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noahdvs

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Posts posted by noahdvs

  1.  

     

     

    It feels like Skyrim remastered with a fallout 4 skin

    Not to me, it doesn't. Still doesn't quite feel like Fallout should, but certainly not Skyrim with Guns. TBH, it feels more like a poorly executed copy of a game from a different developer's franchise.
    Which franchise? It's certainly not anything close to a copy of Fallout 2, so you can't accurately call it a copy of that.

    Considering that I don't play too many games these days, I can't very well answer that because I simply don't have the answer. All I can say is it doesn't quite feel like Fallout to me.

     

    And I never did say it felt like the originals at all, because quite frankly, it doesn't.

    It might be stating the obvious, but I'd say it feels like a what a BGS game usually feels like. An open world sandbox RPG.
  2.  

    It feels like Skyrim remastered with a fallout 4 skin

    Not to me, it doesn't. Still doesn't quite feel like Fallout should, but certainly not Skyrim with Guns. TBH, it feels more like a poorly executed copy of a game from a different developer's franchise.
    Which franchise? It's certainly not anything close to a copy of Fallout 2, so you can't accurately call it a copy of that.
  3.  

     

    snip

    I'm not looking to get into a lengthy argument about nothing, but has anyone ever told you that you're kind of a touchy guy? You're not well known and the way you worded your post, it wasn't clear that you wanted help with a mod you were making. With no context, it sounded like you wanted someone to make a mod for you.

     

    You are literally the only person who assumed this. So, speaking of "not well known" try not to speak for everyone yeah? Also. Not a guy. You are full of assumptions.

     

    Oh noes, so touchy.

  4. It also helps that Deacon has the most potent companion perk in the game. Between that and ballistic weave and I'd say the Railroad got the better end of the faction based rewards to offer the player.

    Probably because the Railroad is lame and Bethesda had to make it seem less lame by giving it good rewards.

  5. Some quests and locations could be in all 3. I mentioned satire and wild to keep the experience open. Fallout 2 was pretty wild and satire, and often not very lore friendly.

    Fallout 3 was wild and lore friendly. New Vegas was lore friendly.

    Fallout 4 is mostly lore friendly with the exception of the kid in the freezer which is satire and wild.

    By lore friendly you mean serious? Because something can be silly and still be lore friendly for the universe the story is in.

  6.  

    You may need to make a Mod Association keyword.

    The vanilla Mod Association keyword EditorIDs all start with "ma_"

    If you add the keyword to a weapon and add the keyword to weapon mods you want to be used with that weapon, the mods become associated with that weapon.

     

    If you make a new weapon mod, you can right click on it in the object window and click on "Create Loose Mod"

    Then you can go to the loose mod you made (Items>MiscItem>miscmod_editoridofyourweaponmodhere), edit it however you need to, right click on it and click "Create Recipe"

    Then you can go to the recipe (Items>Constructible Object>co_miscmod_editoridofyourweaponmodhere), edit it however you need to and you're done with that weapon mod.

    Thanks for the help Noahdvs and ArekkusuStorm. When you say to right click on the object window do you mean in the window displaying the sword? Or do I it to a ma_, co_mod or to the mod_melee file?

     

    In the Creation Kit, there is a window called the Object Window. If you've learned how to do any programming with an object oriented language (e.g., Java, C++, C#), the name makes sense, but not if you haven't. It's basically the window with all the records/EditorIDs in it. I'm saying to go to that window, and right click on the weapon mod you made. Yes, that does mean the ma_, co_miscmod_, miscmod_ and mod_melee_ stuff.

  7. You may need to make a Mod Association keyword.

    The vanilla Mod Association keyword EditorIDs all start with "ma_"

    If you add the keyword to a weapon and add the keyword to weapon mods you want to be used with that weapon, the mods become associated with that weapon.

     

    If you make a new weapon mod, you can right click on it in the object window and click on "Create Loose Mod"

    Then you can go to the loose mod you made (Items>MiscItem>miscmod_editoridofyourweaponmodhere), edit it however you need to, right click on it and click "Create Recipe"

    Then you can go to the recipe (Items>Constructible Object>co_miscmod_editoridofyourweaponmodhere), edit it however you need to and you're done with that weapon mod.

  8. I wouldn't demonize them, but they are dicks sometimes. It's Nvidia's prerogative not to share any technology they've developed, but paying game companies to help them force out competitors or sabotage the performance of older generation graphics cards for little to no graphical gain is really shady. I won't be surprised if those kinds of practices get banned someday on account of trying to create a monopoly. AMD has at least been pushing forward gaming for everyone by being more open to other companies. I probably still won't buy an AMD graphics card next time I have to buy a new card though. Last time I checked, their Linux drivers weren't as good as Nvidia's, which is kind of ironic. I have no loyalty to any GPU manufacturer, BTW.

  9.  

    I refuse to link until I have too, that way we can see how long their grace period is, said grace period ONLY helping criminals btw, there is 0 upside for a grace period for legit MA's

     

    f***ing stupid s*** c*** bethesda

    It amuses me to read your posts while hearing them in Elmo's voice in my mind. =^[.]^=

     

    Lol, I think he should talk like Elmo in all his videos from now on.

  10. And yet you don't call them out for calling these workshop mods "DLCs" (not to mention how much they are charging)? Yes they are really just overpriced mods that for the most part probably should have been included in the base game. Luckily I bought the Season Pass way back when I first bought the game so at least it isn't costing me as much as others...

    Well, DLC isn't anything specific except that it's downloadable game content usually made by the company that made the game and you usually pay for it, so these are DLCs. The price is reasonable. If paid mods came back, I think a mod containing the same amount of content with the same quality as the first wasteland workshop DLC would be worth $5. You can argue modders would give you the same thing for free if they had all the tools that Bethesda have, but people have made much larger things for free as well. Does that mean we should never pay for something that's smaller than the biggest free thing we can get?

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