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Vagrant0

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Everything posted by Vagrant0

  1. Dialogues suggest that they are indeed recruiting or maybe even drafting people into their ranks on the East coast. And probably only because of absolute necessity.
  2. Has anyone found anything that he actually likes? He doesn't care about helping settlements, open locks, or hack computers, or stealing things. He doesn't care about you killing people either. He gives disapproval if you use power armor. He seems to give disapproval for picking up junk.
  3. Bethesda took alot of flak in FO3 by making the Brotherhood so friendly. Having them return to their west coast values puts them more in line with original lore. In a way, it makes perfect sense for the eastern branch to change. After the expansions for FO3, the BOS had full run of the Capital Wasteland and a whole store of military resources from the enclave remnants that were destroyed. This led them to become a more substantial military power since they were not as dependent on the kindness of settlements in the area for survival. From the Macready's dialogues and many of the terminals you can see that they pretty much took over killing anything that did not fit their ideals or bend to their will. This feels very intentional, making fans of the Brotherhood from FO3 start to question their intentions while making all three main factions their own shade of gray. The Institute has good intentions, but has been misdirected by generations of being underground and disconnected with the people of the commonwealth. The BOS has a noble goal, but has become embittered and more fanatical in trying to achieve that goal. The Railroad is trying to help, but is too involved with their whole cloak and dagger thing to care much about anything else. The Minutemen have the least going for them outside the player's involvement, but are the only ones who actually seem interested in making things better for everyone without pushing some sort of agenda.
  4. There seems to be a bug related to him where he will remain an NPC instead of a follower, and can no longer be interacted with or moved around. I think this is related to either not using him as a companion prior to the first fort independence mission, or by keeping him at sanctuary. All I know is that I avoided it somehow by setting him to a guard position in sanctuary, unlocking his follower ability before doing independence, and moving him (and sturges) to the fort as soon as it was unlocked.
  5. The "player is a synth" plot twist is very much circumvented by means of information you get from the various terminals in the institute as well as many of the dialogue choices. It's also disproven when you first start working with the railroad.
  6. Not trying to start a fight, but though fire rate doesn't directly affect damage, it does directly affect damage output over time. Furthermore, it doesn't relate "mostly to how quickly you can shoot the weapon"... it is "how quickly you can shoot the weapon". The reason that I'm getting "hung up on it" is that myself and others wish to make a mod(s) displaying a base line, unmodified, maximum DPS value similar to the excellent "Value per Weight indicator for container UI" by CyberShadow http://www.nexusmods.com/fallout4/mods/334/? The best approximation that I and those experimenting with me have been able to determine is that the "Fire Rate" value is in units of approximately: [(1 Shot)/(10 seconds)] or Shots per 10 seconds. Therefore, the general formula for approximating Damage Per Second (DPS) before accuracy/target damage resistances/reloading/etc. are taken into account should be: DPS = (Damage) * [(Fire Rate)*(1/10)] I would like to get some independent verification of my results. Just trying to do some math here. And I'm trying to explain that this approach isn't really right for this kind of game. This is not WoW or COD. Any sort of dps value you might get is snake oil and highly subject to a particular situation. Once you enter into mid-late game and have upgraded weapons and aren't desperate for every bit of ammo you find, there are very few enemies that you need to put more than 10 rounds into before they die or you need to seek some cover. Furthermore, even at 150 accuracy, shots still often miss their mark or just get stopped by collision. If that wasn't enough, most weapons have a significant accuracy loss if you try to fire at their maximum fire rate, further diminishing the validity of any sort of dps value. As for the rate of fire, value, even this isn't as concrete and meaningful since this is offset by things like input latency, frame rate, as well as the animation speeds for reloading and pulling the trigger. For determining dps this makes any sample larger than the size of the magazine highly inaccurate. As the magazine size for many weapons is smaller than 10, any sort of factoring would be wrong for these kinds of weapons... Ignoring the fact that you don't use a sniper rifle or fatman in the same way you would a shotgun or machine gun. Then you have modifiers like double shot which make the weapon report double damage, but which adds a higher degree of inaccuracy to the point where usually only one shot will hit unless at pointblank range. Then you have differing damage types which are resisted differently depending on target, and makes any weapon that does mixed damage give an unreliable value, as well as make certain weapons significantly more effective in some situations despite being statistically inferior. Combined with the parts above, the only thing such a value is doing is giving your brain a bit of assurance (usually false) that one weapon performs better than another. This is why I say you shouldn't get hung up on things like this. The only thing you are doing is fabricating your own form of statistical validation and trying to simplify something that really can't be simplified in this way.
  7. This is why you don't use noclip to go through doors that don't normally open otherwise. Your best bet might be to find out what quest it is, and force the quest to a completed state through console. Moving the NPC around won't really solve things since it is impossible to know what flags get set when you activate certain things in the world.
  8. Fire rate has nothing to do with damage directly. It relates mostly to how quickly you can shoot the weapon but is still a mostly arbitrary value since it is also offset by cock/reloading times. If you look at your numbers without regard for damage the values mostly remain consistent of a value of 10 being about 1 shot a second. A similar situation exists with melee weapons, the fate of fire relating to how quickly you can swing the weapon. I wouldn't get too hung up on it though since usually you will be using one of three setups... A single hard shot for sniping, a semi-auto for clearing, and a fully automatic for when the s#*! hits the fan. You also need to balance how much ammo you have early on.
  9. The minutemen that were present for the fight are labeled as persistent and will not automatically be removed if/when they are killed. You will need to manually mark these for deletion or disable them. Most the other NPCs in the world don't have this problem though.
  10. The game does not respect walls or chokepoints. Enemies can still spawn inside walls and all your NPCs will run in the direction of danger, even if they have no weapon or anything worn. The benefits of having a guard post is in having an NPC who spends most their time near the perimeter who is more likely to have a decent weapon. Settlers can't be killed by enemies, but giving them armor will make them last longer before they go prone. Even with an obscene number of turrets, the accuracy of those turrets is usually pretty bad, so armed settlers are usually the best way to go as far as actually repelling an attack. The defense stat doesn't seem to be very reliable when it comes to preventing attacks from occurring. Have had settlements with more than 200 defense get attacked on numerous occasions. And of course you have to visit settlements any time they're attacked or else they automatically lose something. I'm thinking that like most other parts of the settlement system this wasn't tested very well. You get somewhere around 24-30 settlement areas depending on what factions you support and how much you do for them. There is also a house in Diamond City that you can buy. But, everything uses the settlement system. There are no more pre-set themed homes like with FO3 or Skyrim.
  11. I think the real heart of the issue here is that leveling itself is a fair bit lopsided. Early on you are severely feeling the limitations of too few perks between all the things you need to raise in order to progress through the game. Meanwhile you are also more desperate for just about any form of exp you can get your hands on. Then somewhere around level 40, everything shifts the complete opposite way; you are putting perks into things you really don't need, but which boosts extra stuff, like weapon bashing or critical banker, meanwhile you are gaining levels fairly quickly so you end up spending even more perk points in moderately useless things. All of this made worse by the mean level (the point where spawns are no longer limited by level) being somewhere around 35. This becomes a problem because it means you cannot easily adjust the learning curve to be easier at lower levels, harder at higher ones without having the potential of leading the player to a point where they don't have much in terms of equipment, but are now facing much more difficult opponents.More perk points, or even just more perk points at the start really doesn't solve for this problem either. The best solution is really for a mod which migrates most of the building perks out of the perk tree to either be given from quest milestones, or outright. Then have other perks in those open places which focus on other elements, such as combat, looting, abilities, ect.
  12. The goo piles I've seen, appear to get cleaned up when an area does. Have not checked everywhere, but those areas I frequent where there were piles don't have them any more. The only sort of form ID "bloat" I've seen appears to come from settlements since placed pieces that get removed don't necessarily free up that ID address right away.
  13. And yet, look at Fallout 3... There were many ruins, hidden bunkers, vaults, even abandoned houses which were tied to some sort of hidden bit of story behind the place before the player stumbled upon it. No, it wasn't every place, but in FO3 it was still more often that you would come across a ruin or location and find something cool about it between a hidden quest, special loot, terminal or holotape things, or just positioning of clutter.
  14. I was actually kinda feeling the same way. 10-40 hours into the game I thought that most of the places I went off and explored were just empty. Sure they had their share of raiders or ghouls, but there wasn't much depth to these places. You would fight your way through to the fancy chest at the end containing loot, sigh with disappointment since that was all there was to see, and head off to the next location without so much as even a word of power to check off your list. This would be fine if it was once in awhile, but quite literally 80% of locations fit this setup, including most the quest locations. You go in, you shoot things that pop out from the prepared corridors, pick up a few items, then walk home to unload all the junk. This got better once I started digging into some of the main quest and companion quest stuff, and sure, still did manage to find some places with an interesting narrative attached (most of them quest related). But these points of interest are too few and far between.
  15. From what I've seen, the two-shot effect is actually a bit of a double edged sword. It allows double damage, sure, but it also seems to make your shot less accurate. Good for an automatic or shotgun, bad for a sniper since only one bullet will hit. Best modification for a sniper is either one that does added damage, like wounding or plasma infused, or a one of those modifiers that deals double damage if the target is at full health.
  16. Content wise, there are also rules against mods which intentionally, or unintentionally cause damage to users or which features content largely for the purposes of offending people or fabricating drama. A mod based around replacing food items with the baby model for the sake of grossing people out, or otherwise looking to upset them would apply to the later part of this.
  17. Appeals requests should be done by contacting the moderator who removed your mod. This is not an issue for public discussion. Thread locked.
  18. Probably not possible until a GECK and FOSE is available. The armor pieces have their own individual models and armoraddon is not particularly smart when it comes to knowing where to equip something eg. If a slot is already filled it will still try to fill that slot instead of being pushed to a different slot. Meaning that you would need a scripted management system which controls what armoraddon entries is being used. Then the whole thing becomes even more complicated once you start considering the interface used for companions.
  19. samia1235 banned. Reason for the ban Spam Bot
  20. 6 crank laser musket is actually pretty damn strong for a single shot instance. Each crank seems to increase damage by the amount of the damage modifier, making it do roughly 300 damage in a single hit. If you get lucky with a legendary one, such as ignoring armor or higher damage, that damage can increase significantly. Damage, which, gets multiplied for critical attacks and based on perks. Just because the damage number doesn't look impressive doesn't mean it is a weapon to be discounted. You can rather capably 1-shot deathclaws and many types of legendary spawns. It takes time to crank it up, but works well for taking out stronger enemies.
  21. I don't see what the issue is... To be completely frank I've been abusing the hell out of the console, quicksave, and even using mods created with FO4edit. No problems on this end. Game is stable and runs well 95% of the time, able to run for several hours at a time without issue. The places where I have noticed issues however are those parts which are directly related to the scripting of the game. Quest conditions not triggering properly, settlements having their information bug out, NPCs not updating their packages, ect. This isn't the fault of using console or properly assembled mods, it is the game itself. Sure, if you teleport to a cheat room, loot everything including quest objects, then complain that a quest isn't working right, then yeah, you kinda dug your own grave there. But for other cases it sounds like they're trying to pass off actual game bugs as some sort of user error. Combined with the very lackluster patches they've released that have addressed none of these issues, starting to understand the whole "modders will fix everything" mentality.
  22. To my knowledge, the game only uses stats up to 10 to determine anything. Stats above 10 are ignored.
  23. Two things. First, this is a privately owned site. There is no such thing as freedom of speech here. This site is also subject to UK laws as this is where the site is hosted. Just because we don't try to play thought police does not mean that there are not cases where people abuse what permissions they are given to fabricate issues for their own agendas, or that these cases will not be answered to. Second, racist or intentionally offensive names or propaganda is not permitted on this site as per site rules. Site staff reserves final right in deciding what content is or is not in line with those rules and will judge so on a case by case basis if needed. Both these are mentioned as part of site TOS. That said, the previous topic was closed, so I am closing this one too. Please do not make a third.
  24. Cost and time is really the big factor here. It's not only the time it takes to code and make the engine working, but also the time to migrate your tools and production guides so that the rest of your staff can work with it. Then the months of additional development into the engine to replace/add components which weren't added the first time around because they were minor or overlooked. Then there are more months spent adding in those components which are specific to that particular game. Then the months spent trying to get most of it to a workable state. All with a staff of maybe 30 programmers who do both engine side programing as well as game scripting. Meanwhile you have a development cycle which doesn't give you much time to work on an engine before it needs to be in a state where the team working on the actual game content can use it. As a gamer it's easy to point at an engine and say how easy it is to fix things which seem obvious to you, but as a developer there comes a point where you have to accept the engine with its flaws and try to make due with that you can so that other parts of the project don't get delayed.
  25. But power armor is also made for that. Seems odd, but it true. And skin tight? How will to get in it? Something like, say, a Chinese Stealth Suit. Or the variant we saw in FO:NV. The main suit would be worn like normal clothing, but would have the same sort of customization and tweaking we see with power armor but built into the suit or the helmet.
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