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Omnimmotus

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Everything posted by Omnimmotus

  1. That's actually a very interesting point. Though if they don't believe synths are human, why would the child synth be any different? Besides that, that's one of the best potential explanations I've run into. Thank you for sharing your thoughts! :laugh:
  2. Look at the inconsistencies I described earlier. Those inconsistencies are more story-telling and logical inconsistencies. Out of what is available in the Institute, I don't believe any of it directly contradicts what he has told you. The inconsistencies that exist seem to be from poor writing rather than the story itself being broken. (In my opinion.) None of them are direct contradictions. The biggest inconsistency might just be Father dying when they kept Kellogg alive. Sure there might be some difference between their problems, but is there really no solution? Not even giving him a new body? But I don't think this is because they are tricking you, it is simply because this was poorly thought out. :laugh: (Then again, maybe I'm not giving them enough credit.) My general guess is that Father had an illness that they couldn't cure and Kellogg never did. That doesn't explain why they have no other solutions whatsoever even though they are masters of artificial human biology, but that's more a general fail than an inconsistency. The Institute seemed to have internal conflict, especially over the idea of you replacing Father, so I think someone would have said something if there was any possible solution. (Again, this could all be an elaborate act, but that's hard to believe. As charwo mentioned, Occam's Razor suggests poor writing rather than insanely good acting.) I'm sure some won't agree with me, and that's alright. :smile:
  3. Could you possibly give us some of that supporting evidence? It would be really helpful for the debate. Eh, it's been a while... not sure I can remember all the things I found. On terminals in the Institute you can find comments clearly made on the assumption that Father is indeed Shaun and you are indeed his father. Those could be fake, so it's not the most conclusive evidence, but I don't remember running into any contradictions. Other people in the Institute mention your relation while you're talking to them. Again, this could be planned, but maintaining an illusion on a large scale can be difficult, and keep in mind these are scientists rather than actors. They don't avoid the topic either, so they seem to think it's a topic worth discussing. (Or they're doing a great job faking it.) There are also various notes about the young synth Shaun, further supporting Father's claims. More than anything, I was looking for contradictions. I didn't really find any; everything seemed to support what he was saying, though never in a way to eliminate all doubt. If nothing else, I found it clear that the writers meant for Father to actually be your son. Part of the fun of art, however, is that you are welcome to interpret it your own way. :happy: Let me know if you think there are indeed any contradictions present on the terminals in the Institute.
  4. Only in Fallout 3 were the Brotherhood the moral high-ground. If you ask to join the Brotherhood in the first Fallout, they send you on a suicide mission. It's only when you come back alive and successful that they, shocked, decide to maybe give you a chance. Though I do feel the FO4 Brotherhood is too willing to destroy technology. I can understand wanting to eliminate the Institute, but why blow it up when there is so much of value there? They didn't, they died because of the malfunction. You woke up because of it and because wanted your baby back. Actually, you woke up because Father used remote access to trigger the opening of your pod to begin his little "experiment". For everyone else, he shut off the life support. I don't care about the moral implications of that (considering circumstances), but it does seem like a strange waste of resources.
  5. My first thought was "Yeah right, lies." Then I realized he had just shut down the "younger" Shaun, aka the synth. At that point, I was instead thinking "Oh great, Bethesda wrote this so he's telling the truth, didn't they?" I then wandered around looking for any evidence for or against his statements. I could not find anything that I felt truly disproved his statements, and I found multiple things that supported it. While I did briefly consider that he might have set up the entire thing beforehand... eh. I got the impression he really was supposed to be Shaun. Not the best writing I've seen. I like the whole "It was actually 60 years, surprise!" thing. That's pretty fun. But beyond that... a little lackluster. Honestly, I wish he HAD been lying. That'd be far more interesting. Then again, might be more fun to just decide that he actually is lying, regardless of whatever Bethesda intended. Also, I've not yet tested if Father looks any different depending on how your character and spouse look, since it supposedly generates a face from what you make. I'll admit that Father supposedly dying after they were able to keep Kellogg alive for so long... what? That really confused me. It just feels poorly thought out in my opinion.
  6. I doubt he would be responsible for poor delivery of the main quest, and the main quest's core concept isn't bad. (Delivery needs work, but the idea itself isn't a reason to get the pitchforks.) One of my biggest problems with the main quest might simply be how difficult it is to pretend it doesn't exist in dialog sometimes, even if your actions make it clear you couldn't care less. Sometimes it seems I have three ways to say "I'm looking for my son" and one way of saying "I don't need your help. After all, I'm looking for my son". Which leaves the fifth option of walking away and acting like it never happened. If you're trying to roleplay a random wastelander/vault dweller who doesn't have a son, this can be frustrating. Hopefully some excellent mods can help with this situation. I have a lot of praise for aspects of Fallout 4. Being limited to four dialog options isn't among the things I praise. (Should this topic be in the spoilers section?)
  7. I bet you wer elike "really Shaun? you sent a handful of synths against hordes of power-armored gatlin-laser-armed soldiers and it's MY fault they died? Are you implying me, your father, should have tried to go up against a full BoS assault team and their aircrafts on my own?". Nevermind the fact that he never fully explains why he did things like send synths to replace people in settlements etc. His answers are always like "yeah we do bad things up there but hey, science mortherf*cker!". Later I broke into the Institute with the BoS and told Shaun "what's the problem man? I thought you said you could easily handle a few paladins, here take this gun and show them". Yeah I dropped a 10mm on his deathbed and went to nuke the reactor without even talking to him. Now that you mention it, there were a couple other synths there, weren't there? Forgot since they got obliterated so quickly. Just the image of that Courser getting wasted repeatedly burned into my mind. Made the Brotherhood's general combat superiority pretty clear, though. At this point, needless to say I was questioning Father's judgment. Not only did he seem to think it's my fault... but he's still talking to me for some reason? In fact it seems like he's more adamant than ever to support me? Was he senile as well as dying? Or was his faith in the rest of the Institute really so low that he thought it'd have a better chance surviving in the hands of someone who quite possibly/probably wanted it destroyed? Kind of makes you wonder how the Institute got to where it is in the first place.
  8. Took me a while to remember after seeing this thread, but oh man did one part drive me crazy. The "Battle of Bunker Hill" with the Courser. At this point, I had previously sided with the Brotherhood but wasn't sure how I wanted to deal with the whole Institute/Shaun thing. Because of this, I didn't really feel comfortable picking a side during this battle, and just stayed on the sidelines. I hadn't informed the Brotherhood about the upcoming battle, but they showed up anyway. It was strange enough that both sides treated me completely as an ally no matter what I did or where I stood. The worst part, however, was how the Courser is a protected NPC and can only be killed by the player. See, a single Courser is apparently no match for a small squad of Brotherhood Knights and Paladins. Actually, it became pretty obvious this Courser was no match for a single Brotherhood Paladin with a Gatling Laser. I watched as the Courser repeatedly got mowed down by the Gatling Laser, only to stand up a few moments later. The Courser eventually managed to take down a single Paladin, only to go around a corner and find another one, starting this process again. Eventually I was so frustrated I just shot the Courser in the head since he would have clearly been dead at that point. Afterwards, Father seemed to find it hard to believe that the battle didn't go in the Institute's favor, perhaps implying it had been my fault. Not really sure what he expected from a single Courser against multiple squads of guys in power armor. Don't know if the Brotherhood showing up without being told was a bug. Either way, this was a poorly designed encounter. ...Oh, and it also frustrates me that all power armor seems to require regular replacements of Fusion Cores, even though (if I recall correctly) one of the biggest reasons the T-51b was an improvement over earlier models was because it didn't constantly need to have its power source replaced. (Which had made wide-spread military deployment of power armor unreasonable until this issue was resolved.) I assume that was ignored for gameplay reasons, but it still seems ridiculous.
  9. Godmode allows you to build while ignoring settlement costs. (It lists all resources as 999. You will also gain no experience from building, which is an acceptable and logical trade-off in my opinion.) To enable godmode, enter the console and type "tgm". (Short for "toggle godmode") Keep in mind that this will also make you invulnerable with infinite ammo/AP while on. To turn it off, just open the console and enter the command again. Try to avoid forgetting to turn it off before heading out for some non-construction gameplay. :laugh: I frequently do this while building, sort of like a creative mode. Scavenging is fun and all, but sometimes I just want to build. For better results, I suggest also using the rug technique to clip furniture into objects, and the drop-and-store-in-workbench-then-repeat trick with weapons to bypass the size limit. Hopefully these little tricks won't be patched out!
  10. Poor Dark0ne. His excellent Nexus websites are just too popular for their own good. :blush:
  11. Indeed the tools were just released, and boy are they wonderful. The world/dungeon building especially is a snap to figure out and start using. Once you understand chunks and the basic dungeon configuration dialog, you can easily make your own completely custom randomizing dungeon with as much variability in sections as you please. Or you could just add chunks to the existing dungeons, and while they'd get thrown in the mix with already present chunks and would only show up sometimes, it's slick and easy. I actually have the editor open right now, and I was hammering out the entrance chunk to a randomizing outdoor custom dungeon based on archaeological digs. For those who want a little more power in their mapping and creations, there's also a visual logic system to create triggers that perform whatever special map functions you desire. The modding community will probably kick into high gear now, and if you check back in a few weeks or months you might start seeing some pretty amazing things. To be honest, I was just looking at both the Runic Games Fansite and the Steam Workshop, and neither seemed very intuitive. The Runic Games Fansite was better, but in both I felt unable to find what I was looking for effectively.
  12. I've been starting to have this issue in the past few weeks. I'm not sure when it began, but it slowly got worse until it became very noticeable, and then very problematic. Now it is more common for a page to not load for me than to load. When they do load, however, they load quickly, so it's just a matter of refreshing until I get lucky. In my experience it also goes in spurts; for a few seconds the site will be completely and perfectly responsive even across multiple tabs and loading of large images. Then I will be unable to connect to any page on the website for another few seconds, typically a longer period than the functional periods. Were the site not so intuitive or if I hadn't had the years of experience with it I have now, this would be a serious deterrent from using the site. Thankfully, I have always found the site very effective at what it does, so I painfully push through these connection issues. I've just assumed it had to do with more load than the servers can handle and would be fixed in time, but it has continued for a while now and only gotten worse. For reference, I live in the suburban Midwestern USA, center of the country. My internet is absolutely smooth and perfect otherwise, the issues only appear with the Nexus site. It also only appears to be an issue with the main site, not the forums. EDIT: Downloading the mods has actually not been much of a problem for me, though sometimes the download would fail part-way through. Once I can get the mod downloading, it downloads fast, it's just getting through the site to the download link that is difficult. I use the Nexus Mod Manager, by the way. (Sometimes when starting up the NMM fails to log in to the Nexus website, but I just try it again and it works.) Watching the NMM download tab, I can see it shuffles through servers (trying five times on each one) until it finds a download server that is responding.
  13. Dang! I was just coming onto the forums to suggest a Torchlight 2 Nexus, because I love Torchlight 2 and feel very comfortable with the Nexus format. (It feels like home, at least for the Elder Scrolls and Fallout games.) If I had the option, there is nowhere I'd rather release my own Torchlight 2 mods than on a Torchlight 2 Nexus. Not only that, but it advertises the game to those who play Skyrim and the myriad of other Nexus site games. (And bringing more people into the Torchlight 2 modding community would be a wonderful thing!) Still, I understand and respect Dark0ne's stance on the issue. I wonder what the Runic Games Fansite staff's stance on the issue is? Their input would be invaluable.
  14. Since there are perks that rely on certain weapons being specifically daggers and not just one-handed bladed weapons, I imagine there IS some way it specifies a weapon as a dagger. Exactly what field or variable defines that I'm not sure. Your best bet is just to play around with SkyEdit (or TESSnip) and try different changes until something works the way you want. If you're just looking to have a dagger that LOOKS like a sword, it might be simplest to just change the model on one of the daggers to a sword model. I'm not particularly knowledgeable of how weapons work, so jimhsu might have a better idea how the whole thing works. :) However, if you're not in a rush, I'd suggest waiting a week or two until the Creation Kit is out. The Creation Kit will make the process easy and fairly user-friendly.
  15. That may have made my night. You know, at times I feel like what Radiant AI accomplishes more than anything is just causing really strange and amusing behavior. Not that I'm complaining; I love it. It creates tons of hilarious moments. Like in Oblivion when I saw some random guy steal food in Bruma's tavern and get cut down by a half dozen guards... really broke up the monotony. Still, it cause far more illogical moments than logical ones, though it's fun either way.
  16. The contents of this topic are part of why I love Skyrim. If you're not afraid of using the developer console, you could use the "setcrimegold" command to uh... "repair" your legal status in the various holds. The crime factions are as follows: 000267E3 - Eastmarch (Windhelm) 00028170 - Falkreath Hold (Falkreath) 00029DB0 - Haafingar (Solitude) 0002816D - Hjaalmarch (Morthal) 0002816E - The Pale (Dawnstar) 0002816C - The Reach (Markarth) 0002816B - The Rift (Riften) 000267EA - Whiterun Hold (Whiterun) 0002816F - Winterhold Hold (Winterhold) So, for example, "player.setcrimegold 2816B 0" would make you no long a criminal in Riften and the Rift hold. As for the thugs, not sure I can help you with that. Maybe you should try... I don't know, not getting on the bad side of every major faction in Skyrim? Just a thought. :whistling:
  17. Woah! Relax, FordPerfect. No need to start jumping down people's throats. I'd say this is good news. It's one thing to say "this will be out in a month or two", and an entirely different thing to say "it should be out in less than two weeks". There's still no way to be sure if it'll be out this month, (I still have my bets on January 29th to 31st) but at least they're not saying "Whoops, we bit off more than we can chew! You'll see it in March." And daventry: all currently made mods should still function in the same way. The CK will make it much easier to make mods and allow us to make kinds of mods we can't currently make, but mods that are already out should be just as compatible with new mods as they are with each other.
  18. As others have said, you misunderstand their statement. They just mean that our ability to use the Creation Kit will begin in January, not specifying when in January. Personally, I expect it to come out near the end of January. They have little incentive to release it sooner since they will have kept their word even if they release it on January 31st. I'll only be annoyed if the delay is just due to Steamworks. I have absolutely no interest in using Steamworks, and want Steam to have as little to do with Skyrim and the CK as possible. I already go out of my way to run Skyrim WITHOUT Steam. (I've used Steam plenty in the past, and I don't like using it if I don't have to.) I'm just finding other things to distract me while I wait. :)
  19. Getting really tired of looking through the Latest Files and seeing outfits which are only CBBE compatible. It makes me a sad panda. :( I suppose it probably won't last, though. Just gotta wait until someone can nail down an appropriate mix of realism and idealism to fit Skyrim and serve as the body standard.
  20. Wouldn't be too difficult. I can think of two ways to do it. First way is with the BSA exporter, second way is by downloading a mod that already contains the wench outfit models. Either way, it goes like this: Get the models for the wench outfit, either by extracting or downloading Navigate to your Skyrim directory Create the directory "Data\meshes\clothes\archmage\f\" Put the models in this directory and rename them "archmagerobesf_0.nif" and "archmagerobesf_1.nif" Hope you can figure out how to follow those steps. ;)
  21. Could be a good idea. On the other hand, doing requests in this thread bumps the thread, so it might be helping keep the thread alive. :)
  22. Been waiting for a mod like this, especially after seeing how well it was done in Fallout 3 and New Vegas. I was pretty sure something like this would come out sooner or later. So much potential; it'll be interesting to see how it turns out.
  23. Eh, no worries. :) It just seemed ironic. Is the mammoth skeleton really anywhere near similar enough to the skeleton you will be making for animations to carry over? With a different limb structure, weight distribution and shape, I think you're pretty much stuck making something new. Now that I think about it, you might consider making it move like a giant lizard. :3
  24. I am NOT a fan of Steam, since it wants to run in the background and perform unnecessary calls home. I want to be in control of when and where such things happen. Not to mention it DOES force you to use it if you want Skyrim. I don't mind NMM, though, since it only does it when it makes sense and otherwise never intrudes. (Admittedly, what makes sense is a matter of personal opinion.) I'm glad to hear it can be run without logging in, though. :) It might help to make the option for it more obvious, since I admit I had no idea it could be run offline.
  25. Yup, they can. The thieves can actually break into your home, and if you dont have a housecarl they'll take everything you own. I've come home and found two dead thieves in my throphy room/library stacked ontop of each other. I don't think they can actually break into your home. Otherwise my massive quantity of valuables left in unlocked containers in an unlocked house would have disappeared. ...and don't any of you stealthy types get any ideas.
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