarded I'm retconning any mention of it entirely out of spite.
No one gives a fuck. This shit is canon and there's nothing you can do about it.
Go cry me a river.

>Either that, or magic is real in the Fallout universe. And I mean magic. Not psionics. Magic.
Same difference.
>>
Yep this will be an easy rig. Just gotta attach more metal caps to the top and bottom, and attach it to the jetpack.

I'm gonna make this turn the jetpack into a mini rocket, like the green bean. You'll be able to fly higher, for less AP, and even hover somewhat with this new plasma powered jetpack. It will be for X-01, but I'll make it craftable for all other power armor once you find it on Plas-man.
>>
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The moment power armor jumped the shark.
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>>173770852

Sounds like you finally made your own Mary Sue.
>>
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>>173774246

Yeah that kinda bugged me too.

>You can die to missiles and fatmans in power armor
>But you can easily survive rocket exhaust which can get to be like 6000 degrees

Danse should have been either cooked inside his power armor, melted, or outright incinerated inside the suit from the tiny unsealed cracks in the armor
>>
>>173774428
>tiny unsealed cracks in the armor
modular frame system was a mistake
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>>173774335

He's a banished ex-Institute scientist

He's like Tony Stark except nerdier and angrier. And so ronery that he re-programmed a female courser sent after him to be his waifu.

I actually considered a nonviolent option with him, but that would require voice acting and all that. I also wanted to make the female Courser sent after him to be pretty attractive. I thought about adding a sub-plot where while he's rooting around her programming he disables something that allows her to conceive children, and since he bangs her every night, she gets pregnant, and you don't find out you killed a pregnant woman until after you read his terminal at the end. Maybe also a tad of potential horror, like he mentioned that the fetus had its own component, and her body somehow constructed it on its own.

But that's taking an awful amount of liberties with the lore and I bet it would make a lot of SS's feel pretty bad for killing a pregnant woman after breaking into their home, basically.
>>
>>173774649
How many points in Repair skill does a character need to be able to disassemble and reconstruct the most advanced armor technology in human history? :^)
>>
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>>173775365
>and you don't find out you killed a pregnant woman until after you read his terminal at the en


Frankly it'd be relief to stop it from happening.
>>
>>173774649

>Most armors just leave huge parts of the frame exposed, including soft joints, tubes, and hoses
>The fusion core which shouldn't even exist is located in the middle of the fucking opening mechanism, completely exposed and unarmored, volatile, and plugs into fucking nothing except the operators fucking spine

Just like everything in this game, the power armor took one step forward and three steps, and the lore step was right off a cliff
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I haven't done a low(ish) STR run before in #1, should be f u n

>>173775452
>How many points in Repair
I cry every time
>>
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>>173775365
desu in the interest of honest criticism this guy reprogramming a """sentient""" creature to be his pet waifu is pretty dark as it is. The whole pregnancy thing is cartoon villain tier. It's a little much IMHO. He's evil, that much is clear. We get it.
Having to kill someone he forced to defend him and love him is still very morally grey and there's a lot to think about down that path. Could be nice to have some options linked to railroad (maybe non violent to her, have tinker restore her free will) or institute characters (reclaim that property). Keep the concept simple buff, this is some good stuff. I love the idea, but don't go over the top. Flesh out how it affects the characters more than adding more things. If you follow what I'm getting at. If you still think it's unclear, make sure she's got a "reprogramming slave collar" on or something.
>>
>>173776736
>can barely wield anything more powerful then a pistol effectively till power armor
but once you get that armor youll be golden
>>
>>173776849
I plan to get Tycho early on to help pull the slack
>>
>>173775365

Do they even have female Courser voice lines?
>>
>>173776790

Yeah I scrapped the baby thing because it was pretty dark.

I'm not sure if I'll flesh it out a lot since I'm not good at quests. I'm still trying to find a look for her right now.

I'm a bit conflicted about what to make her look like. At first I was kinda thinking "Pretty looking and cute" but can kick your ass, but then I started looking at more masculine yet still a little attractive. I dunno. I'm going through various NPCs in the game at the moment. The CK for some reason can't display eye and hair color properly but she was going to have blonde hair and blue eyes.
>>
Do you faggots still play Fallout 3 and NV?

I never played it and I feel left out.
>>
>>173777498

I still play NV all the time, but not really 3. I think I might play it again sometime soon just because it's been a while.
>>
>>173775365
>I also wanted to make the female Courser sent after him to be pretty attractive
So a courser with tits like actual basketballs then, right, got it.
>>
>>173777392
If you're after input, I think she should be attractive, but still clearly a tough person. It would be a nice juxtaposition that since he's basically turned a combat robot into a sex doll she might be in a nice dress or some light slutwear.. It will be a tough line to tread to show she's basically a killing machine in a sundress but I have confidence in your waifu game.
>>
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>>173777834

I'm not going to mess with the body, just pick a face I like.

I found this one particular settler that I think could work well for what I want.
>>
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>tfw Beth learned their lesson about the retarded doggo armor in 3 when it'd actually probably look decent on the new chassis
>>
>>173778647

http://www.nexusmods.com/fallout4/mods/11017/?
>>
>>173778710
Yeah that's actually pretty damn good looking, they even put the goofy square boots on it.
>>
>>173778647
>>tfw Beth learned their lesson about the retarded doggo armor in 3 when it'd actually probably look decent on the new chassis

I actually had a realization about the FO3 design a bit ago. It may actually not be that armor. It may be a redesign attempt of THIS armor.

And, per an interview relating to FO:T

>I would redo the sprite of the Power Armor to make it more retro. Not that there is anything technically wrong with the sprite, it's a great piece of art. It's just that it is a bit out of place in the Fallout Universe. But bear in mind that we had to design it over a year ago and Interplay approved everything we did. - Tony Oakden, producer of FOT

So... Bethesda may have done right. Not sure. I rarely get the opportunity to say Bethesda did something right.
>>
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>>173778647
For no real reason here's this
>>
>>173779434
>>173778647
It's funny that the ugliest armor here is from NV.

It still boggles my fucking mind how people said it looked "fine" and "just like armor in Fallout 2".

Holy fucking shit.
>>
>>173779679
Honestly the NV version looks like it was just thrown together by an intern overnight, it's just not well made.
>>
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>>173778647
it wasn;t a bad design but more hampered by the shit way power armor worked in that game
>>
>>173779679
nevermind that the fan on the back of the nv enclave armor is dumb as fuck.
>>
>>173779852
Honestly Fanguy the fan was the least offensive part of it.
>>
>>173780109
I've got some stupid levels of OCD about power armors that are supposed to be air tight and well defended not being that way, so the fan set me off hardcore.
>>
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She ended up looking a bit more plain than I was expecting, but compared to Plas-man, whom I'll design as a stereotypical awkward 50s nerd with the thicc glasses, huge ears, huge nose, maybe also balding, she'll be a catch.

He'll be in his Power armor during the fight anyway. And when you get his HP down enough he'll have his own nerd rage perk go off.
>>
>>173780213
don't make him look too comedic. he needs to be believable as a person or the immersion will feel off.
>>
Any good mods for energy weapons? Or even just not real life guns slapped in fallout?
>>
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>>173780170
It's for overpressure.
If you can filter the air coming in, and maintain positive pressure you don't need a hermetic seal to keep contaminants out. It's been used in real AFV's since the 50's.
>>
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>>173779079
>>173778647
>>173779798

What is the point of those "ears"? At least the Hecatonchires type cyborg head's bunny ears have periscope cameras to peek around corners with.
>>
>>173780340
>wattz laser rifle
>laser rcw
>plasma cycler
>laser cannon
>fusion gun
>holorifle(part of the china lake grenade launcher)

>>173780501
>ears
they're supposed to be horns m8(black devil power armor)
>>
>>173780501
I wish that CGI-fest had been made with traditional animation. It would have been so hype.

a-at least we got a nice outfit for fallout f-from it...

Briareos power armour when?
>>
>>173780501
When in doubt robot ears are radio antennae until proven otherwise.
>>
>>173780619
>spoilered

Fuck that, isn't a post-apocalyptic robot husbando pretty much ultra-relevant for Fallout general? I don't know much about Fallout 4 but I seem to recall some kind of a DLC where you can craft your own robo
>>
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>>173780273

Im kinda picturing either nerd or mad scientist. Maybe a bit of both. But not OTT.

Kinda had some sort of a mental idea of him already, pic related. Maybe a bit younger looking.
>>
>>173781227
>Old man mind controlling a synth woman that looks many years his junior into being his love toy
You're going to start a shitstorm on Nexus, Buff.
>>
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>>173781436
>>
>>173781436
>Old man mind controlling a synth woman that looks many years his junior into being his love toy

Isn't that exactly the story of Divayth Fyr in Morrowind?
>>
>>173780170

Really the only problem is that it spins way too slow. Get a mod to speed it up and it would be fine.
>>
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Maaaaaaaaaybe
>>
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How the fuck i can get effect like that in F4 ?
Makeup menu shows "lip liner" thing but when i change the colour, whole fucking lips change it :(
>>
>>173782394
what an awful example of lip liner being done well

that looks like clown makeup
>>
>Front page of Nexus for FO4 has cheap retexture porn modes to paste in flat smut images

Modding scene really is dead, huh?
>>
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>>173782394
Cait has that style, I noticed it on her first that happens when you stare. I never really saw it again on other people though, or at least didn't notice.

Honestly don't know why it wouldn't be the lip liner option.
>>
>>173782693
she looks so haggard
>>
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>>173782737
what should a wastelander look like?
>>
>>173782859
not Irish, ideally
>>
>>173701654

I'm waaay to late for the party, but no it isn't. Allow the doctor to kill the synth, then go back to covenant and speak to the leader. He'll say something about you being now family or so, and after that you can use covenant as a settlement without them becoming hostile
>>
>>173782737
>an abused drug addict who spent the latest part of their life throwing down with raiders looks like shit
who would have guessed
>>
>>173782737
The awful stretched out video game-as fuck freckles don't help matters.
>>
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>>173782971
Huh. Didn't know that.

Anyway, Covenant deserves to be burned to the ground. Everyone involved is complicit in deception, torture, and murder. They're as bad, if not worse, than the thing they oppose. They sit in a fortress of self-affirmation to the righteousness of their cause despite it being a sham.

Every single person there deserves to feel a laser cutting into them like a hot knife through butter.

Would still save them if I had the option to do so while maintaining the moral high ground, though.
>>
>all these years
>still no mod for Fallout 2 to give each weapon its own unique sprite

just kill me now
>>
>>173782693
>Honestly don't know why it wouldn't be the lip liner option.

Ahh shit :(
>>
>>173783405

>All these years
>You still haven't made a mod for Fallout 2 to give each weapon it's own unique sprite

You're gonna be waiting a long time, you lazy shit.
>>
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Who's the edgiest character in FO4?

I hate this smug cunt.
>>
>>173783658
>doesn't have no more rusty metal armor
>>
>>173783564
oh, fuck off
>>
>>173783405
Have the FO2 source code on hand, Anon?
>>
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>>173783734
>>
>>173783764

What's the problem?
>>
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>>173784036
I'd imagine it has something to do with Anon expecting people to put in the thousands of hours of work making sprite variations for every weapon.

See also: Why games these days are all in 3D.
>>
>>173784153
>expecting
you're making out like I had a go at someone for not making the project, when it's actually more my being a bit shocked that nobody has picked up the mantle and done so in all this time

the effect in that webm looks like absolute shit, btw
>>
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>>173783394
No way.

If you dig you find that Talia dindu nuffin

>>173783091
>engine limitations make me dislike this character!
anon....

>>173782952
lol. my family is from galway. I've visited a lot. It's wonderful there.
>>
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>>173784321
To be honest, I'm not even sure it's possible if someone wanted to. Hence why I asked if you had the source code on hand. It'd be the only way to do it short of totally remaking the game with pulled assets.
>>
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>>173784627
>If you dig you find that Talia dindu nuffin
She was complicit by her silence. And she still comes out shooting at you.
>>
>>173784628
>>173784153
>those gibbings
what mod?

eve has them but not like that
>>
>>173784628
The effect in that webm looks super dope, though, so swings and roundabouts

I don't understand why you'd need source code for that effort? People have added in loads of new shit to FO2 inc. new vehicles to drive etc. and then there's Fallout 1.5; are the necessary animations that would be required by new sprites really a whole other ballpark? And if so, couldn't you just design sprites in a way that they use existing animations? If I could draw this shit effectively, I'd try, trust me
>>
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>>173784873
Dunno. Found them on image search. This thread.

https://forums.nexusmods.com/index.php?/topic/2478789-continuous-beam-laser-beta-testers-needed/
>>
>>173784873
It's from Frontier and subsequently EVE: Special Edition, assuming the later does indeed come to fruition
>>
>>173784765
But that's the thing, they say she's a risk because she doesn't like what's going on, meaning she did object.

and characters in the game shooting at you is because her npc tag in the game includes faction_covenant, not because the character would realistically do that if we as players logically think about it.

I leave Covenant alone even if they're hostile because of Talia. I want to ask her to leave but that's not an option in the game.
>>
>>173784904
Man, I don't know. It's just an exasperating amount of work for trivial benefit.
>>
>>173785089
>trivial benefit
It's those little touches that really "complete" a game for me, tbqh
>>
>>173781982
Divayth Fyr one upped the fuck out of this guy.

He cloned himself, made all of his clones women, and fucks them all.

the narcissism is extreme
>>
>>173785328
>He cloned himself, made all of his clones women, and fucks them all.

And now i have my first F4 playthrough idea..
>>
why the fuck were the minutemen so characterless. Only Ronnie Shaw and Preston are really charactarised, every other minuteman is character free. Its not even equpitment, look at the NCR's misfits.
I've ended up with this grand vision for a rebuilt minutemen, a lot of which could have been implemented and would have added a lit of depth
>a sort of IT AINT ME radio station hosted by some troops
>of course some songs relating to the hardships of combat or just general national (commonwealthial?) pride
>maybe regional armor, like metal and raider gear downtown where its rough, leather and cowboy hats in the wastes
>some fucking named and characterised minutemen doing their thing at some checkpoints
>possibly request general's help in storming a nearby raider camp where they were massing to attack
>actually come with them

With all the variety there is in the gear, its hard to feel like they're people if they just say
> hey general :)
No matter what

/blog
>>
>>173787164
>why the fuck were the minutemen so characterless.

Because in some moment of development they were suppose to be this default player faction with the option to customize troops, truly command patrols, delegated settlement defence etc and they would be free to have a player made character, weapons and stuff.

This of course was dropped because it was too much for Bugfesta "bare minimum effort required" policy and game design philosophy.
>>
>>173787348
[CITATION NEEDED]
>>
>>173787348
Would be nice if we got a mod that fixed all that, that didn't turn it into a buggy, game stutter enhancing shitty mess.
>>
>>173787410
>implying its not the absolute truth

Signs are there man, the lack of MM characters, you getting named General in second mission etc.

>>173787423
Yeah, custom faction mod is the one im truly looking for.
>>
>>173787348
Minutemen got a little more writing behind them, in logs and stuff, but they were always created as the yes man type faction in case the player went with the fuck off brotherhood/institute/railroad path. Their presentation in game is no shallower than any other factions though. It's not like the institute is some well designed group brimming with excellent quest givers. It's the same shit all around.
>>
>There are unused voice files for a Brotherhood ending where Danse throws down the sword and challenges Maxson for leadership and the PC rises to become Elder
>>
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>yfw building up the vault, the game crashes and you come back to realize that the quicksave you made five minutes earlier doesn't exist and there is no auto save and no other except for the one that was made one hour ago

THIS IS WHY I DONT PLAY SANDBOX GAMES
ITS ALWAYS THE SAME FUCKING SHIT
>>
>>173788336
welcome to 2015
>>
>>173788745
Yes, but overhauling the game when?
>>
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Is there some quick and easy tutorial on how to give my body a bigger and more sagging set of tits ?
Im using CBBE HArdbody and dem boobies look little too fake for me desu.
>>
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>tfw still no Sextoys mod for Fallout 4
>tfw my nightstand will never be complete

Sigh.jpeg
>>
>Bethesda picks out what quests get into their games by drawing ideas from a hat
>>
>>173790869
>No, literally.
>>
>>173790869
>surprise twist: the hat is a train and plows through the studio killing 34 people
>>
>>173790869

>all the good quests were drawn out of the hat during oblivion's development
>>
>>173788832
welcome to 2017
http://www.nexusmods.com/fallout4/mods/21923/?
>>
>>173767398
>Because if they didn't need to eat it would suggest some sort of long term reactor inside of the synths
No, its called FEV.

The self replicating super virus that can do basically anything from creating super mutants, to killing everyone with any amount of mutations.

One does not need a reactor when they have FEV.
>>
>>173787164
>why the fuck were the minutemen so characterless.
Because the Minutemen are LITERALLY, by their nature, NOT CHARACTERS, they are just average joe schmoes who farm who will take up arms if needed to defend the other farmers
>>
>>173792603
>No, its called FEV.
No, it isn't. There was a time when FEV was used as the go-to answer for every question in Fallout. The people who did that were purged and their bodies were crucified as a warning.
>>
>>173768864
>Supermutants have been shown to be vulnerable to certain types of radiation since the original Fallout.
That was only due to the fact that in Fallout 1 the devlopers couldn't agree if post-war mtuations are the result of radiation only, or radiation + FEV, so they said radiation mutated the FEV or some shit.

But in the Fallout Bible, Avellone decaononized the entire "airborne FEV" theory, and all Fallout games since then have worked on the idea that it is JUST radiation.

Super Mutants in Fallout 3, NV, and 4 are 100% immune to radiation with everything suggesting they are that way in lore.
>>
>>173768294
>Yet it's exposure can kill.
And it's exposure can turn people into super mutants, centaurs, and other crazy shit. Depends on what kind of FEV you are using.

>Mutants age. Synths don't visibly age. They don't age like humans, I saw nothing in a game that indicated they live forever.
Super Mutants do not age. East Coast super mutants get bigger as they get older, but otherwise, Super Mutants do not "age" as in get old.

> I saw nothing in a game that indicated they live forever.
Literally behemonths. As east coast super mutants get "older" they get bigger and dumber, becoming Behemoths.

The Behemoths you see in Fallout 3 and 4 are the few one of the first super mutants from V87 and The Institute that have lived for 100-200+ years.

>Nope. Synths are vulnerable to radiation. Supermutants and Synths die to gamma guns, much like everything else.
Gameplay mechanics due to Fallout 4 bizarre use of two different types of radiation.

> Supermutants don't appear effected by certain types of radiation, other types presumably hurt them (and synths) just like anything else.
Super Mutants are stated to be 100% immune to radiation in Fallout 3, NV, and 4.

>If it were perfect, it would not need to bond with a cell. Perhaps you meant to say the virus replication is 'perfect' in a particular type of cell, but that makes no sense either.
It is perfected in that it does exactly what it was designed to do, instead of cause ass backwards mutations like super mutants.

> Are you sure he wasn't talking about gen 1 synths
He specifically mentions Gen 3's actually

http://fallout.gamepedia.com/Max_Loken%27s_dialogue

MaxLoken: You've arrived at a momentous time. Our third-generation synths are a true breakthrough, the culmination of centuries of research.

SS: What makes them superior?

Max: The list of improvements is exhaustive. I can talk for an hour and still not cover all of it. Imagine what you could accomplish if you could live without fear of hunger or disease.
>>
>>173787348

nd not, Preston has development

but he is the classic 2 goody shoes boyscout who serves as a morale indicator you, as Cass before in FoNV

in fact, if you do nuka world raiders before the MQ and even manage to screw with the other 3 factions, preston himself will tell you to fuck back to nuka world once you reach sanctuary
>>
>>173791570
>They goof the implementation
Boo.
>>
are there any cbbe ghoul player skins other than the ghoul bodysuit from that assorted bodysuit mod?
>>
>>173796174
http://www.nexusmods.com/fallout4/mods/7432/?

could probably rework this to make it compatible with unique player
>>
Is there a mod that allows me to remove shrubs from my settlements? I don't want to delete them from the map, just my settlements.
>>
>>173796614
Yes, there is a scap all mod.

But deleting shrubs is generally a bad idea if they are those tall ones that you cant walk through.

Those are there because the game uses them as barriers to "cull" objects behind them to save on computer resources.

Removing them just creates were situations where things get culled even though they are no longer there because the game expects them to be there.
>>
>>173796614
you can but you don't want to

they use those shrubs for optimization so if you delete them you get graphical bugs and things will ghost out on you
>>
>tfw 205 plugins
>tfw game starts to run like shit

Guess its time to cull this shit :(
>>
>>173796787
>>173796862
Alright fair enough, I was just trying to tidy up the sidewalks and turfs because my settlements look like slums but I guess that's the point.
>>
>>173796997
im almost on 100, i get occasional crashes sometimes when fast travelling, i think the worst offender is war of the commonwealth which i turn off sometimes
>>
has anyone done the new questline mod from the fusion city creators? you can go back in time to a nazi castle and kill hitler, plus theres other new areas to unlock and lots of cool clothes and new enemies
>>
>>173797265
>Turning a mod on in Skyrim and Fallout 4
>Then turning it off in the same playthrough

There is your problem m8.

Mod scripts get baked into save files, if you turn off a mod mid playthrough, it causes massive script bloat that will trash your game faster then leaving the buggy mod on.
>>
>>173797181
you can scrap the small bush like ones in front of the main houses but those big hedges should be left alone

>>173796997
>>173797265
>tfw 229
>>
>>173797382
>, plus theres other new areas to unlock and lots of cool clothes and new enemies
Nothing about it is cool.

Its the exact same garbage as Fusion City.

Nice attempt to shill your own mods though
>>
>>173797265
>>173797437
>>173797520

>cant for the life of me get below 200 plugins if i want to have any fun of the game

And fucking SexTec is not even out yet ffs ...
>>
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>>173796997
I culled and merged from 255 down to ~180.

I've been having some major issues with animations regarding the Mosin.
When in 3rd person it fucks up hard.
I'll be walking in the wrong direction, walking at 5% speed, unable to switch between run/walk, not aligned with where I'm looking etc.

It's a lovely gun, but it's killing me.
>>
>>173797582
I have never had more then 20 mods at any given time in any game.

Right now, my Fo4 mod lists consists of
-Maxwell's World
-The Code
-The unofficial Fallout 4 patch
-Beantown Interiors
-Atomic Radio + Tales of The Commonwealth
-1950's female outfits
-CBBE

And thats it
>>
>>173797437
its literally that specific mod because it literally spawns like 5-10 enemies out of thin air and adds allied vertibird patrols which bomb everything and will make npcs chase it for miles

its a good mod but sometimes its a bit too much so i disable it
>>
>>173797567
>shill

fine be autistic, im enjoying it and i like the irl references they make
>>
>>173797657
>When in 3rd person it fucks up hard.
>I'll be walking in the wrong direction, walking at 5% speed, unable to switch between run/walk, not aligned with where I'm looking etc.

I have the same problem with Benelli M3 Shotgun.
Power Armour sometimes slows down to 5 % of normal walk speed, im unable to reload unless i switch to third person, slow as fuck reload animation, that kind of shit.

>>173797754
https://pastebin.com/zrNS5dTt

My LO.
I could maybe remove 5-10 things from that but more than that and its pointless to play...


>inb4 autistic shitstorm about my mod selection - fuck off its my game, i play it as I like
>>
>>173797582
i thought i was the only one excited for that
>>
>>173798026
>inb4 autistic shitstorm about my mod selection - fuck off its my game, i play it as I like
I don't really care aboutother people's mod list

though
>Fusion City
>Darren's Prelude to Vault 273
>The Kite's(admittedly high quality) but still stupid slutwere.
>>
>>173798060
Naah bro, im excited for SexTec because i liked having sex with my followers in Skyrim, up somewhere on the mountain peek in tent beside a fire and some hot spring or shit like that :>


>>173798210
>>Darren's Prelude to Vault 273
Whats wrong with that ?
Its a great quest mod.

>>The Kite's(admittedly high quality) but still stupid slutwere.
Its a high quality slutwear, of course i would have it.
>>
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>>173797582
heres mine atm anyway
>>
>>173798430
>Whats wrong with that ?
Its a mod made by Darren, and is shit for the same reason all his mods are shit.

You might as well be using an ApolloDownsyndrome mod
>>
>>173798596
>Its shit because its shit

Great argument there fag.
>>
>>173798430
>ddproductions
>anything but a hack fraud with broken mods
https://www.youtube.com/watch?v=V8SK4emMbU4
>>
>>173798761
Feel free to make something better.
I'll be waiting.
>>
>>173798761
the
>dedicated to the men and women of the US military"
shit gets me every time
>>
>>173798554
>Hookers of The Commonwealth
>Fusion City Rising
>Outcast and Remnants

Why do people like this idiots mods again?
>>
>>173801093
because theyre fun and reference multiple irl pop culture
>>
>>173801335
>because theyre fun
Are you 12?

> and reference multiple irl pop culture
>LE HITLER IN A DRESS!
is not pop culture, it's just a basement dwellers joke.
>>
>>173801335
>reference multiple irl pop culture
>good
wheres the obscure shit that real nerds would know about
>>
>>173793261
>fallout bible

not canon. Avellone says so.

>Super Mutants in Fallout 3, NV, and 4 are 100% immune to radiation with everything suggesting they are that way in lore.

Stealth Boys emit a type of radiation. Exposure turns Supermutants into Nightkin. If they were immune to radiation, then they would not mutate further. 3 and 4 don't have Nightkin, NV does. This is lore.
>>
>>173801987
>not canon. Avellone says so.
Avellone said it was not canon becuase he felt like BEthesda shouldn't feel like they had to follow it.

However, both Todd Howard and Emil have said they used the Fallout Bible when making Fallout 3, and Fallout 3 references many Bible only things in it, as does New Vegas, which also takes many elements from Van Buren.

While the bible is not canon in its entirety, the large parts of it that have been referenced in Fallout 3, NV, and 4, are.

Which includes there being no airborne FEV, and all post war mutations sans super mutants being radiation only based, and super mutants being just FEV based.

>Stealth Boys emit a type of radiation. Exposure turns Supermutants into Nightkin. If they were immune to radiation, then they would not mutate further.
Actually it doesn't

The idea that stealthboys use radiation is from the Fallout Bible, but hasn't been confirmed in-game.

All that is stated in-game is that the stealth field of a stealth boy causes neurological changes in the Nightkin, causing them to develop mental problems.

These changes are not attributed to radiation of any kind however.
>>
>>173793882
>The Behemoths you see in Fallout 3 and 4 are the few one of the first super mutants from V87 and The Institute that have lived for 100-200+ years.

Where does the game tell you this? Behemoths grow, sure. Nothing goes over their rate of growth, in game. If all supermutants grow with age, then they're not immune to aging, because you can tell how old they are by their size.

West coast supermutants go senile with age, another sign of aging.

>Max: The list of improvements is exhaustive. I can talk for an hour and still not cover all of it. Imagine what you could accomplish if you could live without fear of hunger or disease.

>imagine

That just says synths are not afraid of hunger or dying of disease, not that they're immune to anything. Maybe they just don't 'feel' hunger, in that it doesn't distract them.

Any other sources that explicitly say they don't need to eat, because all other sources indicate their biological functions are the same as humans, with a couple of exceptions, like not getting fat.
>>
>>173802878
>West coast supermutants go senile with age, another sign of aging.
Wrong, only Kightkin go senile due to stealthboy use, and even then, Lily was a old lady, who are already very likely senile, before she was dipped.

Marcus is a Gen 1 super mutant, and is perfectly fine despite his age.

>Where does the game tell you this?
http://fallout.gamepedia.com/Vault_87_super_mutant#cite_note-FO3OGGGYE-1
>Super Mutant society is loosely hierarchical, with the weaker (most recently transformed) Super Mutants generally giving way to the stronger. The Super Mutant hierarchy, as defined by the Capital Wasteland contingent of the Brotherhood of Steel, is as follows: Grunt, Brute, Master, and Behemoth. Generally speaking, the Super Mutants of the Capital Wasteland get bigger, stronger, and dumber as they age. The Behemoths are so strong and savage that they’re the only thing feared by the other Super Mutants."

>like not getting fat.
And not aging as in synth Shaun.

>That just says synths are not afraid of hunger or dying of disease, not that they're immune to anything. Maybe they just don't 'feel' hunger, in that it doesn't distract them.
You are really grasping at straws at this point.

If they didn't feel hunger, then they wouldn't know when to eat, and would die from not eating becuase they had no idea they needed to
>>
>>173803263
>Wrong, only Kightkin go senile due to stealthboy use

No, right. Super mutants have high regeneration of cells that basically makes them immune to the physical effects of aging, but they are more likely than humans to lose their mental faculties by age. It's not a general statement. There are exceptions. But they do go senile even though they don't physically age. That's why many of them talk like tards and exhibit extreme aggression. Normal humans don't act like most super mutants.
>>
>>173802749
>The idea that stealthboys use radiation is from the Fallout Bible, but hasn't been confirmed in-game.

New Vegas:

The Courier: "I found a chewed up Stealth Boy in the Nightstalker lair."
Henry: "Hmmm... there's still power, but the casing is cracked. I'm astonished that exposure to the stealth radiation could induce mutations so rapidly. More importantly, this explains why my research into this group of Nightstalkers hasn't come up with a cure for the Nightkin. There's only one avenue left for me - I need to run the Mark II test on Lily. It's the only way."

Stealth radiation is a thing, it mutates supermutants exposed to it. Therefore, supermutants are not immune to radiation. Immune or resistant to certain types of radiation, sure, but they don't have blanket immunity.
>>
Hmm... super mutants become sterile because the FEV sees sperm and eggs as "damaged" incomplete cells, and eliminates them. It could be that the radiation form a stealth boy doesn't just hide the user from outside observers, but partially hides the innards of the user as well. Ergo: Stealth Boy makes brain cells appear "damaged" and FEV starts eliminating them. This could be what results in mutants goign nuts from Stealth Boy usage.
>>
>>173803263
>Marcus is a Gen 1 super mutant, and is perfectly fine despite his age.

Exceptions don't invalidate a rule. A supermutant aged care facility exists.

Behemoths getting bigger as they age, just means they age differently to humans, not that they don't age.

>And not aging as in synth Shaun.

Isn't synth Shaun a special prototype Father had the department working on? He's gen 3.5 or something, not an off-the-shelf gen 3.

>You are really grasping at straws at this point.

Not really. Covenant has been dissecting synths for a while with a proper lab, if synths did not need to eat, they would have just developed the 'starvation' test or 'dehydration' test to expose synths.

Any other sources to back up the claim they don't need to eat? Max Loken is not a reliable source. Maybe he was exaggerating in order to impress Father's parent. People lie all the time.
>>
>>173804709

synth shawn is implied to be a "synth who can grow up from child to a full fledged man"

aka Pinocchio mixed with A.I
>>
>>173803780

I don't think it's the radiation that damages the super mutants, it's the psychological effect of being invisible so often.

>explains why my research into this group of Nightstalkers hasn't come up with a cure for the Nightkin

Because the radiation that's mutating the Nightstalkers doesn't effect the Nightkin. At least that's what I got out of it.
>>
>>173805317
>synth shawn is implied to be a "synth who can grow up from child to a full fledged man"
lolno pretty sure Li or another scientist brings up how he can never age and will forever be a child. They even say it takes a toll on them how they're playing god like that.

He's not some new prototype but a Gen 3 that father created on a whim to test responses.
>>
>>173804206

That would cause FEV to attack everything in a super mutant's body, not just brain cells.
>>
>>173805835
But isn't it a thing that brain cells don't regenerate? All of the cells might be affected, but they'd also regenerate. Except the brain cells.
>>
>>173805794

if we were to believe in most of madison's bullshits since Fo3, both Project Purity and the Institute would be stagnated as Rivet city labs

even the game itself hates her, even anna betrayed her to the enclave because she was a bitch.
>>
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Out of all the things they did or did not fuck up in FO4, let's just take a minute to appreciate one thing they actually did well.

The new Pip-Boy is a huge fucking improvement.

>>173806249
I'm not a doctor, but I don't think that's a thing. Pretty sure all cells are in a constant state of dying and being replaced.
>>
>>173805794
>He's not some new prototype but a Gen 3 that father created on a whim to test responses.

There are other child synths. Nat, for example. Father had robotics working on Synth Sean, implying he's not a regular gen 3. Otherwise, why redirect the department resources to the project, when he could have just pulled a regular synth from the vat?
>>
>>173806686

Where is it said that Nat is a synth?
>>
the pefect mod for purist fo3 and nvfags

<code>http://www.nexusmods.com/fallout4/mods/15571/?

>>173806417

now the arm mounted pipboy 2000 has a lot sense

>http://anonetwo.deviantart.com/art/Pip-Boy-2000-193951597

>>173806686

Stop with this autistic fanfiction, take this shit to >>>/qst/

>>173806820
its bullshit
>>
>>173806876

I'm a purist lorefag and that mod is retarded. Power armor only looked like that in 3/NV because of Bethesda's shitty engine.
>>
>>173806876
>exposed ass cheeks and thighs
daejones never changes
>>
>>173807113

knowing the general IQ of this board and most of fallout community, some people hated the PA implementation
>>
>>173807306

I mean the frame system is retarded and it fucks all the lore up, but the one thing they got absolutely right was the big tanky stomping around feeling of it.
>>
>>173806417
brain and nerve tissue don't heal like muscle, fat or other tissue. Cut your arm, the wound will stitch up and leave a scar. Cut your spinal cord, the damage won't heal the same way.

Some animals, like chameleons, have some ability to replace lost limbs or heal nerve damage. Most animals did not evolve that way because if brain or nerve damage heals wrong, it can cause problems that are worse than the injury.

Hypothetical Eg: You lose your leg, the stub scars over and starts to regenerate. The regenerating nerve endings in your leg are scarred and fire off weird signals to your brain, causing you to get a fever, lowering testosterone production, fucking up your kidneys and giving you a strange ringing in your ears.

It's more complicated than that, but you basically don't want scar tissue in your brain or nervous system.
>>
>>173806820
she's got a synth component
>>
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>>173807801

No she doesn't.
>>
>>173806417
The only improvement I care about is there not being one.
>>
>>173807801

She doesn't, stop with the Shitposting
>>
>>173808386
>mod
>>
>>173809042
yes she does, It's because Piper is a bad mother
>>
>>173807801
>>173806686
>>173809395
(you)
>>
>>173808449

That's how I was in 3/NV but I don't mind it in 4. Mostly because it's not so fucking bulky and retarded.
>>
>>173792742

I get that, but there's still a way to make interesting characters out of regular wastelanders. The MM don't have to be over-the-top like the BoS or CIT are, they just have to have a bit of flavor.
>>
How the fuck do I carry more than one corpse at once?
>>
>>173809576
Deacon's son in the Fusion City mod is a synth. There are child synths everywhere.
>>
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Is there a mod that would make me hold a pistol with a knife like this?
>pic related

Doesnt have to be "functional" even the looks would be enough
>>
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>>173810271
>Fusion City
Isn't that the one that has areas that look like they're ripped straight out of a Second Life nightclub
>>
>>173811042
It's completely lore friendly. If you can have a casino in the desert, you can have a nightclub in the glowing sea.
>>
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>still no mod that lets me mass produce any custom robot design I come up with
>>
I'm about to give the regrowth overhaul mod a try... anyone use it before?

currently using grasslands which is nice but wanted to try something else
>>
>>173811307
you could make a custom automatron, then maybe get the bots ID, then do a player.placeatme cc command... maye
>>
>>173811241
Only if the concept of a glowing sea is lore-friendly and doesn't contradict the concept of living organisms being able to survive at all on Earth.
>>
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>>173811241
I don't have an issue with a nightclub, heck the third rail exists. What I have a problem with is it looking so clean and sterile.

I mean look at this shit.

>>173811307
I want this too, saving a blueprint and building robots on an assembly line, maybe even automatically if some are destroyed, moving straight to the guard posts they're assigned to.

Being able to easily carry the bodies back and dump them in the recycler for maximum efficiency, too.
>>
Any reason why in New Vegas, when I use player.placeatme to get the all armor box (69ee7), I die via explosion? The ammo one (69ee6) works perfectly fine
>>
>>173811509
regrowth is ok, but you get trees everywhere, sometimes even in interior cells or blocking stuff in exterior cells (they get removed via updates). I find the grass in some areas can cause a performance hit, but not as bad as the last grasslands mod.

good if you want to do a lot of hunting, as it adds rabbits, chickens and deer all over the place. not so good in early survival mode, because in some areas you can't see shit at range through heavy vegetation, but NPCs can see you just fine.

makes the game pretty. Rust Belt Flora is by the same guy and is like a Regrowth lite. try that if Regrowth eats up all your fps.
>>
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>>173811920
the glowing sea is lore, of course it's lore friendly.
>>173812302
swimming pools need to be clean and sterilized with chlorine on the regular, otherwise they grow unsightly mold. just like the fountains in NV.
>>
>>173813489
>icky fountain water

You know what they say. May the water you find in the desert not make you glow in the dark. That's some yummy natural clean water with no radioactivity right there. Never drink from a puddle where nothing grows.
>>
>>173771909
is that motherfucking nuclear throne?
>>
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>>173813489
>>173813747
>>
>>173814713
Using a swimming pool for farming is quite different from using it for recreation.
>>
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>>173810769
How about a less retarded pose
>>
>>173811042

>fusion city
>lore friendly

JANITOR!
>>
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You asked your favorite character out on a date....

and they said Yes!

Who was it? Where do you take them? What do you guys do?
>>
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>>173819429
>Jezebel
>General Atomics Galleria for Slocum's Joe and bowling
YES! GOOD!
>>
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>>173819429

I take Jill Valentine to Busch Gardens.

Oh, you mean in Fallout? I dunno, guess I'd take Curie to Pickman's Gallery. I think she'd dig it.
>>
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>>173820358
Does she give you shit about not giving her a cool robobody? Mine does, even though I gave her a fucking sentrybot body with giant laser rifle arms and a nice pink paintjob.

I thought I was doing well and then she slaps me with the "wow haven't you don't enough to torment me?" as soon as I finish

>>173820673
Ms Valentine is a cool person anon. and I'm pretty sure she would do well in the Commonwealth.
>>
>>173821137
Because Bethesda is shit that's all she'll ever do, forever. I installed the mod that makes it so she can be a companion, and while it's not perfect it's damn near close.
>Your belongings are filthy.
>Do you pick up EVERYTHING you come across?
Tsundere maidbot.
>>
>>173821737

>Muh evil capitalist gaming company who is corrupt and oppressive, and its ruining gaming

tumblr please... get that marxist shit out of here
>>
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>there's no mod to let you crucify npcs
>>
>>173822445
probably have to look into sex mods for that anon
>>
>>173822445
You can at least put them in a pillory.
>>
Wat do?
I recruited Doc Anderson
Saw her in my settlement, manning the clinic.
Went to do a couple of quests and now she is nowhere to be found.

Doing Prid <ID> summoning doesnt do shit, but when I move away from the place I summoned her, and instead try to teleport where she is, I land on the spot where I did the summon.

She is not interactable and invisible?
>>
>>173822414
I realize this is a shitpost but where does "Bethesda is lazy and cuts corners" translate to "Muh evil capitalist gaming company who is corrupt and oppressive, and its ruining gaming"?
>>
>>173822736
Did you try disable/enable?
>>
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>>
>power frame
>knees and ankles have connecting joints
>elbows don't
>>
>>173823069
That worked.
Thanks anon.
>>
>>173822813

its the new meme

>evil capitalist company ruins franchise
>>
>>173823130
I'd have given more of a shit about Shawn if he looked like this
>>
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>>173823621
>I'd have given more of a shit about Shawn if he looked like this
http://www.nexusmods.com/fallout4/mods/21255/?
>>
now someone needs to make a Pip 2000 skin from this

>http://anonetwo.deviantart.com/art/Pip-Boy-2000-193951597
>>
so did they ever give us a reason as to why holstered weapons no longer appear on our characters anymore?
>inb4 clipping
like thats stopped them before
>>
>makes a conveyor belt across Boston
>lures people out of their settlements and kills them
>the conveyor goes back to the castle and turns all the corpses into food, adhesive, etc
god bless Robbaz
https://www.youtube.com/watch?v=A7TWqDZ_TXo
>>
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would you
>>
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>>173826760
>>
>>173826760
I'd fuck a deathclaw but I wont fuck that
>>
>>173826760

probably. its 2287, i've seen some shit, and i aint getting any younger
>>
>>173826243
i don't think they've ever officially addressed it but it's probably something wonky with power armor and/or weapon mods

also laziness
>>
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>>173828286
>it's 2287 people

gommis plz leave
>>
>>173826243
Is there not a mod for it anyway?
>>
>>173828716
yeah but it doesn't make it work like the old games, you have to craft the thing and just wear it like clothing
>>
>>173826760
What mod is that?
>>
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Wanna hug my waifu! Hug and snuggle her!
>>
>>173829993
Strong liked that.
>>
>>173828405

>Uncharted gets weapons with slings that have working physics on them
>Fallout 4 finally has clothing physics and just says fuck holstered weapons

Why does it have to be like this, bros?
>>
>blackface bug
>none of the mods fix it
>even making a new game my characters are the wrong color

gg bethesda, can't even do fucking textures right
>>
>>173823378

PA frames were a mistake.
>>
Why does facial hair have such an immensely low draw distance? You can't even see it outside of conversations.
>>
Is there any reason my fucking map keeps reverting to the wrong size every goddamn time I install any mod?

I mean it's not that big a deal to reinstall it since it only takes a second but it's mildly annoying.
>>
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http://www.nexusmods.com/fallout4/mods/8704/?

Is it shit?
>>
>>173760276
I'm rolling with the House ending in NV rn, what quests/choices do I have to do in order to get the best ending possible (Peace, stability, prosperity etc. in the Mohave)?
>>
Is the Season Pass worth getting for 25 euro?
>>
>>173833289
it be what it be
>>
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>>173760276
>hated fallout 4 when it first came out
>re installed it recently to give it another shot, played on survival this time
>really enjoying it, the lack of quick save makes it more impactful and the resource management is more fleshed out than New Vegas's survival mode
>get all the way through the glowing sea and back, cant save at any of the beds because you cant sleep in radiation (even though im wearing a hazmat suit)
>as im about to get back to the nearest settlement to sleep and save, my game crashes
>no exit save because crash, no save in the glowing sea cuz no sleeping, most recent save is over 3 hours ago because i had to slowly sneak around the enemies in the glowing sea
>3 hours wasted and all motivation to play gone

I GUESS I GOT

WHAT I DESERVE
>>
>>173806417
The one grievance I have going back from 4 to NV is that NV's Pipboy has little to no ability to re-sort items, as far as I'm aware. I really took for granted how convenient it was to be able to sort by weight when storing/throwing away items.
>>
>>173798761
>>173798430
>>173798596
>>173798964

Used to be a massive fan of him until I met him. Raiding in wow with him. Hes a giant man child that doesn't that treats everyone like trash.

Makes good mods but his new game is crap, matches his personality
>>
>>173832856

Do what feels right to you, faggot, there is no one right answer except siding with House, good work.
>>
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>>173829993
her cranium is still missing I see.
>>
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>>173823130
There are turkish mods for Fallout 4?
>>
>>173833372
There's a mod called "balanced quick save" which lets you quick save in exchange for ranks of adrenaline. Unfortunately, it has some dependency so that it doesn't quench thirst.
>>
>>173830789
textures failing to load is usually a video card incompatibility with anti-aliasing
try changing your AA settings and updating your drivers

also google your issue
>>
>>173833372
if you got a straight crash to desktop without error messages or warning install ENBoost if you dont have it already
also >>173834605 and survival options exist
>>
So on top of removing all damage penalties from all automatic weapons, I'm trying to think of things to add in as modular parts of a hard difficulty mod.

Any ideas? Thoughts? I'm tempted to mutate some enemies with weird shit in the CK to create some mixed unit encounters.
>>
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I need hairs that dont fucking suck for New Vegas please send help
>>
I just bought Fallout 4 complete bundle. I feel like i just did something morally wrong.
>>
>>173836194
Like I'm tempted to add in new raider classes like the Raider Rat King (molerat bombs), and the Raider Packmaster (dogs) and the Raider Spookfucker (stealthboys)
>>
What are some definitive new vegas mods to spice up another playthrough? outside of the staples like prokek nevada

shit are there any hidden gems out there atm?
>>
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post waifus
>>
>>173782289
>when you get to the end of the game and this starts playing again but doesnt end like it does in the intro

one of the most unintentionally kino moments in all of video games
>>
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>>173836905
>JSawyer with Vicious Wastes
>All of Someguy2000's mods
>Deserter's Fortress is actually a fun little quest mod.
>Millennia's weapons or go to GUN and download some from there

Other than that I'd advise you look for yourself as people's tastes are different.
>>
Q: In the CK, what are the AAA_mod_TEMPLATE things? I don't change those, right? I change the normal entries?
>>
So I played vanilla FO4 on release, beat it, enjoyed it, haven't touched it since.

What's different?
>>
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>>173760276
>spy on legendary fog crawler
>chase it down as it runs from for 15 minutes while suddenly charging back to smack me
>used up most of my missiles to kill it
>this is the legendary payout

dude
>>
>>173837827
4 meh mods and 1 fun one. most of them are basically expanded settlement crafting stuff
>>
>>173838129
What's the fun one?
>>
>>173838147
Far Harbor
>opinions


meant to say DLC and not mods
>>
>>173833372
Honestly technical reasons make save restriction a stupid idea from the get-go. Just download the survival unlocker mod and save your game normally. It will also re-enable the console which is an important on-the-fly debugging tool. Restricting that was super nonsensical.
>>
>Can't revive Nora
shit game
>>
>>173838694
Well, she's a skeleton during the events of the game, so yeah.
>>
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>Coastal Cottage? That sounds like a nice place for a personal hideout
>mfw actually finding it
>>
>installation of FO4 on ps4 takes longer than the download
>60 straight years of the SPECIAL system videos
>>
>>173810769
That would make a good "bayonet" mod for a pistol
>>
>>173823130
BANNERLORD WHEN?

>>173822445
There's some Sexout mods you can do that. Put them up on a cross and sexually torture them. Haven't seen it in-game but I did look at the KF files for them in Nifskope, and thats what it appeared to be anyway

.>>173836261
Ain't gonna happen, sorry. Everything is the same The Sims ports with varying levels of working or non-working EGMs. Almost none of them are compatible with headwear. I think the best one might be SKS Ren's Hair pack, sometimes called Mailamea's or something like that, that one can be hard to find, I got it on Lovers Lab. Ling's Coiffure is alright too but that you need a sekret club to get too. Some of the hair packs by zzjay are alright, but the last few by them have been garbage as far as their EGMs; they only fit very specific heads, IE caucasian women, with low, back-sloping foreheads (and the asian insectoid eyes). Any other head morphing and the hairs won't fit for shit.

>>173838401
Yeah, I also think locking the console out is the dumbest shit ever. It's like the developers have never ever played one of their own games if they think that's remotely acceptable.
>>
>>173839905
>Ling's Coiffure is alright too but that you need a sekret club to get too.
moddb is a secret club?
>>
>>173840070
Oh I dunno. When I did download it was around a time I was getting a lot of other stuff and I remember one thing I got was from this small site, it may not have been Ling's.
>>
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>>173836979
>>
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Not much to report tonight on the Plasma caster, got work in the morning. But I'm doing some work on the final upgrades. The magazines / capacitor.

Standard capacitor - 500 max rounds
Advanced capacitor - 375 max rounds + 25% damage
Overcharged capacitor - 250 max rounds + 50% damage
Max charge capacitor - 100 max rounds + 75% damage
Fusion Capacitor - 500 max rounds, changes ammo type to Fusion cores, and -20% firing speed and -25% damage

There will be a legendary never ending Plasma Caster placed somewhere, with Fusion capacitor you'll be able to have infinite ammo. Fusion capacitor is locked behind a quest (Plas-man) and the Never ending Plasma Caster will be sold by a unique merchant for 20,000 caps elsewhere in the Commonwealth.
>>
>>173836194
Remove all damage bonuses from perks and weapon mods, also remove level scaling from enemies. Replace perks and mods with range, AP, armor penetration, recoil, critical chance (ala overdrive Chem), stealth critical bonuses, and other non-damage bonuses
>>
>>173840774
I love you buff!
>>
Holy shit I know somebody's already mentioned it but fuck me dead I'm so pissed about the lack of weapon holstering

>I'm finished shooting people, let me just put this 10mm pistol on my hip and watch im awe as it fucking vaporises

Couple this shit with being unaable to target weapons in VATS and its nearly impossible to guage how much of a threat somebody is

>spot raider on roof
>shoot and miss first shot
>he pulls a fat man out of his ass and fucks me up
>I'm supposed to accept this as a sign to git gud

The only mod i can find to introduce it spooks me away with a bunch of prerequisites but I'm going to have to bite the bullet
>>
>>173840903
Going a bit beyond what I was planning there. I'm not intending to beat the game to death with a hammer. And the level scaling allows a sense of progression. My objective is to increase difficulty sensibly without resorting to just giving enemies 10x the normal HP.
>>
>>173841467
Yeah it's bullshit Mr Fatmanouttheass had fucked me over quite a few times.
>>
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>>173841807
>>173841467

Webm related

>>173841068

I love you too!
>>
>>173834279
I'm not asking you to dictate it to me, just for advice. I want to avoid the "You didn't deal with such and such quest, therefore hundreds die" shit specifically.
>>
>tfw been watching danse kill synths in arcjet for almost ten minutes now
>>
>>173842352
He's like a machine.
>>
Okay. For powder weapons it's an easy matter. I remove the damage penalty on automatic guns and buffed the ones without semi-auto mode. BUT. What should I do about energy weapons? They're separately handled via the muzzle attachment and have a slightly different formula. What makes sense for an automatic energy weapon?
>>
>>173842038
Did she pull it from the trunk?
>>
Now frontier trailer out
Bunch of wailing and crooked train tracks

https://m.youtube.com/watch?v=x2TOQIRF7fU
>>
>>173839505

jesus consolefags really do suffer
>>
>Want to fuck with heavier/lighter receivers in addition to fixing automatics
>Go to change the recoil after removing the damage changes
>There are like 6-8 recoil stats that all change different things and have no in-CK explanation
>>
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>>173844254

I've been tinkering with that shit, actually.

Basically smaller numbers = less recoil

But negative numbers = recoil in opposite direction

Its a bit confusing. I was trying to make a unique attachment that outright negates recoil for my Plasma caster, and for the most part, it works, but when used on the Gatling barrel, it recoils straight down to the ground. I COULD make it work with the part, but it recoils so bad that it REQUIRES that part, so I kept it as is.

For a mix of like 30 different parts, its hard getting those numbers to work nicely together
>>
>>173841592
My thoughts are that your atomichatefuckdeathcannon feels a bit less badass when the enemy has 10000 health and a bazillion DR.
>>
>>173844254
>>173844781
You need to look at the aim model of the weapon to begin with to see what the default per shot recoil is, it'll have a min and a max value and each shot will be somewhere between the two, if you want the heavier receiver to reduce recoil then you can give it a modifier to aimmodelrecoilmin and aimmodelrecoilmax (I think that's what they are but I might be wrong) you don't want it to be beyond what the default aim model is though or else each shot will send your aim downward.

I was tweaking this myself a few weeks ago, basically doing exactly what you're doing but I burnt out when I realized that I also wanted to strip away the main quest and some of the side quests and didn't want to go to the effort of trying to do that without fucking the game.
>>
Wondering if anyone here has used Conquest

I know it will let you build up to 10 extra settlements, but will it work in Fah Harbah and can you run a supply line from FH to the commonwealth settlements?
>>
>>173843339
No, she spawns with one
>>
>>173839493
It WOULD be pretty comfy if you could scrap the pile of trash and aborted trees in the middle

I dunno why the devs decided that the shitty shack (or at least half of one) should be a permanent feature though. Luckily there's mods for that.

http://www.nexusmods.com/fallout4/mods/4640/?
>>
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>Welcome to the Brotherhood, go meet important people
>Head mechanic lady has no legs
>How'd you lose those?
>Fell off a 100 foot cliff in some power armor and my legs fell off
>Okay nice to meet you bye
>Okay recruit your first mission is to get in some power armor and jump off our blimp

????
>>
>>173847189
The ruble from the cliff fell on her legs.
>>
I really fucking wish that FO4 supported ammo types and firing modes. Would make my life so much easier.

I'm trying to establish this difficulty model, but FO4's mod system is the messiest fucking thing.
>>
>>173823130
>I'm late for work!
>>
>>173836194
Take a look at some of the mods that alter AI behavior, like More Better Companions. Should allow to to customize squads of elite operator specialist /k/ommando operators, brain-fried and paranoid raiders and the like to mix in with normal encounters.

-Courser 'boogyman' with stealth-boy that spams relay grenades, long engagement, snipes with Institute rifle.
-Bloated ghouls in a bloatfly faction, spawn bloatflies when killed.
-Gunners occasionally spawn with their own Gunner Vertibird flares that they use to call in air support. If the player uses them they just summon a hostile Gunner vertibird.
>>
>>173846034

I like what I have so far. I'm just going to leave various tips in the upgrades to say what not to use with certain parts. I think I've got to the point where I should make a youtube video showing all the various things I have for it right now. I'd have to make so many webms otherwise.

Basically its got 5 different capacitors, 2 different weighted down parts for managing recoil (one is for the cannons recoil because I made it kick like a horse), 3 different receivers that drastically alter firing speed and accuracy and therefore, recoil, and all the barrels.

Some of the barrels are impossible to manage on recoil without a weighted part, thats more of a balance thing. But when shot in bursts, its alright. That's for the beam. The scatter also has to have good control to keep it down, but its recoil will be negated with a weighted part.

The Gatling gun has slight recoil that can be managed, but I might make a slightly less weighted part that negates its recoil as well. I already have some "tool tips" of sorts that warn about the types of weights to use, otherwise it will recoil down. The Gatling barrel is kinda easy to control, but for "fairness" sake I think I'll make a recoil controller just for it, at the cost of some additional weight, but not nearly as much as the others.

The anti cannon recoil part adds on 40 pounds. Made of lead.
The anti standard / prong / scatter / flamer adds on 30 pounds. Made of lead.
I think I'll make the anti-gating recoil part add on 10 pounds or so. It will be made of steel.
>>
>>173848897
What's the logic behind making parts that negate recoil when you can just not put recoil on them in the first place?
>>
>>173848839
>-Courser 'boogyman' with stealth-boy that spams relay grenades, long engagement, snipes with Institute rifle.

I'm hesitant to do long-ranged cloaked enemies unless they're not going to directly attack. So I would be willing to do some synth-buffing or ressurrecting mastermind thing, but I don't feel it's fair to really have someone pinging you.

As for cloaked enemies in general, I have some plans.

>>173848839
>-Bloated ghouls in a bloatfly faction, spawn bloatflies when killed.
That is a good idea.

>>173848839
>-Gunners occasionally spawn with their own Gunner Vertibird flares that they use to call in air support. If the player uses them they just summon a hostile Gunner vertibird.
Can take a look at it.
>>
>>173838081
https://www.youtube.com/watch?v=kRNyooGpgb4
>>
>tfw Buffscale will eventually leave after he shits out his shitty plasma gun
>>
>>173849159

It boils down to whether or not you want to manage the recoil or add on extra inventory weight to get rid of it.

I've made tooltips that mention you will not need those heavy parts if you can git gud at recoil control. Its also plasma, and plasma weapons recoil HARD, so I wanted to extend that to this weapon, but not as bad. As you can see the shots are much closer together. But it will still recoil, and with enough weight tacked on, you can negate it. IE - Be a filthy casual.

This is how you can expect the Plasma flamer to work without recoil negating parts on an Overclocked receiver. Recoil is intensified with the faster receivers on weapons with fast fire rate. Its about slightly less hard to control than an automatic laser scatter. With the lead frame part, a plasma flamer will just mow through everything without having to keep adjusting for recoil, and will weigh like 50 pounds. I think that weight is fair for such a weapon. Without a frame it weighs around 30 pounds.

All that said, as a burst weapon, this should be fine. I also doubt many enemies can withstand extended bursts to plasma flame anyway.
>>
>>173849735
I don't like that. The plasma flamer pistol does not recoil.
>>
>>173849319
Lock the courser behind high level. With AI tweaks you can have them move into close range while firing. Even if it's too OP for what you're planning, adding relay grenades to the occasional synth squad makes synths a lot more of a menace. I you do LL injection, keep the chance low.

>attack group of 3 gen 1 synths. one throws relay grenade.
>synths spawn in, one throws a relay grenade.
>run away from a dozen angry synths
>they're still throwing relay grenades.

https://www.youtube.com/watch?v=gEwzDydciWc
>>
>>173850041

Well, my man, install the lead frame upgrade and it won't recoil.

I'm making a million different moddable parts so it will suit anyone's particular style.

From people that want a gatling gun, to a mortar, to a flamer, to an autoshotgun, to an energy beam, to a BFG 9000, this thing will cover a wide variety of guns.
>>
>>173850453
So I have to add on thirty pounds to a weapon that shouldn't recoil to stop it from recoiling. Got it.
Christ you're autistic.
>>
>>173850743
why shouldn't it recoil? it's cannon.
>>
>>173850961
The plasma flamer in game does not recoil. Buff's adding his bullshit headcanon shit into the game again.
>>
>>173851030
>condescending tf2 meme response.png
>>
Alrighty. Current changes. Automatics do 100% damage. Heavy & Light Receivers do 100% damage, with Heavy Receivers having a 50% recoil bonus and Light Receivers having a 25% recoil penalty. Heavy Receivers also have a 25% melee bonus.
>>
>>173851030
plasma cannons have heavy recoil though
>>
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>>173850743
>>173851030

I would make it an option to not recoil, but I already have a mod that negates it.

If you want a plasma flamer that doesn't recoil, its gonna weigh 50 pounds, nigga.

>Deal with it
>>
>>173851347
You know, I just had another thought. Since the point is to be a difficulty mod... I'm tempted to take the level 3 damage mod, make that the base damage for everything, and to make the ascending part splat actually have differences relating to better machining. Because a bullet is a bullet. So better quality receivers would have better range and lower weight, reversing the trend of the vanilla game.
>>
>>173851374
Good for you Buff, stick up for yourself. I the plebs want no recoil for no cost on your mod, they can open it up in the CK and make the change themselves.

A 70 pound mod sounds like a fine idea.
>>
>>173851859
No one is buying this.
>>
>>173851918
I think a 90 pound mod is a great idea. If I don't like it, I'll open it in the CK and change it. Lead is pretty heavy after all.
>>
>>173851728
You could have better automatic receivers have slightly improved RoF as they go up tiers.
>>
>>173851728
Also, I'm going to leave the Two-Shot weapons in, but I'm going to fuck their accuracy up because I'm a massive cunt and because they'd be horrifyingly powerful.
>>
>>173851859

It won't be 70 pounds

With all the mods, at most, a plasma cannon will weight 60 pounds. A little bit more than a Fatman, but waaaaay more devastating with its firing speed and ammo capacity.
>>
>>173852260
>You could have better automatic receivers have slightly improved RoF as they go up tiers.

That is a good thought, yeah. So that works. Considering if I should universally double damage or just for guns. Not sure how a 200 damage Assaultron Laser would fare. Guess it encourages players to take cover. Yeah. That works.
>>
>>173852357
Sounds fair, 110 pounds is nothing in PA
>>
>>173761195

To be fair, we have no evidence that there are actual sea monsters in the Fallout universe.

It certainly never came up when the Chosen One took a tanker to an oil platform in the middle of the Pacific ocean.
>>
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>>173853335
>>
>>173848124
>Russians are so hardcore that even their money breaks your legs
Russophile go home.
>>
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>>173853335
>>173853469
>there's a slim possibility that in the depths of the ocean there's a bunch of fucking massive irradiated leviathans of lovecraft proportions
>>
>>173853763
There's also aliens and sapient machines who mayor may not have engineered a nuclear holocaust because they were bored, so there's that.
>>
>>173853763
>tfw radoctosharks
It is better to be on land as you can't run in water.
>>
>>173853853
>>173853858
There's so much unexplored possibility in the Fallout universe, christ.
>>
>>173853469
the ocean in F4 was such a let down, after seeing these things on the beach I thought there had to be some kind of water monsters down there

but no, theres nothing. Theres not even any reason to explore the ocean depths, theres nothing down there at all.
>>
>>173854085
But there is a reason to explore underwater!

>https://gamerant.com/fallout-4-underwater-map/
>>
>>173772182
>>173771960

HS?
>>
>>173854247
high school
>>
lads be honest with me
is it worth buying all that dlc? i know some mods require it but i wanna know what im getting into
>>
>>173854247

Honey Select

Its a Japanese porn game with a very advanced character creator.
>>
>>173854272
Buffscale makes highschool stuff on the side? I don't think you are correct Internet Anon.
>>
>>173854512
Ah. I just popped over here from tesg since i haven't been on 4chan in about a year and a half. They told me you've moved over here so i just wanted to see what you were up to. Always enjoyed watching your modding shenanigans.
>>
>>173854291
Only Nuka World and Far Harbour are full expansions. The rest are feature updates/quest DLCs. Nuka World is the best of them all, but it can get a bit tedious.
>>
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>>173853763
That is basically my assumption. If we see what it did to life we can see, we can only imagine what it did to already-scary things like sharks, angler fish, etc.

It's why I refuse to swim to Spectacle Island and will only go by boat or vertibird. 2scary4me
>>
>Buffscale having a conversation with himself
>>
>>173854291
Fah Hahbah and Nuka Whorl are story DLCs. Automatron is robots. The other three settlement DLCs are hit or miss depending on how much you do with settlement stuff, but if you do are very useful.
>>
>In cover fighting Raiders
>Suddenly HUD is filled with grenade warnings
>Get grenaded so hard my game CTDs

jesus christ how horrifying
>>
>>173850453
https://www.youtube.com/watch?v=j2rfNvA8YIM
>>
Anyone know if its possible to blacklist certain upgrades with certain parts?

My Plasma cannon I'm trying to set at 10 rounds. The capacitor upgrades for whatever reason keep setting it back to 500 rounds. Anyone know of some way to blacklist those upgrades when the cannon part is attached?

Seems like things get a tad screwy when you have two separate objects affecting ammo capacity.

>>173855782

I've had that happen before with Super mutants. Throwing so many molotovs my game just crashes.
>>
>>173853763
pirate ship hunting the leviathan when
>>
>>173856628
I don't know how to do so exactly but I'm pretty sure there's a few modded guns that do that already, however they seem to do so by instead adding additional accessory slots when that part is equipped.

So, in theory, you could do

>Receivers
>Barrel Mount A-> allows you to use class A barrels
>Barrel Mount B-> allows you to use class B barrels
>Magazine Mount A-> etc.


It might be a pain to do though, I don't have any experience with the Creation Kit outside making basic zones and navmeshes.
>>
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Alrighty. Preliminary changes mean that, on normal, 3-4 hits from base weapons will kill the player character. I need to dig into projectiles, but with basic weapon base damage doubled you have the .44 Magnum doing 96 on a hit. 10MM is 36. Machine Gun is 60 a hit. And with full auto damage intact, fun times.
>>
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>>173858721
Have you never encountered a bomb mole rat? It's a mole rat that some enterprising raider strapped a frag mine to. I think one guaranteed spawns just outside of USAF Satellite Station Olivia, to its east.
>>
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>>173856628
Perhaps you could make the default ammo 10 and have all the other mods allow the addition of capacitor mods, except the cannon.

I know that's possible. I have several mods where you can't attach a scope without a scope rail.
>>
>>173858921
Yeah, I was looking to add them into a new group spawn for a raider rat king sort of deal. But "Class: CourserClass" struck me as weird.
>>
>>173858985
Oh, I didn't notice that bit. That IS weird. What is Bethesda not telling us?!
>>
>>173858939

Yeah, I just did some tests.

It'll be a bit messy, but I think I found a way to do it now.
>>
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Anyone know if there's a Col. Autumn/Enclave longcoat mod out there for F4?
>>
Do companions have any preferred weapon types in 4 or does it not matter since there's no weapon skills anyways?
>>
>>173859721
Some of them have... scripting quirks where they'll rush in to suicidally use melee weapons.
>>
Is there a way to pull every entry for something in the CK and change it, or am I in for manual funtimes?
>>
>>173859530
there is, but it sucks

http://www.nexusmods.com/fallout4/mods/18608/?
>>
>The merchant legendaries are called "aspirational items" in the CK
I sure wish devs would stop playing mind games with me.
>>
>>173861145
Well they are pretty expensive.
>>
>>173861145

Thats interesting to know. I tried finding the Splattercannon in the CK soon after Nuka World came out and gave up.

Thanks, this is actually going to help me down the line.
>>
>>173860616
Why are you using CK for simple value edits and not xEdit which is infinitely superior?
>>
>>173861353
I am brand new to this and don't know what all these things are or how they work or what the protocol for doing edits is.
>>
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>>173858921
theres a lot of weird things,i modded myself a radscorpion follower and they inherit from mirelurks rather then having a radscorpionclass

shits weird, yo
>>
>>173858985
meant to reply to this, not >>173858921
>>
>>173861494
Look at some basic xEdit tuts then:
>http://www.nexusmods.com/newvegas/mods/38413
>http://wiki.step-project.com/Guide:XEdit

A bit more of an in-depth question, but does the "AND/OR" flag make a difference for the very last item in a conditions list? Like, e.g. are these:
>A_AND B_OR C_AND
>A_AND B_OR C_OR
equivalent (form of PREDICATE_FLAG)? According to this:
>https://www.creationkit.com/index.php?title=Category:Conditions
AND comes _after_ OR with the CK, and given that using AND/OR are usually binary operators, I want to be sure that I'm doing this correctly.
>>
>>173861713
Sounds like how it would work with exterminator's legendary weapons.

Can you see what anglers and gulpers are?
>>
>>173861494
xEdit (FO4edit, the 'x' is dependent on the game title) is much clearer as a means of simple tweaking, especially if you want to check for conflicts etc., too

CK has its place, but that place isn't this
>>
>>173858985
It's just behind-the-scenes nonsense:
>https://www.creationkit.com/fallout4/index.php?title=Class
>>
>>173853763
I think in that every single day.
>>
>>173861926
you would think but bloatflies and radroaches get their own classes. its just the scorpions that inherit from mirelurks for some very strange reason.

anglers inherit from mirelurks, gulpers inherit from deathclaws.
>>
>>173760276
/fog/ post your most tacticool screenshots
>>173861713
i remember a friend going through the minutemen and a ton of them had class:raider.
>>
>>173862186
Tacticool is somehow even worse than slutwear, tho
>>
>>173862445
>(...) is worse than slutwear
no.
>>
>>173862445
no it isn't.
>>
>>173862823
>>173863527
I agree with that anon, tacticool is the worst shit imaginable for a PC theme.
>>
>>173863593
specific to fallout maybe
slutwear is terrible in general though, and even if tacticool is of a worse magnitude in the specific setting it's not as bad in general; and less tasteless as a result ie. not as bad
>>
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I fucked Tandi today

what have you done
>>
>>173864574
I made a bunch of teleport relays betwene my settlenemtns, then set my game mode to survival.

now, all of a sudden, i can't teleport between my settlements.
>>
I'm getting seriously discouraged as I realize how much crap I'd need to get in to to build this difficulty mod.

And then there's Survival Mode sitting there mockingly. Because it seems like something I'd be interested in, but I fucking hate damage sponge enemies. Also, no saving is bullshit in a Bethesda game. I'm not a fucking masochist.
>>
>>173864676
>but I fucking hate damage sponge enemies.


what

i haven't had that experience with survival mode.
>>
>>173864696
It's what I've heard. That it's a miserable experience of tedium and bullet sponges that suck away every bit of ammo you have.
>>
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>>173836979
>>
>>173864905
>bitching about things you've never experienced

4chan in a nutshell
>>
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>>173864905
no.

i'll admit that at lowbie levels they are tankier than you, but it's mostly because you die a hell of a lot faster because they have way the fuck better guns. like, i don't pick fights with gunners in the beginning.

later on, however...
>>
>>173864905
http://www.nexusmods.com/fallout4/mods/333/?
http://www.nexusmods.com/fallout4/mods/3815/?
Or alternatively, you can always get good
>>
Why does far harbor have such great atmosphere? combined with the OST, the enviroment and fog it just has such a unique feel to it and it feels much better than the main game, is it because im playing on highly modified survival or is vanilla similar in atmosphere?
>>
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>>173862186
>not playing an operator operating operationally

I don't get the hate for tacticool. Tactical is practical. Safe fission doesn't mean ammo pouches are a bad idea.

>caring about other peoples games
>>
>>173865008
I've played the base game and so I know how Bethesda is about difficulty and scripts. You can be in full power armor and a molerat attacks you and you instantly get AIDS. That's how Bethesda do. I mean, shit. If I want to roleplay a survival mode, I'll roleplay. I don't need a meter telling me I'm dying and robbing me of huge chunks of my fucking time. I'm old. I know the value of time. I don't want to have to redo shit just because the a silent explosive flies in from off-screen and fucking one-shots me or I'm left unable to fucking move.
>>
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>>173863750
Fallout has proven time and again that slutwear actually has a place in the series, the only question is to whether you're trying to convince other people that the character wearing it is sane.

It's not at all out of place for Raiders, and it won't be as long as the series keeps taking nods from the Mad Max series.
>>
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>>173865329
in my experience, (I almost always play survival with tweaks to make it even more challenging) its hard at first sure, but as the game continues it becomes a breeze, you just have to use tactics and pre planning in survival as opposed to running in with no situational awareness, just get good
>>
>>173865594
Yeah, I played the original Survival Mode. I just don't want to deal with that shit again. Ever spent an hour trying to kill a legendary stingwing that seems to be immune to explosives, existing like you're in a fucking horror movie because it damages you faster than you can heal and one hit is death? I was trapped under a bridge for a realtime hour. I was trapped, plinking at that flying tank with weapons that couldn't harm it.

I've just seen videos of people losing hours because of the game crashing or a molotov being thrown. I don't like that. I also don't like the magic weapon system or the magic weapon mod system in FO4. Which is what I've been trying to fix. But everything is so cryptically labeled in the CK.
>>
All this bitching about how people dress their characters aside, you know what Fallout 4 needed?

Some honest-to-goodness body horror.

The lack of encountering creatures on par with Floaters or Centaurs in dimly lit buildings was harshly felt considering how much better this game is with its lighting and "cinematic" grapples with other monster such as bloodbugs and deathclaws. A writhing mass of Fucked Up Shit pinning you to the ground after stalking you through a dark abandoned hospital would make for a memorable encounter, and frankly it feels like Bethesda missed a lot of opportunities given how they tried to play up the weirdness of the north eastern end of Boston with Dunwich Borers and the Museum of Witchcraft, and even including a besieged-by-underwater monsters Salem.

Encountering some shapeless mass of flesh almost on par with the Master, mutated over time and incapable of leaving the building itself in The Museum of Witchcraft sure would have been something. With the series' history of utilizing psychics as enemies, the player could have been toyed with, shown nightmares of their deceased loved ones or possible future -- not nearly enough advantage was taken of the fact that the MC would have some serious emotional and mental baggage, considering that this was successfully done in Point Lookout makes it much stranger that it was omitted.

The fact that they simply chose to put a deathclaw there was almost an insult -- the only way it would have worked is if THIS had somehow been engineered to be the PC's first encounter with a deathclaw instead of that laughable scenario in Concord.
>>
>>173865468
>claim that fallout has proven slutwear is appropriate
>use image of mad max
>>
>>173865768
The original Survival Mode was a bad joke. It made everything (but the player) tougher and just altogether turned the game into a dull slugfest where fights were measured into how many caps worth of ammo you could toss at a problem.

The new Survival Mode amps the damage caused by both parties to eachother and introduces a slew of problems to take into consideration when packing for a romp out in the Commonwealth.

It's not for everybody, but I think the game is much more boring without it personally.
>>
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>>173865768
Also, this ghoul is a qt
>>
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>>173865946
Yes? To illustrate my point for its primary inspiration. Or did you not read the entire post before deciding to act smart?
>>
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>>173865768
for your first paragraph, sometimes running from them works, survival makes gamestyle different.

Use a mod called survival unlocker, it lets you quick save/use the console and so on,the weapon mod system is gr8 in f4 but the legendary system is cancer
>>173865908
This guy gets it, f4 had some great oppurtunity to make fresh new bio horror institute experiments/rejects but they just reverted to supermutants/deathclaws/feral ghouls.
>>
>>173865908
you know, when i first heard about how Feral Ghouls would hide in spaces in the floor, roof and furniture to ambush you, the first thing that came to my mind was a Centaur in the wall suddenly lashing out at you with its tentacled tongues

it's a darn shame that the Centaurs got their watchdog status replaced by the Mutant Hound. yeah they actually are better watchdogs on account of being dogs that can howl, but something about the human/dog/all sorts of other animals monster seemed more appealing to me.
>>
>>173866158
>using fo3 to make a statement about series continuity
>>
>>173866080
well I'll be damned. You're not wrong.
>>
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>>173866404
>fallout 3
>direct precursor to fallout 4 produced by the same company
>fallout new vegas utilizes many of the exact same armor models and even introduces several which could easily be determined to be more "risque"
>thanks to the presence of tribals in NV, being next-to-naked no longer relegated solely to drug-addled and crazed raiders or simple prostitutes
>the point

>your head
>>
>>173783394

You can use the Covenant peaceful ending mod, like I said in the other thread. Allows you to complete the quest for both sides.
But anyway, did a quick test yesterday evening, and the residents are like any other premade settler: you can't move them to any other settlement, period.

Bravo Bethesda
>>
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>>173866232
>the weapon mod system is gr8
I disagree. The primary thing I started my mod around was fixing automatic weapons. What it's sort of evolved into is trying to make a realistic mod system. Which means bullets are bullets and weapon parts don't magically boost damage. So my current thing has been manually doubling all damage whilst removing damage bonuses from mods and rebalancing them to be weight lowering or firing rate or range increasing. So while a stage 1 receiver may be a gimpy POS, it isn't mandatory to upgrade to advance. The bullets fired will do the same damage. Whether semi-automatic or automatic. But because damage is effectively hard doubled and automatic weapons are un-nerfed, the idea is that both sides get that sword cast down.

Debating if I should boost enemy and melee attacks too. But like I said, enthusiasm is low. Might just be because I've been up all night, though.
>>
>>173866764
nothing you say makes any sense most of the time
>>
>>173760276
There isn't really a full modded version of F3/FNV right? Kinda tiring to search mods and see if they are compatible, download install and etc.

Any help?
>>
>>173866829
>nothing you say makes any sense most of the time

Okay. So in Fallout 4, the mods for weapons gradually increase damage, right? So you start with a low-powered weapon and then as you advance through Gun Nut you can power it up.

What my WIP is about is taking away that damage advancement, doubling the base damage of all weapons, and then making the mod parts have a different function that retains their value without making them a progress gate.
>>
>>173783394
>They're as bad, if not worse, than the thing they oppose.

not even close. they are scum, but they aren't replacing people on a wild ass hair's whim. they don't see synths as people, they seem them as weapons.

and when you stop to think that the only reason multiple cultures exist is because they couldn't kill eachother while ensuring that they remained alive, you'll understand what a giant threat synths really are.
>>
>>173866831
no, that's not how it works
>>
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At one point I had a texture mod for new vegas that made the robots look really nice and like, changed victor's screen to be unnervingly hd.

Does anyone have any idea what that mod would be?
>>
>>173865215
>all those plastic clips and shit
ill-fitting as fuck; there's nothing with with tactical, but that isn't tacticool and plastics should be used as sparingly as possible in the confines of Fallout
>>
>>173867379
Ojo Bueno, by the sounds of it with that Victor tidbit
>>
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>>173867428
You're trying to explain this to a bunch of retards that think Fallout is an entirely different setting than it is, right? You know this, yes?

Half the folks that replace everything in-game with Tacticool nonsense are the same people that complain about the presence of "magic" in the game without understanding the concept of weird superscience, supernatural radiation, or psionics existing in the world of the series since the beginning.

Anytime I see these asshats posting about what "doesn't fit" in Fallout while also posting their characters that look like they came straight out of /k/ it becomes patently clear that engaging them in conversation is simply a waste of time.

The only thing that can be stated positively for them is that at least they're not as bad as the 40k faggots.
>>
>>173867476
I think that might be it, but I could've sworn the mod made Victor's face more like it was in the teaser trailer.
>>
So if the legendary modifier system was gutted, what would you consider a worthy prize for defeating a monstrous beast? I'm tempted to just have them drop sweetrolls or something at this point because I can't think of anything good.
>>
>>173867476
I've got your tidbit right here motherfucker
>>
>>173867039

Different anon, so essentially what Modern Firearms does? You could have a look at that, see what they have done, their gun stats are "somewhat" realistic (not really fit for smooth game progression though, I've been tweaking it myself)
>>
>>173867598
you, I like you~
>>
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>>173867786
It isn't a concern about realism so much as fixing some issues I ran into when playing. I don't like damage tied to customization options. I don't like meaningful stats tied to customization options. And having damage tied to receivers is nonsense anyway. Maybe if damage dropoff was a thing you'd have the argument that it should be a factor, but all there is is range. So things like range, fire rate, and recoil are the sensible things to play around with. Trying to make sense of Bethesda's measurement system is madness, though. I don't know if there's any reason to it.

It's like, they have these numbers for things. But there's nothing to go by as to what the number means or how other increments will affect it. Like, Fire Rate 1.4. What the fuck does that mean?
>>
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>>173866831
>spend days/weeks perfectly curating my new vegas experience
>play it for about thirty minutes
>quit and start modding skyrim

>spend days/weeks perfectly curating my skyrim experience
>play it for about thirty minutes
>quit and start modding fallout 4

>spend days/weeks perfectly curating my f4 experience
>play it for about thirty minutes
>repeat

welcome to bethesda/gamebryo games
>>
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>tfw someone is wearing cowadooty "modern" harnesses and shit in a Fallout game
>>
>>173868086
Welcome to autism*
>>
I'm gonna get a Castle rebuild mod but figured I'd ask here what's the best one before digging into what I assume to be the massive pile of them every johnny chuckledick slapped on Nexus for a good one.

Ideally all I want is the option to clear out the additional blocked tunnels and maybe rebuild walls, though I can rebuild walls easily enough with matching blocks, so I'm not looking for "SUPER COOL FORTRESS HOUSES" or whatever, blank slate.
>>
>>173868103
>tfw someone is playing and enjoying a game and thats honestly all that matters.
>>
>Sim Settlements
>Transfer Settlements

p h e w. Haven't played #4 since launch, but fuck is it good knowing that I barely need to touch the awful settlement stuff without losing out on what they bring to the game once it comes to me deciding to play it again

>mods will fix (some of) it
too true
>>
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Welp I stayed up all night modding on a work night

I'm gonna be a zombie all day tomorrow, but at least I'm pretty happy with the balance of the gun now, and got the cannon sorta working as it should.

Also finally fixed the Iron sights not obscuring targets
>>
>>173868297
I'd agree, if we weren't in /fog/ - Fallout Arguments

there's bugger all else to do in the general besides berate others for meaningless decisions they make in their meaningless games
>>
>>173868360
>at least I'm pretty happy with the balance of the gun now
Don't you say this every thread?
>>
>>173868297
that's all that matters to you, perhaps, you just haven't ascended to Falloutism tiers of obsession yet
>>
>>173868360
hey buff, each receiver changed what kind of projectile the gun fires right? what were all the types you have?
>>
>>173868360
>P94 was an industrial tool adapted for military use
>deemed wholly impractical due to size and weight
>advanced in tech lead to the much more reasonable Urban Plasma Rifle

>fuck it, let's go back several steps in terms of functionality

I don't get why you're bothering with so much in-world explanation behind it when it makes little-to-no sense at its core
>>
>http://www.nexusmods.com/fallout4/mods/23454/?

Anyone given this a try yet?
>>
>>173868657
>lol it should just be fun stop caring, I love the rule of cool over thought out design decisions which take note of their universe
>>
>>173868360

And I've got an idea for the boss fight of the Plas-man dungeon:

After fighting Captain Plasma, you'll fight his power armored minion

Plas-man himself doesn't use the power armor, but has a gen 2 synth test drive the power armor for him. It will have a 2 shot plasma gatling, and 20,000 health. I will put it in a square room with lots of crates and shelves around it. Or the Hydrogen collectors I designed, as cover. Remember the boss fight with Vulcan Raven from MGS? Its gonna be like that. If you expose yourself for too long, you're dead. You'll need to be stealthy and sneaky to take the robot out. Mines / grenades / rocket launchers, and keeping a watchful eye for its whereabouts will help you take him out.

Once its dead, it drops its power armor stuff, and also a key card that goes to Plas-mans room. Plas-Man himself will die relatively easily, since he'll just be a frail middle aged man, but he'll be armed with the Plasma Beam, and will likely shoot you the second you open the door, vaporizing you instantly. You may need to take jet with you. I suppose its ruining the fun telling you word for word what will happen, but don't tell Nexus! The plasma beam weighs around 60 pounds, so my headcanon for Plas-man being able to wield it without power armor is him freaking out at the death of his waifu, and a combo of adrenaline, rage, pyscho, and buffout he took gave him the strength to wield such a mighty weapon. But he himself will die fast, the ultimate glass cannon.

Then when the dust clears you can search his terminal and his room for fluff and shit, and blueprints for hydrogren collectors and other things relating to plasma weaponry.
>>
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>>173853763
>Someone in Far Habor claims that there are Ghoul Whales
one can only dream of fighting it someday.
>>
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>>173868932
>>
Hmm. Does the game even use max range to limit weapons at all? It's Bethesda's nonsense measurement units at play again with that, so I'm hesitant to even try using it for weapon balancing.
>>
>>173868197
After taking a look there's actually a lot less than I expected. This one seems... passable, namely as it's the only one I've seen that actually fixes the inner tunnels and, I assume, lowers the world height around the previously destroyed rubble. Anyone tried it? If so how bad are the bugs and such with it?

http://www.nexusmods.com/fallout4/mods/15698/?
>>
>>173868445

I like how every single barrel feels now. I didn't have the Plasma cannon properly ironed out until tonight.

>>173868532

3 receivers, several barrels *almost every barrel changes projectile type*, 4 weight adjustment misc mods for suppressing recoil, several different capacitors that adjust damage and ammo capacity. There's going to be dozens of combinations you can make. For instance, webm related lets you make a plasma beam that cuts through everything. Haven't adjusted damage yet on the barrels or base damage, but I've got some ideas.

>>173868657

This isn't a P94 actually. Its basically going to be like a heavy Novasurge developed post-war.
>>
>>173869307
>Its basically going to be like a heavy Novasurge developed post-war.
Hahaha holy shit
>Acknowledging Mothership Zetas existence
>Headcanoning your own snowflake plasma caster
>>
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Yo wastelanders, technobabble an explanation of the Fallout 3 plasma gun for me yeah it's a gun, not a rifle
>>
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>>173869274
unfortunately the guy who made the best one hid his file. I need to reformat and I'm too lazy to back it up before I do, but it's fucking awesome. Fixes the tunnels, adds rooms, adds underground rooms.

Fucking rad.
>>
>>173868340
Don't forget to get Uncapped Settlement Surplus and Capsafe!
>>
>>173869562
I've got some other mod that spruces up the basement so I'm not too worried about that.

Really I don't even care if the other internal tunnels are functional or not as long as they don't still have rubble since they spill into the hall far enough I can't just wall it off.
>>
>>173869508
it shoots the enemies real good and they turn into goops
>>
>>173869562
If it's just an .esp you mind uploading it somewhere?
>>
>>173869571
thank you for the recs, my man
>>173869307
>This isn't a P94 actually
I know, dude, which was my point, it makes no sense to go backwards in terms of tech functionality when it's a Post-War project, either way, though, based on some of your other screenies, you're clearly not (too) invested in Fallout flavor and lore, so it hardly matters to you and ignoring it's lack of sense, it seems like a neat enough project
>>173869508
because it looked advanced and wouldn't seem out of place in the hands of an Enclave officer not wearing APA; I know you want a technobabble reason, but beyond "they shrunk it with further research", there really isn't one

it's using tech from the original P94 as well as REPCONN'S Green Bean space rocket and stolen schematics from Enclave/Poseidon's SEMELE plasma project
>>
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>>173869979
I thought the era of NifScope abominations had passed, but you've proven me wrong.
>>
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Anyone using Horizon now that it's 1.0 as of yesterday? It's basically Project Nevada for Fallout 4
>>
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>It's basically Project Nevada for Fallout 4

So bloated as fuck?
>>
>>173870043
The best part is that he's attaching this huge mod to this hunk of garbage
>>
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>>173869871

I don't think I'm going to go into depth on the lore of the weapon too much other than a passing terminal entry in Plas-mans files.

I just wanted to make something similar to the Plasma caster, but modernized and upgradable. If Bethesda can let people make plasma flamers, I don't really see why its out of the question for me to make a big one.

Like another anon said the other day, my weapon doesn't clash with the lore nearly as bad as other shit in the base fucking game.
>>
>>173869871
Fine. It's just that plasma guns project a bolt of ionized gas contained within a magnetic field, and the P94 actually looks like something that could be used for such a purpose. To me it seems like the designers of Fallout knew the "science" part of their science fiction whereas the designers of Fallout 3 just came up with something they thought looked neat.
>>
>>173869508
NV shouldn't have had the basic Urban Plasma Rifle and stuck with only the prototype Q-35 and P94 instead, thus keeping the impression that the Urban Plasma Rifle introduced in Fallout 3 was a Post-War Enclave adaptation of the Q-xx/SEMELE projects and developed between the events of Fallout 2 and 3 with plans and data gathered together from the various plasma projects that were done Pre-War as well as in house R&D at Raven Rock

then again, Harkness had his gun before the Enclave pour out into the wastes for a second time, so lolidunno
>>
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>>173870241
>modernized
>>
>>173869979
reminds me of deus ex:hr when you'd approach a gangster with your gun out they'd go "get that shit out my face, before i shove it up yo ass"
>>
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>>173870320

Compared to that rusty box thats on Nexus, I honestly prefer the look of mine.

Especially after I do all the textures to be all shiny n chromy.

Although, I don't really like what they did to the Gauss rifle. But anyway now that I know how spinning meshes work, I might consider one day making a gauss minigun from Tactics. Even if many don't consider tactics cannon, I like the design of this.
>>
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>>173869508
Pretty sure this is what Bethesda was thinking when they made it.

>>173870143
I've been using it for a while and it's good, but not great.

For starters the author went with Fo4's retarded survival mechanic of not saving and took it to another level by adding a save item that you have to craft.
And like everything else in Horizon, you need a ridiculous amount of components to craft anything.

Other than that it's pretty solid. It's just too bad that he absolutely refuses to put options in the mod and makes everything obligatory. That's just stupid but whatever.
>>
>>173870241
>my weapon doesn't clash with the lore nearly as bad as other shit in the base fucking game.
that isn't really a great sell, though, but like I said, if you're not autistic about the universe, then I could see why you wouldn't see or care about its design faults and I don't think that's wrong, it's just that I personally find it (your caster) quite jarring
>>
>>173870143
>It's basically Project Nevada
no, it's not, it's a shitty "hardcore" mod that tries way to hard and fails in its execution as such

>t. someone who plays 3/NV with good hardcore overhauls which definitely don't include PN, now you mention it
>>
>>173865908
Not just weird creatures, weird people. Pickman was a good weirdo, but imagine that if instead of getting the quest from Hancock, the quest could be triggered by Pickman killing one of your settlers and leaving his calling card. Delay the quest and he starts leaving calling cards all over your settlements.

Way too pg13 in some places. Even the raiders were pretty tame.
>>
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>>173870540

Okay.

Everyone finds something jarring in Fallout these days anyway.

Ghoul Billy, pre-war jet, X-01 behind glass in Nuka World, T-60, etc. I'm sure there's countless other things.
>>
>>173870703
>I'm sure there's countless other things.
yep

Fallout 4 was a mistake
>>
>>173870495
i agree, i prefer your model over the shitty one that's already there.
>>173870652
does that mean jsawyer and only jsawyer or are there some other good overhauls? i dont hate project nevada, i just am wondering if i should change it up to see if some other mods offer more of what i want.
>>
>>173870652
What survival overhauls do you use?
>>
>>173870291
give Harkness an Institute AER (ripped from FO4) instead of his plasma rifle and swap the urban plasma rifle for P94 in Mojave level lists and this would make for a neat TTW mod.
>>
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>>173870767

I heard the guy who made that plasma caster didn't even fix the prong to not spin.

It might not look that bad with good textures, though, I guess. Looks like he literally slapped Vault Tec wall textures on it and called it a day.
>>
Speaking of plasma weapons, Glock 86 when?
>>
>>173870771
I was working on my own very briefly, but then I realised that I didn't enjoy the game enough to warrant creating or editing content for it and decided to wait it out for the next few years so I can be a greedy little mod consumer instead

that is to say, I don't believe there are any good ones yet, sadly

>>173870767
JSawyer Mod (///not/// Ultimate Edition, just get Animation Project if you want that other stuff, too)
Vicious Wastes w/ Nitty's Wild Ride
Painful Injuries
Ultimate Illness Mod
Realistic Reloading
BLEED
Precision Ballistics and Munitions (a bit of a maybe as its not too great and requires some xEditing to mesh with the others, so when it doubt, ignore it, I guess)

there's a lot of other recs. I could give which benefit this type of setup, but that's my core "hardcore" suggestions
>>
>>173871102
>>173870767
oh yh, and fuck Project Nevada
>>
>>173870767
Vicious Wastes, JSawyer and Animation Project would be a great trio to replace Project Nevada with.
>>173871102
Going to check some of these out, thanks!
>>
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>>173871086

There's actually a WIP of one being made that can be turned into a rifle / assault / shotgun like the normal plasma guns.

I'm definitely gonna use it when its done. I liked that gun in NV.
>>
>>173869846
give me a place that's easy to upload from
>>
>>173871102
whats realistic reloading like? i've looked at it it seemed kinda gimmicky. also is a standalone slow motion mod better than project nevada having it incorporated?
>>173760276
https://youtu.be/OZwyNPVEpnc
help /fog/ i can't get this mod to work right and i want it to work so desperately. has anyone tried it out?
>>
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Post screenshots you like, any game in the series
>>
Is Mission Mojave any good?
>>
>>173868932
Nerd Rage.
>>
>>173871668
it is gimmicky in a lot of ways, but I'm so used to it now that I can't imagine not using it and I enjoy reloading not being a trivial afterthought in regards to combat

I have no idea about the slo-mo thing, I mean, there's no negative to having it standalone whatsoever, but equally, I've never used it, so I can't give you a first hand answer, I'm afraid
>>
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>>173871690
>>
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>>173871690
>this American trooper gives zero fucks
>>
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So I'm checking the wiki for weapons I might want to try making, and I wonder

Why didn't Obsidian or Bethesda ever bother modeling a Pulse pistol or Pulse rifle?
>>
>>173871569
https://uguu.se/

It's been really fucking slow lately though so idk if it'll work if it's a bigger mod.
>>
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>>173871930
Obsidian did reimagine it in NV, tho
>>
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>>173871889
Quality. What weapon does the trooper on the left have anyway? Is that a flamer or a p-94?
>>
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>>173871997
I think it's a P94, yh, the carrying handle on top is what leads me away from thinking it's a gatling weapon
>>
>>173869508
I would suggest the little modules on the top of the weapon extract the plasma from the cell and feed it to the reservoir. The plasma in the cell probably has minimal ionization and is further charged as it makes its way to the reservoir.
>>
>>173871986

Sheeeit, I don't guess I remember that.

There were a lot of unique weapons that I never used in NV because nothing really beat my AMR.
>>
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>>173871997
Flamer.
>>
>>173867598

only commie ruskies loves to do this

this is why i hate most of the russian mods
>>
>>173872138
I stand corrected, completely forgot the Flambe had a carrying handle, too

makes more sense it being a flamer as well
>>
>>173872136
it was one of the tech items you could go after for Veronica's personal quest
>>
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>>173871930
Microwave emitter
>>
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>>173836979
>>
>>173872132
That's a microfusion cell, not a plasma cartridge.
>>
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>>173871930
Solar Scorcher
>>
>>173872132
>extract the plasma from the cell
until FO4 the logic behind plasma is that it's just super-heated hydrogen gas
>>
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>>173872136
>asks "Why didn't such and such make this weapon"
>it exists
>"Oh well I never used anything but the strongest gun I could find anyway"
>>
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>>173871930
Bringham Needler
>>
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>>173872726
Yeah, that does sound like it would fit 4's design
>>
>>173872812

Yeah I actually checked the wiki for NV's weapons after anon made that post.

Damn, I never realized just how much stuff NV was crammed with...they've even got some Tactics weapons like the Ballistic fist.

>>173872721

I saw that. It sounds neat but I dunno if I could make a gun that recharges in sunlight. It also seems a bit similar to a gun Trainwiz is already working on / worked on.
>>
>>173873003
Could always make a spin on the Cerebral Bore from Turok 2.
>>
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>>173873003
Someone needs to make the punch gun from Tactics.
>>
>>173873089

I think my next project after the Plasma caster's going to be power fists.

I'm going to overhaul the shit out of them, and edit the model to resemble the FO3 versions. And make PA working ones.

Now that I know what I do about gun modding and rigging, I can probably pull it off now.
>>
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>>173873163
>>
>>173873262
Looks too techy. A punch gun should just be the sawed-down chamber of a single shotgun with the trigger hooked up to your knuckles.
>>
>>173873247
>edit the model to resemble the FO3 versions
Really? I liked 4's model much better.

Then again, you're doing a great job "modernizing" the Plasma caster, so I guess I'll wait and see.
>>
>>173873262
I'm surprised a scripting magician hasn't "fixed" the fists so that they require reloading via MFC or shotgun shells as was the original intention before it was scrapped as its implementation would be too taxing and time consuming to warrant
>>
>>173872726
ionized gas is generally pretty hot. unlike gas, plasma can be contained by a sufficiently strong magnetic field. you need a magnetic field to 'direct' plasma.

the same sci-fi logic that explains how guass rifles are able to direct a projectile are similar to the physics behind directing plasma. so you use a magnetic field to force the hydrogen plasma into a 'ball' and impart a force. the hard part would be maintaining the field around the blob long enough for it to hit a target.
>>
Navmeshing is kinda comfy with some background music, at least indoors without obstacles fucking everywhere
>>
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>>173873421
can literally see the SEC you'd have reloaded with that system in place.
>>
>>173873375
I personally think the current power fist is too visually noisy.
>>
>>173873592
>oblivion had this in a way, with the melee items' 'enchantment' running out
>>
>>173873375
the new powerfist looks too ramshackle to me, especially when we know how prevalent they were in actual military, medical, scientific and industrial use

it's the same problem I have with the new design for Gauss; no gun would be mass produced with all those free flying cables and shit, it looks like a prototype ala the AER14 in NV

in fact, I'd say both the standard FO4 Gauss rifle and powerfist would have made excellent unique models next to more standard affair not-unique counterparts
>>
>>173873247
>And make PA working ones.
just make it a PA arm upgrade, too, surely

so it's not like a weapon you'd equip, but it's still just the suit itself
>>
Anyone got a mod that replaces or adds fallout 3's music to the game.
>>
>>173868086
Is kinda like that yes... I really don't have the patient but oh well I have literally nothing to play and my damn laptop can't run FO4
>>
>>173873984
Diamond City Radio already has you covered in vanilla, my man
>>
>>173873984

Fallout 4's vanilla radio.

No, really. Bethesda was that lazy.
>>
>>173874056
Yeah, they have a few songs form 3, but I believe there's about 3 songs not in it, World on fire, hacking and whacking, and a couple more. Though I might not have heard them yet, I don't listen to Diamond city radio a lot.
>>
>>173874187
>Though I might not have heard them yet, I don't listen to Diamond city radio a lot.

>already wanting to replace it
just go play Fallout 3 or TTW if you're that thirsty for it, anon
>>
>>173873247
if I can make a suggestion, integrate the power fist into the PA arm. the player can't equip unarmed weapons in PA. have the crafting recipe include a power fist.

you might be able to find a way around that roadblock though. if you do, keep in mind the unarmed boosts from PA mods might stack or conflict.
>>
>>173874231
Played them to death, oh well I'll just do without, or add them myself, thanks anyway.
>>
>>173874390
you crack me up, friend
>>
>>173873247
Ok but do try to keep this one a but down-to-earth?

This means no:
>long ass tunnel dungeon designed to look like a boxing ring/secret underground lab used by west-tec
>The Mysterious Mr Punch and his Busy Boxers
>an ex-enclave scientist who loved grognak comics
>ancestors helped creeate deathaws and lives with the guilt
>customises power fists for shits and giggle
> 8x 30,000 HP boxers AKA re-geared raiders, all equipped with the strongest version of the power fist
>mod which increases damage to 100,000 but means you can't attack for 10 seconds
>winged, four headed brahmin

Need i go on?
>>
>>173874874
>The Mysterious Mr Punch and his Busy Boxers
you floored me with line#2
>>
>>173874874
heed this anon, Buff.
>>
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>>173873163
>>173873262
>>
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>>173874874
>>
>tfw i share general with people bitching about "muh tacticool" and "muh slutwear"
>literally only two remotely fun things in this entire buttfucking game
>>
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>>173873621
Really? I think it's easier to follow than 3's.

>>173873809
I just think it looks like construction equipment, not military equipment. Nothing that a reskin wouldn't fix imo.

I'm 100% with you on the Gauss rifle, but the way it was present in the game it was clear that it was a wasteland creation, not a military-issue.
>>
>>173875181
>tfw I share a general with people who aren't borderline obsessed with Fallout lore and appropriate content for the setting
rrrrreeeeeee-

slutwear can obviously be appropriate,
but 99% of the time, it clearly isn't when done via the player
>>
>>173875181
>tacticool shit isn't even done in a lorefriendly way like adding classic weapons
>slutwear isn't even done in a lorefriendly way like adding the naughty nightwear

nah we have enough reason to bitch
>>
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Really gets the old noodle a turnin'.
>>
>>173875181
If they replaced plastic clips for metal clips and so on, so forth, then suddenly you can have all the tackey harnesses in the world, it's just when they're ripped straight from fucking Rainbow Six, then yh, it looks like ill-fitting trash.

And this guy >>173875654 sums up "slutwear", well, though I think an element of FO3's more exposed raider outfits fits perfectly well, too; hookers with ball gags would be fine; a corpse being stripped down bare, a-okay etc.
>>
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>>173875662
>males have one female chromosome
>women can have 4 chromosomes
>according to a bulgarian tranny
>>
>>173875662
I actually let out a little laugh after finishing that read. Just what.
>>
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>>173875654
>>173875638
>>173875843

>hurr durr mods have to stick to the lore 100 % O!
>someone is so retarded to actually type this

Negroes plz.
>>
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>>173875181
I use a little bit of both depending on if I'm out adventuring or at home with my waifu.

Gotta keep warm when you're out in the cold or you'll get sick! Plus hiding from raiders is hard if you're wearing something flashy, and running/climbing/etc is harder in heels.

But when we're safe in our home in the evenings then all the loverslab stuff comes out.

Everything in moderation!
>>
>>173875843
I'm never going to stop using, making, ripping, downloading, endorsing and thanking the authors of tacticool mods.
>>
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>>173875986
>40k image
>this dumb shit mentality
literally 100% entirely not shocked

it's all so clear to me now
>>
>>173876267
Cry more faggot.
More you cry, the more i enjoy every piece of tacticool and slutwear modding there is for F4.
>>
>>173876849
well, that's a very petty outlook to have on life, friend

at least my feeling stem from caring way too greatly about staying true to a universe and not just from spite

it's a bad character trait to have, tbqh
>>
>>173853543
>>
>>173876926
>implying

I get to play some hot, great looking stuff and i get to piss off fags like you while im having fun.
Couldn't get better.
>>
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BATTLE
CATTLE
>>
>>173877256
Can't you go use GUN instead, you'd fit in with their whole retard vibe they have going on.
>>
>>173877330
And miss that autistic sperging present here ?
Not a chance faggot. Im having too much fun.
>>
>>173877496
>>173876926
>>
>>173878132
>>173877256
>>
>tfw no minutemen cavalry charges
>tfw no brotherhood anything besides fucking liberty prime
>tfw no railroad railroad
>tfw no (confirmed) institute spy birds with some level of interactabity
>>
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>>173871690
>>
>>173878265
>>tfw no railroad railroad
You know the Underground Railroad didn't actually include trains, right?
>>
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Still working on that Mad Max-inspired drifter character traveling solely with his gun, dog and rig: a set of legendary raider power armor. Any opinions on names and legendaries ?

Punished (helmet, martyr)
Unbroken (torso, unyielding)
Blaster (arm, incendiary)
Toecutter (arm, duelist)
Pursuit Special (leg, sprinter)
Magnum Opus (leg, cavalier)

Will probably use plenty of drugs, explosives and automatic energy weapons.
>>
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>>173874874
busty boxers*
>>
>tfw I know that I've accidentally done something in NV which will end up killing the Kings, but I did it hours ago and don't feel like reloading that far back
They're hooligans anyways, I guess. Really fucking cool hooligans, but I digress.
>>
>>173878265
You are aware that the underground railroad wasn't a literal underground railroad, right?
>>
>>173853763
That reminds me of the disappointing quest in far harbor where there's all this build up to fight a "giant" sea monster and it just turns out to be a tiny red mirelurk.
>>
>>173880367
>accurately describing fallout 4
>>
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>>173878265
>tfw no Enclave rednecks giving BoS vertibird rides
>>
>>173866080
I had a ghoul chick show up to sunshine tidings co op and she had a GREAT ass.
>>
>>173880093
>killing the Kings
I hope someone shoves barbed wire down your urethra.
>>
>>173876926

>triggered about others enjoying a game in a way he doesn't like
>calls them "petty"

It's a very bad idea to throw stones at your neighbours when you're sitting under a glass roof
>>
>>173878265
Institute birds are beyond confirmed, but yeah there's no interactability
>>
>>173881062
I'm not even killing the Kings, I just convinced them to end the violence against the NCR. Apparently doing that while going with House fucks everything up.


Which makes no sense, since Mr.House wants NCR tourism into a city that he presumably doesn't want to mass produce NCR corpses, but fuck it.
>>
>>173866080
I wonder what it looks like if you change her race to Human.
>>
>>173880927
>great ghoul ass
Never thought I'd see someone use those words in a single sentence.
>>
>>173878439
submachine gun or handmade rifle called Bullet Farmer

The Organic Mechanic; irradiated plasma rifle
>>
>>173881402
it's a shame they didn't go for the obvious cheap gag and let you eat crow.

there was a mod that gave the birds inventory and added synth components.
>>
>>173878439
i dont think max would use drugs. but again this isnt supposed to be max but inspired by him. so good enough.
>>
>>173881605
It could be part of some stupid elaborate plot by house to have the NCR occasionally get bumped off in town to slowly whittle them down/have a plausible excuse for why certain NCR guys could "disappear", (ie: Oh he was last seen in Kings territory? Guess they got him since they have a reputation for that anyways.)

Someone up and vanishes and is found in an alley in gang territory? unfortunate, but not that uprising.
Someone gets shanked in a good neighborhood? More likely to have a full investigation.
>>
>>173881857
Well for an emaciated person suffering from radiation poisoning.
>>
>>173823130
cute baby
>>
>>173882281
Okay, but how does wiping the Kings out solve anything?
>>
>>173882648
I actually forgot he has you murder them, I was just thinking of why he wouldn't want to end hostilities between NCR and them.

I should replay NV, it's been a while.
>>
>>173882648
He doesn't have you murder them as far as I'm aware, he just kills them in the ending apparently.
>>
>>173830789
>>blackface bug
That's a bug?
I thought a mod I installed added a sunburn feature.
>>
>>173883064
>he just kills them in the ending apparently.

Consolidating power I guess. Kangz seems like they'd be a potential enemy of House's new setup.
>>
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>>173760276
>there's repeated mentioning of a device called the Irradicator in Hallucigen, where there are plans to convert the two ton death machine into a handheld radiation death ray for profit
>no such thing as an Irradicator to use beyond a button on a defenseless Gunner
what a killjoy.
>>
>>173883064
he tries to force them out and they retaliate, leading to their demise via securitrons

can't say he didn't offer them an out beforehand, though
>>
>>173833372
>my game crashes
That and the bullet sponge enemies is why I'll never bother with survival.
The game is just too unstable, although I haven't had a CTD from the game yet just insane frame drops.
>>
>>173883474
I made it all the way to Far Harbour in survival. Got stuck in a tire, had to go back literal hours. Quit survival mode instantly.
>>
>>173883474
>>173883629
or take literally a minute of your time to get a save mod???
>>
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Why is the shotgun turret so fucking useless?
>>
>>173884013
Doesn't fix the bullet sponge enemies.
>>
>>173884036
Because shotguns in FO4 are pretty useless.
>>
>>173767398
>>173767718
Their bodies feed on ambient radiation

Hand-waving: Complete
>>
Me stuck in San Fransisko on 3 INT run. Wat do? Me talk to smart man in nice suit in Hubba bubba land. Dont know how swim over big water to save people.
>>
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>install shitload of mods
>go into the game
>there are two lvl 40 turrets at Concord and inaccessible subway entrance

Wut ..
>>
>>173881859
I'm already investing in science to upgrade the armor, not sure if I should put points in gun nut as well.
>>
>>173884036
it isn't useless. set up multiples in small corridors and they become show stoppers.

ie: entry area of the castle
>>
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What are the essential mods for waifu-making, anons? I haven't touched fallout 4 in a while.
>>
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>>173871690
>>
>>173887201
uninstall.exe
>>
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>>173887267

Ah, as I thought.
>>
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http://www.nexusmods.com/fallout4/mods/23434/?

http://www.nexusmods.com/fallout4/mods/23434/?

http://www.nexusmods.com/fallout4/mods/23434/?

http://www.nexusmods.com/fallout4/mods/23434/?

its live!
>>
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>>173887201
Azar Ponytails
True HD Smile
DeluXe makeup
Misc Hairstyles
Eyes of beauty
CBBE
Better female walk
Sexy female sitting/standing
Jewelry
Lacy Underwear
>>
>>173887352
thats a big gun
>>
>>173887201
That >>173887580
plus
Piercings from LL
CBBE modular chain bikini
Looks Menu
Misfit Ink Tattoos
>>
>>173887794
>>173887580

Thanks, I'm downloading mods right now. Don't know if I'll actually end up playing the game, but might as well leave it in working condition.
>>
>>173888026
WX Hair Colours. I forgot that one.

And of course shitload of LL mods if you want to actually DO something with her instead of just looking at her :)
>>
If I assign jump points on a navmesh will actors use them all the time or only in combat?
>>
>>173874141
>Fallout 4's vanilla radio.

>No, really. Bethesda was that lazy.
Except out of Fallout 3's radioo, Fallout 4 only has about half the songs from it, and those 10 songs only make up 1/4 of Diamond City Radio's music selection
>>
>>173874141
b-but it's not like anyone's recording new music, baka!
>>
>>173843971
How do they manage to make this mod looks worse and worse every trailer?
>>
>>173806686
>Father had robotics working on Synth Sean, implying he's not a regular gen 3. Otherwise, why redirect the department resources to the project, when he could have just pulled a regular synth from the vat?
BEcuase Father had a massive mommy/daddy complex and wanted a super special synth child version of himself to give to you as a gift for you missing out on his childhood
>>
>>173891258
Visiting Magnolia in Goodneighbor will add her songs to the radio tracklist.
>>
>>173803681
>That's why many of them talk like tards and exhibit extreme aggression.
No, super mutants talk like retards because they are Gen 2's made by the Enclave that were less developed then the Gen 1's made by The Master

Have you fucking not played Fallout 2 at all?
>>
>>173891802
Not to mention
-Agatha has her own songs in Fallout 3
-The Lonesome Drifter in New Vegas
-Magnolia in Fallout 4

All the newer Fallout games show at least one person making some new music.
>>
>>173891934
also dont forget some of the dumbdumbs are Gen 1 muties, only pure humans became super smart muties
>>
>>173892190
^this also

Many of The Master's super mutants in Fallout 1 showed signed of mental deficiency due to their DNA being damaged by radiation before they were dipped.
>>
>>173892424
> due to their DNA being damaged by radiation before they were dipped.
Which is also the reason why The Institute kidnapped Shaun for his pure DNA.
>>
>>173884013
Will I still get achievements?
>>
>>173893412
Wasn't that because they needed a pure template for their synths? Seems somewhat unrelated.
>>
>>173894170
No....

Synths are made using FEV, and the whole reason the FEV project had hit a standstill was because no one in the commonwealth had pure DNA to get the FEV to function correctly.

If you ask him about it, Shaun himself will state that his DNA was fused with "a modified virus" to form the organic material synths are made out of.

They needed his pure DNA for the same reason The Master needed pure DNA, in order to make the FEV function correctly.
>>
>>173894343
Ah, I see. Kinda neat how all these years later, we're still seeing hints and nods to the Master.
>>
>>173892424
>>173892190
>>173891934
Isn't there an editor that one could use to figure out what their intelligence attribute actually is? iirc every creature in Fallout Tactics including deathclaws, robots and super mutants have full SPECIAL stats.
>>
Any good quest mods?
>>
>>173895157
yeah but iirc the special stats for characters other then the main player are mostly for gameplay purposes, not for what the character would actually have.

exceptions to the rule being frank horrigan and the three bosses at the end of lonesome road
>>
>>173895419
That Hole in the Ground one is p good.
>>
>>173895157
in-game stats never reflect the NPCs actual values in lore, as NPCs rarely actually use SPECIAL stats for anything.

Marcus has an INT of 8 in Fallout 2, and a INT of 5 in New Vegas


Tabitha, Keene, and Lily in NV has an INT of 3

Lieutenant has an INT of 8 in Fallout 1
>>
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I already know this is going to be an unpopular question but what the hell...

is there a decent "essential" mod list for ps4?

xbone too I guess, but I don't need that myself.
>>
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>>173868360

>No rear sight
>>
>>173895636
I don't know what the information on the wiki is based on but there it reads that the intelligence of super mutants deteriorates even though their physical bodies don't, and it's different for each individual. To me it's rings suspiciously true when you look at those stats.

-Marcus is smarter in 2 than in NV.
-Tabitha, Keene and Lily are nightkin, and nightkin are a bit loopy
-Harry is a moron even though he isn't nightkin (INT 3)
-Lieutenant is very articulate
>>
Does the NV save editor mess with Steam achievements? I don't want to cheat, I just want to alter a story thing I fucked up.
>>
>>173896193
FEV makes most super mutants pretty stupid due to the radation caused damage in thier DNA being made more prominant.

That is why The Master sought out pure humans, as they had a far higher chance of coming out "smart" and in some cases, smarter, then they were originally.
>>
>>173897146
Would a revival of the Super Mutant threat still be theoretically possible? Or has enough of the pre-war FEV supply and related equipment been used up to prevent that? Is there a limited and decreasing number of Super Mutants now? Or is there still some kind of place where more can come from?
>>
>>173897494
Now that I think about it, there were renegade bands of Super Mutants in 3 who were seeking out FEV in order to capture people and make more Super Mutants, so there's that.
>>
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http://www.nexusmods.com/fallout4/mods/23425/?

Logical mod. Makes the taxes you collect get sent to a central place.
>>
>>173897494
-The source of West Coast super mutants(Mariposa) was destroyed, and thus, no more super mutants of that kind are being made

-There is no known FEV source in the Midwest, and all Midwestern super mutants are remnants of The Master's army that fled the west coast after The Master's defeat, so they too, are not making any more.

-Capital Wasteland super mutants mention in Fallout 3 that they are running out of "green stuff"(FEV), which is why they are searching through the D.C. ruins to find more. But with Broken Steel installed, Capital Wasteland super mutants mention that "The bucket heads", BoS and Enclave, have been killing too many of them off, and Fallout 4 implies that the BoS have secured The Capital Wasteland, implying they are gone. A terminal on the Prydwen even mentions that Maxson killed the last super mutant leader, who was trying to reorganize the Capital Wasteland super mutants.

-The Institute, who is the osurce of Commonwealth super mutants, still have plenty of FEV, and the means to make more, but thier project has been shut down for months due to Virgil going on a rampage, and even after you take over The Institute, it still remains closed.

Assuming you destroy The Institute, then that source is gone also.

As it stands, there is no known way for super mutants on the west coast, Midwest, or east coast, to ever become a threat of any real significance again.

The only possible place that could happen is in the American South, since that is the only part of the post-war U.S. we don't know about, leaving the possibility for more FEV/Super Mutants down there
>>
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>Playing a PA/heavy weapons focused character
>Finally find an explosive minigun
>>
>>173895419
Maxwell's World, The Code.
Skip Fusion City Rising and any of those, they are terrible. There's a copypasta about that.
>>
>>173895812
Buying a PC.
>>
>>173898332

Thanks.
>>
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Holy hell, give Danse a gatling laser and he will murder EVERYTHING
>>
Good night /fog/, sleep well.
>>
>>173898104

I guarantee they will find a way for Super Mutants to be in the south.

Or they'll just be there with zero explanation, like Radscorpions in Boston.
>>
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>>173898361
gr8 b8 r8 8. heres your you. fick off.

>>173898104
assuming enclave haven't got another base somewhere. did they ever explain -how- they made FEV? there was talk of some chinese super virus they needed to protect against yes?
>>
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>>173898104
>-There is no known FEV source in the Midwest, and all Midwestern super mutants are remnants of The Master's army that fled the west coast after The Master's defeat, so they too, are not making any more.

Well, FEV is a virus. So it's theoretically in their blood.

Off that topic, I've had a realization. The loot/scrap/crafting/settlement system in FO4 totally fucks up the RPG side of the game. It takes away scarcity and the importance of vendors and weighing options.
>>
>>173898634
>like Radscorpions in Boston
>except theyre from petshops like in DC
>>
>>173898634
>Or they'll just be there with zero explanation, like Radscorpions in Boston.
Except it was explained in Fallout 3 that radscorpions are the result of emperor scorpions that were found in basically all pre-war pet shops.

http://fallout.wikia.com/wiki/Tenpenny_Tower_terminal_entries#Radscorpions
>I've been a lot of places in my day, and everywhere you'd find those damned Radscorpions.

>Rumor was they'd descended from Emperor Scorpions, which you could find in pretty much any pet store in the country when bombs fell. I guess that explains their population.
>>
>>173898332
>So I've been watching Alchestbreach's playthrough of Fusion City Rising.
>I don't think I will ever be happy again. It's like a black hole for quality, consuming hard work and leaving nothingness in its wake.

>All new assets are from other mods, which is ok except it uses loads of garbage like that miniskirt mod, or those weird Mass Effect mods. Levels are sometimes quite nice looking, but most are either ripped from vanilla or simply disgusting looking. Enemies are wildly spammed EVERYWHERE, making it needlessly difficult (except the bossfight which is just a lone sentry bot).

>The worst offender is the writing and lore, though. There's a hotel/nightclub/city/whorehouse under the Glowing Sea, having survived for 200 years, which apparently everybody knows about because it's a big tourist destination (people get there by teleportation. Which the Institute just gave them. Yeah.) People from the Institute, Brotherhood, Railroad, and Minutemen all come there; an Insituye engineer is even a stripper there, alongside loads of synths. Dr. Zimmer (who is in the mod as an NPC with no dialogue) is a sex addict and Mayor McDonough's fetish is being whipped by a prostitute dressed as Piper. The entire leadership of the Railroad are synths. Arthur Maxson killed Sarah Lyons, then was killed and replaced by a synth. The term "Social Justice Warrior" is used on a terminal log, Deacon mentions Star Wars in a note, Deacon's inexpicably synth son makes endlessly real world refences for no reason, the Brotherhood is actually growing nirnroot, security wears Mass Effect armor that is even called N7 jumpsuits ingame, the club plays dubstep music, there's a weirdly political angle to it with insanely log terminal entries about security states, Vault-Tec staging an attack by Middle Eastern terrorists in New York to get laws passed, and a joke about Hillary Clinton

>Also, not only is Deacon the Lone Wanderer, but he's Father's son. Somehow.
>>
>>173898674
>assuming enclave haven't got another base somewhere. did they ever explain -how- they made FEV? there was talk of some chinese super virus they needed to protect against yes?
Making FEV isn't difficult if you have a sample of it

If you recall, the enclave got some FEV from Mariposa in Fallout 2.

> there was talk of some chinese super virus they needed to protect against yes?
I don't remember off the top of my head, but from what I recall FEV started off as a means to combat the new plague that was sweeping across America(nothing said it was Chinese in origin though)
>>
>>173898792

Is this shit real? That makes fanfics look like sensible, thoughtful writing.
>>
>>173898792
That's either a terrible story mod or an amazing joke mod.
>>
>>173899169
Not him but yes, this is 100% true in regards to what is in Fusion City.

The sequel mod "Outcasts and Remnants" have a Vault-Tec vault that gets turned into a teleportation hub after the Brotherhood of Gold(people who supported Lyons and left after MAxson took over) convert those pulowski preservation shelters into teleprotation devices.
>>
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>>173884130
http://www.nexusmods.com/fallout4/mods/14650/

>>173893991
http://www.nexusmods.com/fallout4/mods/15639/
>>
>>173899169
Yes. It's shit, but it's the highest rated quest mod because everyone is naked.
>>
My computer stopped being able to run Fallout 4 forever ago, so I bought the PS4 one on sale today. Is there a pastebin for which of the gimped mods that can run on PS4 are worth getting?
>>
>>173899748

Welp, gotta know your audience, I guess.
>>
>>173899895
>so I bought the PS4 one
>instead of fixing your PC
>>
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Know what would've been stronger in FO4? If the Institute didn't exist. Or if you got there and it was long, long dead. If it turned out that the invisible enemy was never actually a thing or that it had been running on auto-pilot for a long, long time. If it turned out your kid was just stolen by some party at some point and that plot thread is never actually explored, and you just chase that false lead because everyone in Boston says the Institute is behind everything.
>>
>>173899970
Even if your audience is retarded asian teenagers?
>>
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>>173900294
>implying you could pull that shit today with how dumb casuals are


would have been neato
>>
>>173900294
But we've already encountered a human Institute member as well as two gen 3's (with at least one presumably being a Courser) in Fallout 3 and Post-War development, be it beneficial or not, is neat to see and hear about
>>
>>173899748
Meanwhile Maxwell's World pisses them off because it punishes the player.
>>
>>173899895
there is not, and I already asked the exact same thing but these guys are assholes.
>>
>>173900156
My PC can't be fixed, it's a cheap ass laptop I was lucky enough to run the game on for a while. I just wanted to be able to do another run through while I'm waiting for The Frontier to drop.
>>
>>173899427
I'm playing New Vegas.
>>
>>173900742
No boobs and the possibility of failure = no endorse
>>
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>>
>>173901287
Why do you spam these screenshots?
>>
>>173900294
This is a sequel to Fallout 3 we're talking about here, not New Vegas.
>>
at this rate we can say

SOME ASSHOLE PLEASE REBUILD THIS IN FO4

>http://imgur.com/gallery/xi2TW
>>
to the vicious wastes faggot:
"You can adjust how scarce you would like ammo (and aid, food, etc) throughout the world to be, and by default there's much less of it than the vanilla game. Vendors have their ammo reduced too, but it's not done through a script."

hahaha fuck you faggot. You thought it was done through script

but i gotta give it to the guy, he is very friendly and polite.

You on the other hand are just a piece of shit.
>>
Anyone have a link to a NV save editor that doesn't disable Steam achievements or anything? Again, not cheating, Mr.House is just an arbitrary asshole.
>>
>>173901663
You're a retard, anon.
>>
>>173901663
JSUE is shit
>>
>>173900592
Well, here's another alternative. You mash together the V81 twist with the Institute. In some hidden, long abandoned connecting room to the Institute, you find the initial underground MIT bunker. In the bunker you find a terminal that reveals that the members of the Institute are actually synths themselves. Yet flawed. Horribly flawed. Flawed in that they could not self-assess or realize cruelty. An experiment of desperation by dying scientists rendered sterile that failed in the creation of beings completely incapable of self-realization or empathy.

Yet the synths created by the Institute actually are free of this, making them superior to their creators. Yet the Institute would never admit this. They'd never be able to even comprehend it. Because they themselves rather than their creations are the technological abomination.
>>
>current year
>using overhaul mods instead of making your own
>>
>>173902145
>not using one as a base for personal tweaks to save time
>>
>>173901808
I'll see if I can dig one up for you. what problem are you having with Mr. House?
>>
>>173902396
He can't accept harsh consequences to his actions involved street toughs
>>
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>>173901483
Same reason anybody makes any post

It makes me happy
>>
>>173902592
But if you're going to spam middling Cait screens, could you not take some /new/ screenshots? These are very boring now
>>
>>173902592
>implying my posts don't make me depressed
>>
>>173902136
I mean, shit. That twist can still work with some dialogue changes and if you remove the kids and the retarded Shaun plot. The Institute are universally fucking retarded. They're already viewing clear signs of humanity as being system flaws. They're viewing compassion or self-determination as errors. You could mod that in and it'd make the Institute make a hell of a lot more sense by excusing the shoddy writing.
>>
>>173902732
I've been traveling with Heather for a few days now so haven't been with Cait.

but sure
>>
>>173901637


holyfuq

in fact, someone should straight port all of NV assets to FO4

and at the same time expand the map
>>
>>173902756
>>173902136
They should have removed the entire family plot and had you, female or male, be in the same cryo vault experiment, but this time, it's exclusively military personnel on ice, then it's largely these same ranks that help to rebuild the Minutemen initially before their reputation is restored enough that locals throw in their arms again

Institute would be a sub plot you could explore
>>
>>173903272
>port
I don't know if you're legally retarded or just a chest-thumping neanderthal.

I can even one-up your idea. https://trello.com/b/f7uQCmk6/wasteland-overhaul
>>
>>173903689
You totally can rip assets from NV > FO4 and vice versa, though

I still don't get why supposed NV fans clamour for such a project (rebuilt Mojave) when it would still share the shitty mechanics and core features of FO4
>>
>>173903689
>https://trello.com/b/f7uQCmk6/wasteland-overhaul

>Ruskie mod

get that shit out of here
>>
>>173903918
the russians are the only ones dedicated(aka autistic) enough to attempt such a project
>>
>>173903918
Looks like the best Classic Fallout Weapon-type mod WiP I've ever seen, though
>>
Bring back the Midwest BOS
>>
>>173903918
>>Ruskie mod
>he can't read that it's a collaboration
>>
Exactly how far into FO4's story can I stay friendly with everyone?

I'm still pissed that I can't make an alliance with the Brotherhood when I become head of the Institute and opt to end the Synth program.
>>
>>173905089
>opt to end the faction's core purpose
SRB would assassinate you in a flash and nobody would listen to you with such a push to begin with
>>
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I accidentally made a Pete Hines character.
>>
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>>173905264

>Synths are the Institute's core purpose
>>
>>173905430
Yes.
>>
>>173905430
No one is gonna want to end the slave program.
>>
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Excuse me
>>
>>173905089
Varies by faction quest. A bit after Bunker Hill irrc.

>>173905430
Some people here are too retarded to understand the Institute's actual goals and headcanon their way into fantasy land. Not worth the discussion, trust me.
>>
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>>173904753
I just realized that I still have my old cracked copy of Tactics installed from the time I still had a DVD drive and couldn't be bothered with putting the discs in. Goddamn the combat interface is so much better than Fallout 2.
>>
new thread friendos
>>173906225
>>173906225
>>173906225
>>
new bread when?
>>
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The armor for FO4 is atrocious.

Shadowed Regular/Sturdy Combat Armor is both the best in defense and aesthetics. I can't bear to use anything else.
>>
>>173887598
uuuu
>>
>>173905659
name of UI mod please?
>>
>>173908745
Transparent PA HUD, Better Dials for PA (Vault-Tec Blue), PA map fix
>>
>>173900803
>Buying a laptop for gaming
>>
>>173902396
I'm going Mr.House, and I resolved the issues between the NCR and the Kings, thinking that it would improve stability due to dramatically fewer NCR tourist corpses.

Apparently this perfect cocktail of circumstances causes Mr.House to ruthlessly genocide Elvis impersonators.
>>
>>173898683
The gatorclaw scientist in Nuka World got his hands on FEV by dragging a supermutant corpse to his genetic engineering lab. He had access to state-of-the-art pre-war technology though. So reverse engineering FEV seems possible.
>>
>>173900742
what? you can't even die in MW, can you?
>>
>>173901905
>>173902047
>getting btfo so hard they only have one liners
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