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Jeffman12

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Everything posted by Jeffman12

  1. Vault 3 would be on the west coast. I understand you're trying to imply "3rd reich" but I doubt the idea lives and dies by that point. Also, I think vault-tec would know exactly what this would do, and would be more interested in leaving the variables up to interpretation. For instance, who becomes the "enemy" when there are no Jews, gays, Gypsies, Blacks, or socialists to persecute? The ideological cartwheels necessary to buy into such propaganda requires a concrete villain to subdue and subjugate, an "other" to grind up in your hate machine. Strict punishments for mistakes aren't enough for such a system to get by on. If a bunch of nazis are isolated from diversity, they need to find a new form of diversity to persecute. This fits in a context of when the vault is opened, they have ghouls and wastelanders to attack, but there is a much larger opportunity for commentary/satire at stake here, and those are a cornerstone of the Fallout franchise. Also... Might I point you to Vault City?
  2. Should be simple to do, I've told myself I was gonna do it, but I'm too lazy atm.
  3. Oh, wow, this is a nightmare I'm glad I never encountered. Although it stands to reason, I guess. Empty PA is classed as furniture.
  4. Why is it a repair GUY huh? Or a cleaning LADY? Are you implying that all gardeners lack gender in the post-apocalypse because the radiation has melted off their genitalia?
  5. Or Z-COM is my idea for a late-game playable faction with an emphasis on managing tactical deployments against an extraterrestrial menace. After the end of the main plot arc, a member of your chosen faction(s) brings up the subject of the Zetan conspiracies, the player is then given coordinates to the crashed ship to investigate. If the player has already been there, they can state as much at this point. The character in question then says something to the effect of "Well, a couple of the guys and I been talking, and we set up an action plan..." Fast forward a bit, you help them find a location to establish themselves, get some starting gear, for instance, maybe some discontinued institute tech, and then the big score comes. Remember that crashed ship? Well, a rescue transport has come, and you and the team are gonna ambush them. Now, this just shouldn't go well at all. One of the guys immediately gets one-shot and gooped. You and one other party member(Not counting companion) barely survive, and the ship manages to dust off, but without whatever you manage to gnab in as much time. That in and of itself could be a self-contained quest, where you and the other survivor are basically like "Well, s#*!" and part ways. Alternatively, a much larger game could come out of this where zetans occasionally attempt to raid settlement and take prisoners, and set up a couple covert bases.
  6. Let's get all Factorio up in this b&@*$.
  7. Good point, and I'm sure that quest triggers could be implemented to prevent the factions from speaking as though these decisive battles have occurred. This also reminded me, I think it important to note that peace should be a thing you're working towards since the outset of conflict, all the way back to the battle of bunker hill, for that matter. If you can somehow ensure that the railroad (not necessarily their runaway synths) are able to escape, while the Brotherhood and Institute fight to a stalemate, (Maybe have the institute take prisoners on site) that could be used to open negotiations.
  8. That would heavily rely on payload of the ammunition in question, not just calibur.
  9. " Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances "
  10. It's kinda sad, this is the sort of easter egg I'd have been excited for when I was a teen, but now I think it's corny that they basically just put it in for shiggles with no real purpose. So, the effects they ascribe to it in FO4 seem to be +10 HP and irritability(Which is a neurological symptom usually accompanied by more severe issues or discomfort) This directly contradicts the Damage Health attribute from Skyrim and ESO. If you want to equate Magic to Radiation, Rad Resistance seems like a good attribute for some special preparations. It's also known for being a component in invisibility potions, so maybe it can be used to enhance stealth boys somehow?
  11. I'd love to see crafting perks removed/replaced with something useful for everyone. I find it absurd that this game so centered around ease of use and nigh-constant gratification forces you to delay selecting an interesting or potentially vital combat/survivability improvement for a crafting perk that you might use once or twice to fill out a settlement's or item's stats, while other players resolute in not utilizing the crafting system basically have garbage taking up their perk tree. I've taken to granting myself crafting perks when I reach the appropriate level through console and spending the point on something helpful rather than something somewhat mandatory. It feels more balanced than normal, but not as balanced as I'd like. Maybe there's an alternative to be explored here? It also kinda bothers me that you're able to hypothetically max everything out with no drawbacks.
  12. That toolkit mod is probably far more realistic than just hot swapping. While I'm not big into guns IRL I'm pretty sure changing optics is more than just a matter of "sliding" the new sight onto a tac rail.
  13. I recall this issue as far back as oblivion. I would like to see it gone, however. But maybe it's an issue with clipping through NPCs?
  14. They'll only have a synth component in their inventory if they die.
  15. I sided with the institute and found it absurd that a peace could not be brokered, at least not with the Railroad. If you want to know So there's no reason you shouldn't be allowed to determine the policy moving forward. If I had my way I still think the deciding clash should be between the Brotherhood and the Institute. BOS hates synths, and the Institute's long term goal is basically to science at all costs.
  16. This thread already cropped up once before, and the solution to the dialogue issue was suggested as being recycling existing voiced dialogue in a believable way. As for altering dialogue referencing your dead spouse, that's not specifically necessary. Say you are sent on a quest that progresses in parallel to the main quest, thus ensuring key moments are not triggered before all main dialogue is exhausted.
  17. Love it! :laugh: Did you know that a single potato has enough power to run GLADoS? Maybe someone could mod in a quest where you find the first potato and unlock the Seed Vault with the help of a computer attached to said potato! Just have a stand alone light that includes a potato in the crafting, so you don't need to run a wire to it, which costs an additional copper. So, having a "tomato looking plant" that is actually descended from the potato wouldn't work that way. While both plants are nightshade varietals, potatoes are tubers, and not fruit. The potato plant DOES have fruit, and these fruit are filled with the same neurotoxin that potatoes tend to contain when they've greened, yet in much higher concentration, as with the rest of the plant.
  18. Oh, when I read the topic title, I thought you meant like, creating a new plant by attempting to graft or genetically modify it with various attributes, like a custom consumable. Didn't know there was basically nirnroot on the prydwen.
  19. Agreed, we need a broader purpose alternative to the provisioner system.
  20. Yeah, I've wanted something similar for a while now, and it seems like it'd be so easy to do, at least from my pov. I'd love being able to set up a guard shack for the security management, even if it is just essentially superficial stuff like gear allocation.
  21. Yeah, I don't think Valve has an issue with any of their stuff being used in steam games. Otherwise, Wheatley would have been DLC instead of a free mod. I want a moat filled with bullsquid.
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