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Posts posted by CiderMuffin
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Ok, that might work for cosmetic stuff but Bethesda-style games aren't just cosmetic stuff.
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I've been playing a Child of Atom-themed heavy weapons character and I was hoping someone could do a T-60 Far Harbor-inspired CoA paint job for it.
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Except by having the modding scene remain a non-paywall one more people are going to work on it, the community won't be cutthroat, you won't need to make a professional mod page nor would you need to really advertise, it's easier on mod reviewers, it builds trust among mod users due to the fact there would be a lot of outrage if people paid for a mod that ended up in a broken state and the community won't close itself up and keep all the secrets to themselves, modder resources will stop being a thing with paid mods because no one wants to share their work if they aren't getting a piece of the pie and of course all it'll do is introduce a new wave of mod piracy like the one that was already sprouting up last year when they announced paid mods.
You claim "no one donates" but I've seen modders talk about getting donations on this site and some have opened up patreons that are doing well. No you won't be able to live off it but forcing people to pay for mods isn't a good idea to try and make a living when there is no guarantee that said mod will work or cause problems. All we'll see is an overbloated system of paid mods where it's still a select few who managed to get big get money and the people who can't push their mods as well, have no names for themselves and/or are new to the modding scene after a year or more, well their mods would get ignored.
If no one donates to you I'm sorry but that's still a better system then forcing a price tag on it and causing problems.
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These are from the Bethesda forums and it certainly helped me.
1. Adding Fallout4.exe or F4SE_loader.exe to your anti-viruses exclusions list
2. Adding same to your firewall exclusions list
3. Not using SKE or Minutemen Overhaul
Those all worked for me.
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SKE worked for me but minutemen overhaul had to be deactivated.
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It looks like Minutemen Overhaul 2.0 is a real problem causer, along with a few other mods. I'd say anything that alters the minutemen is a problem mod right now.
Some people already tried without mods activated, still report crash on launch. Myself included. :\
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Never know, sometimes an update can cause mods to break.
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Like a lot of other people I'm getting a CTD on launch
Here is my load order
0 0 Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
ArmorKeywords.esm
ConcealedArmor.esm
CROSS_CosmeticFramework.esm
SettlementKeywords.esm
Homemaker.esm
Unofficial Fallout 4 Patch.esp
Armorsmith Extended.esp
ConcealedArmor.esp
DV-Durable Vertibirds.esp
Fr4nssonsLightTweaks.esp
LegendaryModification.esp
No Fusion Core Drain.esp
CBBE.esp
CROSS_Uni_Headset.esp
CROSS_Uni_Headset_LeveledLists.esp
Eli_Accessories.esp
FunctionalDisplays.esp
Scrap Everything.esp
Minutemenoverhaul.esp
FunctionalDisplays-Weapons-Vanilla.esp
Extended weapon mods.esp
FaithConners.esp
LegendaryModification2LM.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModificationMisc.esp
Lots More Female Hairstyles.esp
MiscHairstyle.esp
mk14.esp
MK14EBR_Apparel.esp
More Power Armour Mods.esp
SCAR-LK.esp
Scouter_V1.1_by_Ruddy88.esp
Scouter_AWKCR.esp
The Rebel.esp
VisibleWeapons.esp
WeaponsOnBack Addon.esp
ArcadeMachine.esp
AzarMoreHairstyles.esp
AzarPonytailHairstyles.esp
BasementLiving.esp
Business Settlements.esp
BusinessSettlements-SKPatch.esp
Eli_Crafting Shiz 9000.esp
Eli_LightLights.esp
Fusebox Generator.esp
PA_Materials_Paints.esp
Upgraded_T-60.esp
MPAM PAMP Patch.esp
OCDecorator.esp
OCDispenser.esp
PAMAP_LegendaryModification2LM.esp
PA_Materials_Paints_Automatron.esp
TakeCover.esp
FunctionalDisplays-Drinks-Vanilla.esp
FunctionalDisplays-MISC-Vanilla.esp
Hoodless Scribe Hat.esp
NSA Fallout4.esp
NSA DLCRobot.esp
NSA DLCworkshop01.esp
Armorsmith Automatron.esp
Armorsmith Far Harbor.esp
Eli_Faction Housing Overhaul - AiO.esp
Rebuilt_JamaicaPlain.esp
Rebuilt_CoastalCottage.esp
TrainBar.esp
Rebuilt_TaffingtonBoathouse.esp
Rebuilt_KingsportLighthouse.esp
TheCastleRestored.esp
Star City.esp
VALENTINE.esp
Rebuilt_SomervillePlace.esp
SSEX.esp
Rangergearnew.esp
EpilogueRestored.esp
FarHarborDecor.esp
LegendaryModification - DLC Far Harbor (2LM).esp
LegendaryModification - DLC Far Harbor.esp
PA_Materials_Paints_FarHarbor.esp
Scavenged NCR Armor.esp
SKE_OCD_Patch.esp
Survivalist GoBag.esp
Survivalist.esp
The LoveMe Pills.esp
Vivid Weathers - FO4.esp
Vivid Weathers - FO4 - Far Harbor.esp
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Or maybe he just quit modding. Some modders take down their mods when they retire, literally nothing new. Stop scapegoating console users to be the cause of every modder retiring from making mods or taking something down when the modder didn't even make that claim.Bethesda has already been working on fixing mod theft and as far as I know none of his mods have actually been pirated.
And here you are wrong: his mods were stolen and uploaded at bethefta.wtf and LordOfWar clearly stated he was quitting modding because of this. Not everything is console users fault but this one goes on their account.
Nah, still isn't their fault. It's the fault of the pirate and Bethesda's clearly rushed system.
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I'm not going to share any of his mods, I respect that he quit and I will not engage in piracy.
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Sandbox, RPG, shooter with melee.
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http://fallout.wikia.com/wiki/Pulse_grenade_(Fallout)Enclave don't have EMPs though and the only EMP we've seen in lore or game was in New Vegas and it's design was to make power armor stop working. So the Enclave using EMPs on the battlefield would hurt them.
As for Synths they'd have no way to detect Gen 3s without x-rays or dissection. The Institute could probably easily infiltrate them as a simple DNA test won't work and trying to scan every member on a regular basis wouldn't work all that well and waste time and energy.
The Enclave would lose because they always lose and they always underestimate their enemies. They underestimated the Chosen One, they underestimated the NCR, they underestimated the BoS. They're just bound to lose. The simple fact that the Institute can make more units with the Enclave's only way to re-populate their ranks would take decades because death to everyone but us ideology.
This shows how little I use grenades :tongue: totally forgot pulse grenades were a thing. Still, apparently they only effect gen 1 and 2 from what I've just read by searching on google and due to Gen 1 and 2 becoming obsolete I don't think using pulse weaponry on Gen 3 will work out.
The Enclave also doesn't know that nor would they have an infinite amount of pulse weaponry and again, the institute could just make more and more to replace damaged units. So it's pretty much a moot point.
Hmmm, I think if there was an actual war between the two, the Institute would win in the short term. That is, they can effectively strike hard and fast-- taking the Enclave by surprise using the synths to infiltrate their defences. But they'd have to ensure they defeat the Enclave in it's entirety in that first hit. If not, well, with the sheer amount of intelligence-gathering resources (is there a single word for that?) the Enclave has access to, it'd only be a matter of time before they regroup and pinpoint the Institute's location.
And we all saw how quickly the Institute was brought to its knees once the Sole Survivor found out where they were.
Then, with the advanced combat tech the Enclave has access to the Institute would get squashed like a bug in no time. Like RattleAndGrind said, once the Enclave use their tech to figure out how to defeat synths (EMP weapons, etc.), the Institute are defenseless. When you rely so heavily on one type of weapon, your enemy will start using it against you.
The Institute's power lies in stealth. The Enclave's power lies in knowing things and using brute force to get them.
However, if this 'tech off' is based purely on, well, technology, then synthetic humans so advanced that they can't be told apart from real humans wins hands down. And also teleporters :smile:
Ok so like, where are people getting this whole "the enclave has a massive intelligence force" thing? The Enclave aren't spy masters, they don't have information on everything. The most they had info on were vaults, old world bunkers and pre-war tech, that's it. The Institute wasn't built and founded until after the Great War by C.I.T. survivors. They would know nothing about the Institute nor would they be able to get any intel on them besides what is common knowledge.
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Or maybe he just quit modding. Some modders take down their mods when they retire, literally nothing new. Stop scapegoating console users to be the cause of every modder retiring from making mods or taking something down when the modder didn't even make that claim.
Bethesda has already been working on fixing mod theft and as far as I know none of his mods have actually been pirated.
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Enclave don't have EMPs though and the only EMP we've seen in lore or game was in New Vegas and it's design was to make power armor stop working. So the Enclave using EMPs on the battlefield would hurt them.
As for Synths they'd have no way to detect Gen 3s without x-rays or dissection. The Institute could probably easily infiltrate them as a simple DNA test won't work and trying to scan every member on a regular basis wouldn't work all that well and waste time and energy.
The Enclave would lose because they always lose and they always underestimate their enemies. They underestimated the Chosen One, they underestimated the NCR, they underestimated the BoS. They're just bound to lose. The simple fact that the Institute can make more units with the Enclave's only way to re-populate their ranks would take decades because death to everyone but us ideology.
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I'm not trying to make it about the Brotherhood, I'm using canon information to form that the Enclave would be dead. Given Mid-western are around no matter what ending you get which is canon (just not a specific ending is canon), ED-E never made contact and we only have one outdated log from 2277 about some outposts and New Vegas takes place in 2281 it's enough time for said outposts to be destroyed.
So yea, the Enclave are D-E-A-D as far as we know since ED-E never made it to them and this is proven by lack of logs ED-E has about it and the fact ED-E wasn't repaired by the outposts which it was suppose to be welllllllll, dead that's what the enclave are when we look at canon information.
Literally everything points towards the Enclave being dead and this all can be viewed through canon sources, the wasteland nazis are gone and dead like they should be.
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yoyu
You can't argue with canon. And before you discard it, know that if you discard canon here, you must discard it everywhere. Canon is or canon is not. You may not have it both ways.And as I pointed out earlier ED-E didn't make it to the chicago outposts, he arrived in Chicago sure but it wasn't the Enclave that repaired him but a waster whose son was engulfed in old holo-tapes of RALPHIE the Robot hence why ED-E's repairs are so shoddy and he has a license plate welded on him. If it was a Enclave base don't you think they would have the resources to repair him completely or known that Navarro was destroyed meaning they wouldn't have sent him to the west coast?
So due to that he did make it to Illinois but didn't go to the outposts where he would've gotten proper repairs we can theorize the Enclave there are destroyed otherwise we would've had any indication that ED-E met with the Enclave there yet we don't.
The better idea would just be to kill off the Enclave because at this point the fact that they're dead has more to them then any attempt to shoehorn them back in.
Ok but we can use evidence given to us to theorize something and we can accurately theorize that since ED-E never made it to the Chicago outposts but managed to make it to Illinois that the Enclave outposts there are gone. You can argue with certain parts of canon when enough evidence is brought up to make a claim that said piece could be no longer true.
ED-E made it to Illinois, ED-E was on a set route, ED-E was repaired by a waster and not Enclave, ED-E never met the Chicago outposts and nothing in terms of it's condition and records show that that it made it to the outpost thus outposts are most likely destroyed. Especially since the Mid-western BoS are still around according to numerous pieces of lore and the Brotherhood of Steel and Enclave are sworn enemies with the Mid-Western holding territory in Illinois so given all the facts and what we know it's more likely they're destroyed then alive.
The Brotherhood of Steel even has three bases around Lake Michigan which Chicago sits on. http://fallout.wikia.com/wiki/Brotherhood_of_Steel_(Midwest)
Given that what the Enclave had were outposts and not bases it wouldn't be hard for the Mid-western to wipe them out given they would see any activity from said bases.
Which would happen no matter what ending you get in Tactics. Even the bad karma ending the Brotherhood is still around and powerful
http://fallout.wikia.com/wiki/Fallout_Tactics_endings
It's also worth noting that the events of tactics happened in 2197, that's long enough to build an entire nation and we know they're still around because Caesar mentions he captured BoS scribes.
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Yes and they would dispense justice regardless of your rank because you broke the rules. You won't get a pat on the head and told "You tried to help" you would most likely get imprisoned or executed. The same thing would happen with any organization.
The organization isn't responsible for you going rogue but they are responsible for enforcing justice. You alone as an individual acted without orders from the higher ups to kill settlers. Again, this isn't the case of "the BoS killing innocent people" it's a case of "One member went rogue"
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I would say that they are at least beginning to go the route of slaughtering civilians in FO4. The radiant quests for collecting supplies for them say they don't care how you get those. Killing everyone there and doing it yourself is totally fine. So is turning the settlement over to them to run for themselves. I was actually kind of pissed when I got that, they made it sound like 'just pay them for this food' but the dialogue options skew heavily towards 'join, support, or die'
1. Teagan states that mission is off the books
2. If you kill the settlers it's entirely on you as the individual, not the BoS as again, the mission is off the books.
3. No, the dialogue isn't heavily skewed towards those three.
They aren't on the beginning of doing such a thing because the only person doing it is you on a mission that is off the books, the rest of the BoS is centered around protecting people by attacking hostile locations and protecting the trade caravans by using their vertibirds.
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From comments I've seen from community staff the new site is taking it's toll on them because they're trying to integrate everything and make the forum operate as to how they need it to. I'm not surprised it took this long if that's the reason, re-writing pre-designed sites is a hard thing to do.
https://community.bethesda.net/thread/2152?start=1365&tstart=0
I'm imagining a lot of swearing is going on over at the offices with the people involved in the site's management.
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Will we hear air sirens go off?
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Huh, I was expecting more raised voices and disgruntled from Maxson, I'm surprised only Kells lectures you about it lol. I'm going to have to test that mod out.
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Is the minutemen considered the 'good guy' or 'cannon' ending? I'm currently on the way to do that but after doing a few BOS quests, i'm realising how much I dislike them, IMO the wasteland is better off without them. Very tempted to go Railroad but dislike that they just blow up everything to do with the BOS, they don't even try to evacuate the kids/give the option to surrender to those who want it.
If you use the mod which unlocks the cut dialogue for the BOS post minutemen ending, the leader says that destroying the institute was only their first step, they have big plans and a priority is to hunt down and kill all the super mutants, synths and ghouls. It's voiced etc so was original content just cut from release. Therefore, having them all together still means that the brotherhood are actively hunting down synths and some ghouls.
Urgh I seriously dislike the story and factions in this game. I loved the Witcher 3 and it's decisions but all of Fallout's seem terrible :/ What is the 'nicest' or 'best' ending in your opinions?
Do you have a link for that cut dialogue?
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I'm honestly surprised by the amount of "NOPE" I have when I face an assualtron at high levels. The only actual enemy outside of far harbor that managed to give me a fight on it's own.
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Uh, Fallout 3's DLC are the prime example of linearity and mediocrity. They take like three hours, have almost no real exploration, the weapons were either weak or completely broken, Broken Steel broke the level list at high levels and caused high-leveled enemies to spawn outside of towns and the writing was so awful. Point Lookout is the only one with a real sense of exploration and it didn't do a good job at that.
Operation Anchorage was literally "Hey, here is this easy linear worldspace to go through and once you're done you can have items that completely make the game easy mode and broken."

When Beth wins, and mods cost money...
in Discussion
Posted · Edited by CiderMuffin
Because it's just nothing but skins and animations. Bethesda's games are more then that which ends up becoming a problem. There is also the fact that Second Life fixs this by forcing mods to all be placed on their own marketplace unlike Bethesda's games, then it brings up my previous point of new members who have nothing to them will most likely not make anything because it's drowned out by a ton of other mods or just people unsure of buying stuff they're unsure of in terms of quality.
Second Life's community also not completely honest as I got stories of how some modders ripped content from other games or mods and successfully selling said ripped content. It got so bad at one point two members sued Linden Labs for not doing anything about the pirates. Like holy crap, if you think the recent Bethesda.net mod theft is bad Second Life users and content creators have been dealing with this for years.
Hell, the simple idea of a community run marketplace around game items or mods is downright awful and we see evidence all around of it being a garbage idea. From Second Life's Marketplace piracy to the recent CS:GO gambling controversy clearly the best idea is to not include real money for this stuff unless if it's by choice through donation.