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Everything posted by Pthalo
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
While I want it to remain separate as part of a chems overhaul mod, I look forward to med-x being modified to let the player ignore crippled limbs as It has in some of FO3's game overhauls. Zalteredbeastz is my new hero - as Revolvist pointed out, hopefully there is a way to borrow from Dogmeat's code and allow the player to stick anyone following them around with a stimpak? I'm still surprised we got this much without the creation kit. ...and I'm laugh-sobbing realizing the entire fan community is basically just a bunch of basement-dwellers waiting for Bethesda over in D.C. to get us the GECK. Way to play FO3 while we play FO4 there.- 33 replies
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I'll have to look into that perk combo with Valentine. There are definitely a lot of oddly-posed mannequins and or dead bodies in places, 'telling' little stories. Sometimes I wonder if the raiders must get really weird ideas on all those chems. There's also some baby blocks down in some odd corner of vault 81's generator room that I found amusing to read. I also recall a Mr. Gutsy enforcing a curfew that another player interacted with to a very hilarious ends. I wasn't able to repeat the social encounter (I just got shot dead) but save first when it asks you "Will you comply?" and try replying with "Will you comply?". Try replying with "Will you comply?" a lot. I'd have to agree - FO4 is not overly silly. If I recall correctly, there were a lot of people who felt NV's wacky wasteland setting was utterly immersion breaking, so I can see the impetus to avoid going too silly. FO3 feels like a world that just hasn't (or can't) recover from how decimated it was. FO4 feels like a world that's recovering but carries a lot of scars still - the humour it does show feels almost like humanity's weird attempts at coping. I can kinda dig that as a flavour, but it's a different flavour than I'm used to after the shenannigans I did for Moira.
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This. I have been playing Bethesda games since Oblivion. So when I got FO4, I went in knowing that I would enjoy exploring the open world best - it wouldn't be the conversations with NPC's that I found most engaging. Bethesda's best storytelling is always through the environment itself: It's those wordless moments where I uncover dead bodies in a wrecked plane crash, stark triumph of mankind shattered across nature. See the kind of people who were on it. The classy clothes laying in ruins. Some were vault-tec employees - trying to get out of Boston, perhaps? What did they know that I didn't? The flight deck recorder with the pilot's last moments. Feeling connected to these individuals who died over 200 years ago like it was yesterday, because for me, it was. Seeing how little all that technological progress means now, when the flight deck is little more than some gun-toting drug-huffer's dirty little nest. It was always the small stories left for me to reconstruct that stuck with me hardest. When it comes to actual NPC dialogue, perhaps I set the bar low. After playing D&D and dealing with NPC's run entirely by other human beings, I'm just used to forgiving computer companions. Overall, I feel like less dialogue options in text has been traded out for my character to be voiced and actually reply for him/herself. I have less I can say, but what I do has become many times more engaging. It feels like actual conversation now. In FO3, I was often 'filling in the blanks' - almost constantly. Dialogue options not listed. There was so much unsaid between my Lone Wanderer and his father when they finally met. The entire run between the Vault I rescued him from and Project Purity was not one of us catching up, him getting to understand just what I've gone through to find him, none of that. It was me shouting "DAD NO" at my monitor forty times as he ran and engaged in fisticuffs with every damn 'guai in a five mile radius like a mindless idiot. Me, with my hard-earned armour, scarred head, scavenged guns - and him, still in his vault 101 jammies like he doesn't realize the hell he's in. I am still filling in the blanks for the Sole Survivor, just in different ways. I wouldn't mind the occasional dialogue option that's driven by intelligence or perception, rather than charisma alone - I feel like a little splash more interplay between character stats and how you handle things socially would have covered most bases people feel are missing. While Mass Effect's dialogue wheel was more robust, with six points rather than four - it was basically three buttons that mined for intel, and then 'be captain america' 'be moderate' or 'be rorschach'. I can't tell you how many hours I wasted re-loading my save files and running through all those dang intel options over and over, just so I could see each of the morality-impacting options before picking one. I'm very happy that FO4 at least does not encourage me to waste nearly so much time double-checking my dialogue. You can save mid-dialogue, or even walk away and talk to others around you in making an informed choice. Caveat: I do use a mod that displays more precisely what I am going to say. But I still found my immersion-breaking time-wasting greatly reduced even before installing that. So those are my feelings on the social interaction side of FO4. I think disappointment/enjoyment greatly stems from what expectations you have going in - and Bethesda is very good at generating hype that tempts one to raise their expectations way beyond what a game can be capable of while still catering to each paying individual's wants. For me, realistic and dynamic npc interaction and the main quest has never been why I get into a Beth game. It's the environment, those little stories we build in exploring it, and the modding. Hoboy do I love mods.
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
Oh man, I am itching to find an application to cut open fallout and look at it's guts and figure that out. It's a bit daunting for me, though I have done similar with standalone mods in the past. The problem is not knowing where to look in such a huge-as-balls game. Someone will find it, with or without the GECK. I haven't gotten as far as finding something to crack open the game's contents to browse yet, so I'm at a loss. I'm familiar with modding, but not manual game-tweaking. Haha yeaaahhh, true. Bear Grylls isn't necessarily always a giver of golden advice. I still think it's a good idea for a Fallout-worthy survival mode name, if only because 90% the time in Fallout I'm making bad choices anyway. Lookin' at you, Jet. I know where you come from and I huff you anyway. Heheh. Brahmin poop.- 33 replies
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There is a second mod (here!) that increases the cap size but does not remove it entirely: If you want to play the game with no settlement cap whatsoever then you must know your gaming rig's limits very well. Otherwise, you can literally massive-town-build yourself to death by crashing the game. Or everybody's common enemy, lag.
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As discovered by asking questions in a post about my own crippled limbs healing of their own accord, others noticed that NPC's limbs will un-cripple somewhere in the 10-20 second range. In or out of combat. This mechanic is identical for the player and does not require stimpaks to experience. I can see why npc's don't seem slowed down at all by your shooting at them! Not for long, at least. Are you asking for an overhaul of the crippling system, or for npc's with permanently disabled/missing limbs? The latter would need the former, and both would go a long way to making the world look like it's full of hard-learned survivors, and not just people. I like that for immersion. You're right, it would be a bit sad. Also kind of heartening, seeing these people just don't give up. It would be fitting in a story like Fallout's. Most folks would get killed off by such serious injuries, but there are always exceptions. I haven't done much exploring, and so haven't met many people young or old. But between people dying in the natural environment (I realize deathclaws aren't entirely 'natural' but they sure are now!!), and the myriad of cancers that can develop after decades of low-level rad exposure... people are just not gonna live as long. IRL there's a wonderful man living in the Fukushima exclusion zone taking care of all the abandoned animals, and he's been told he'll likely get some form of cancer in 30-40 years (if memory serves: apologies for lack of link sources). He just doesn't care because he went into this old and figures most of his life is already behind him anyway. But someone born in a place like that? You bet they'd be seeing such complications in their prime years, if not dealing with birth defects. Average human age span is probably a couple decades shorter in Fallout even if you exclude getting murdered in various ways. Not intended to be argumentative: I seriously enjoy thinking about how things would work in a real scenario. I like your post.
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
The world doesn't explain itself to me - that lack of hand-holding I am okay with. But Bethesda is very good at making worlds, and ...they're not bad at balancing combat, but I don't enjoy their approach. The combat is simple, so I can focus on looking at the world I am in and finding a place in it. I just personally feel combat should be so nightmarishly vicious that I struggle to find a safe foxhole during the whole learning process. A Vault dweller is always the fish out of water. Doctors of course would be needed to fix crippled limbs, like FO3's did. I like the idea of followers with medical perks being able to do this for you on occasion. Maybe limited by materials you can give them to use? I did not think through how to balance such an idea, but I want perks to unlock special interactions, the way charisma impacts conversations.- 33 replies
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
Thank you very much for confirming that! Now I know I'm not crazy. I can understand having a life and wanting to play games to de-stress, where playing on INSANITY DEATH MACHINE BEAR GRYLLS MODE is probably just stress-inducing. I respect that. But for every person who just wants to be chill, there's folks like McC1oud, STE41k, and I who'd rather have our asses handed to us than our hands held. I respect that too. Game modes difficulty scale need to cater to both at either extreme end of the spectrum. The end. sequel post: big patch coming out next week: I am un-secretly hoping it is revealed that crippled limbs was meant to scale with game difficulty and it is currently bugged and not responding to difficulty changes.- 33 replies
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As someone who's worked as bug tester for small game projects, I've come to understand the frustration of fixing something small on day one, only to find that ten improvements down the road it's back somehow without provocation. And this time, it's brought a revolver and a hatred of the game's kneecaps. Glad Bethesda keeps working on this stuff.
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
Whoaaa, snap that is not something I had considered. Likely because since discovering Hardcore mode halved my damage while improving my enemies, I got a mod so bullets overall do way more harm (with only a little gap between me and NPC's). So in general, everybody's going down in 3-4 shots instead of 30 for them, 2 for me. It teaches me to use cover, pick my moments, and crippled limbs can mean the difference between finding cover in time or dying. Eventually I'll find a mod to edit bullet scarcity and make me really savour those shots. Buuuut not any more if crippling affects like, NOBODY. THANK YOU FOR THE WARNING! I am not a programmer by any stretch. But! If I can open up something's code, there's a chance I can at least tinker with a few variables. If crippling works the way it did in FO3 mechanically... Ugh. Might still be waiting on that GECK. I'm better suited as a playtester anyway so perhaps it is for the best if I don't break my Fallout.- 33 replies
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
I figure if Sun Tzu can write a book that includes knowing when to get the heck out, it can't just be for sissies. Heh. There is the distinct possibility I am in fact a bit of a weenie some days. Actually, my reason for wanting to sort out this limb cripple system is for when the GECK gets released. I want to know if I need to fix things first, or if I can freely mod it to make crippled limbs harder to recover from. If I can't sleep off a basic arm sprain irl, I'm not letting my Sole Survivor nap away massive fractures and bullet holes. Given consoles only lock me out for ten seconds when I fail at hacking, I'm beginning to think this soft-cripple function is working as intended. This game is angled for max fun and minimal player-hindrance. (Unlucky me I get my gaming jollies by fighting uphill both ways in a radstorm XD)- 33 replies
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Crippled Limb Healing - not the issue I expected
Pthalo replied to Pthalo's topic in Fallout 4's Discussion
I do indeed prioritize food for healing - especially out of combat. Stimpaks are for in-combat emergencies or crippled limbs only. Very true, it is still a massive disadvantage during combat, where a 10-second delay can actually mean life of death. So far I've been able to take cover or temporarily flee combat long enough for it to wear off (I have no shame and flee regularly as a tactic), thus saving drastically on stimpaks for hp needs. Yeah, my health behaves normally, it is only crippled limbs un-crippling themselves without stimpak assistance that I am experiencing. I am accustomed to FO3 so it is possible the mechanic has been changed. Thanks for looking into this!- 33 replies
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How come noone cleaned up the mess in 200 years?
Pthalo replied to NonameFTW's topic in Fallout 4's Discussion
Part of me jokingly wonders if the skeletons is a weird cultural thing people do. Like, 'we're not touchin' those things NOPE'. Realistically, I've seen bones reclaimed by forest wildlife chewing them back into the earth in a couple of years tops. Bones surviving for 200+ years is unusual unless there's a severe lack of animals/bacteria to consume it in the current game age. Which I suppose is entirely possible? FO4 doesn't take place in a desert, it's a dang forest. I'd like to think molerats and those mutatey canines would be all over that for the nutrition at the very least. -
This guy. This guy right here. Give this man a Quantum and a thumbs up. I just stumbled into another one of these darned things in some lake. I can see it has rust on it, don't tell me 200 years later and this thang isn't gonna have more holes in it.
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I've seen walls of people with the phrase "Help! My crippled limbs are stuck even when I use stimpaks!" This is not my problem, rather, almost the inverse. I can't seem to find clear wording but the implication is that a crippled limb will stay that way until I apply a stimpak, correct? This seems a solid penalty for breaking your leg, sure. FO3 worked like that, so it was what I expected here. My limbs will all de-cripple within 10-ish seconds and return to healing normally, much like in FO3 when I earned the limb regeneration perk (but that was after massive rad exposure). I do not have this perk. I've been playing for long enough to make it out of Fridge 111 and that's about it. I had no mods installed, this has been a thing since vanilla install. Changing game difficulty (I like survival) has had no impact on this. I just recover really darned fast. Are limbs supposed to work like that? Is this a bug? I have never felt any penalty from crippled limbs as a result of how quickly they resolve, and I find it way too easy knowing I can literally walk it off when I break my entire body.
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Once the GECK comes out, a lot of complex changes like that could be made. While I have no use for a dadmode personally, I do have a friend who really can't deal with insects - so swapping out just radscorpions and radroaches with something functional and entertaining would be helpful for those outside of parenthood. It'd be like party mode in team fortress, with the confetti and balloons, and the party is "sorry about your phobia"
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Are you referring to the fov console command? If yes: You have to include two numbers, one each for first and third person. Like so! fov 90 90 If you mean how far out you can pull the camera from your character in third person, I do not yet know how to adjust that. Field of view may still help, but it's not the same I realize. If you are just having trouble toggling between first and third person, I believe the default key on PC's is V for view this time. It took me way too long to figure that out.
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Likewise not colourblind, but two different colourblind settings would be ideal, since there's more than one variety. Also I had no idea there was going to be colour-coded charisma checks in dialogue, I've set my pip-boy and HUD to be retro amber-yellow. So everything looks yellowy to me anyway and I haven't noticed enough of a difference for this warning system to help. My problem would be easier to fix (I should just give up having a pipboy screen in the colour I prefer) but even so, this is something that should be easily tweak-able for all sorts of reasons.
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I think it will take less time than it did for Skyrim, entirely because the modding userbase has had Skyrim to practice on like some kind of surgical cadaver. Some of the most popular mods for Skyrim are very likely viable for Fallout 4 as well. I'm the sort who plays with FWE for FO3, or Requiem for Skyrim. Massive overhauls that focus on survival, brutality of combat, no levelled mob spawns, immersion for drugs/visuals/diseases/crippled limbs/crafting time/hunting... all these other smaller-part mods rolled into a big megabeast. ...basically, once that GECK hits, anybody familiar with these mods will have these mods to look to for guidance. Whoosh.
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I used to have problems where the rad-counter dial derped out in FO3 all the time. I don't know if FO4 has the same issue, but basically: I never relied on that thing for my personal rad exposure, instead looking to my stats screen or the chunk of my HP that was oranged-out. I'll see if I have similar issues with my rad-meter!
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Why do people hate Fallout 4 so much?
Pthalo replied to DreadedKat's topic in Fallout 4's Discussion
I just played a month solid of FO3 since I never had. I wanted to know 101's plot and such so I'd be up to speed on any tropes/references in FO4, get a feel for things. I'd have played the older Fallouts, but I am surprisingly terrible at isometric turn-based systems. Which is sad, I know. That one's on me. I forgive FO3 for it's overwhelming brown-smudgeness because it is an older game that was being super apocalyptic in looks - when not a lot of other games were doing anything similar. So it stood out. At worst, it's aged really badly. The main story of being ditched by dad and having to grow up in a hurry in the wasteland kept creeping up on me during my journey, I liked that, added an emotional element. Seeing other families lose kids, accidentally orphaning the son of Megaton's sheriff because I narked on that ass who wanted me to rig the nuke. Helping that Grayditch kid, or seeing Tranquility Lane's Overseer just crippled with his own unhealthy attachment/ inability to move on. Could I move on? Should I? There was a lot of opportunity for emotional roleplay - sadly, it was often compromised by the fact a lot of npc's were limited in their responsiveness to their environment/me. It left a lot in my imagination. NPC interaction comparable to Oblivion is to blame for this (A game which I used to LOVE, and now CAN'T COPE WITH because I've been spoiled by technological progress). Now Fallout 4. Immediately after playing 3 it's amazing to be in this world with colour?? Side-by-side: FO3 looks like someone smeared mud on a perfectly good canvas and deemed it radioactive. FO4 looks like somebody married a 1950's sexy car poster to Pripyat's exclusion zone and left it to fade in the storefront window, but in a sort of nostalgic way. I'd argue that's not so much 'graphics' for the latter as like, 'art direction'? Frankly, I think it's great art direction, but it delivers a very, very over-sunbleached view when I'm trying to shoot things. Bit too washed out, I feel like my eyes never quite thawed after that nap in Vault 111's fridge. I'd say the primary flaw is just that: Nice to look at, kinda hard to live in. NPC's will converse with me or one another inside AND outside of the dialogue box - it's different than Skyrim and way better than FO3. Feels more like these people have their own natures and priorities. I feel the biggest flaw is that the UI presents us with four options at a time, feels kind of game-controller port-y, and doesn't necessarily give me a heads-up that I won't be able to go back and ask other questions earlier in the dialogue tree. It's not much of a tree right now. Mass effect was no perfect angel either but It was good on keeping all the 'more info' dialogue on the left, so you knew you'd come back to the present conversation, and the righthandside was the 'no return' point related to karma. I will admit I'm still getting the hang of it. I think what the game needs most is some lighting tweaks so it can have it's distinct aesthetic while not making me feel like I need sunglasses on at night (TOO BRIGHT), and a UI overhaul tailored to PC users - which would help clean up the majority of fiddlyness like conversation progression, town-building, item-crafting, inventory sorting. UI would aid all of those so I don't complain about them individually. PERSONAL PREFERENCE TIME: I have not played NV. But I did run a series of mods on Skyrim and FO3 both that converted them into survival sims with very harsh weapons. I've gotten so used to bullets being these horrible things that kill everybody, npc and player alike. Medical care is scarce, takes time, and is pivotal. Food is solely for not starving. If you have a gun and he doesn't, you probably win. If he has a gun and you also do, PREPARE TO USE COVER because nobody runs around in real life thinking "I can take a few before I go down. I don't really need both arms anyway." So playing FO4 on Survival and realizing my enemies are bullet sponges and my crippled limbs seem to auto-heal after 10 seconds is just surreal. And nowhere near as tense. Firefights are just... Yeah I intend to mod the heck out of this. But I enjoy the process of tweaking and adding mods too, so I did pay for the game with that expectation in mind. Seriously though, are crippled limbs supposed to do that? I'm not using stimpaks, they're just resolving themselves. I've had nosebleeds irl that have lasted longer than having my entire body crippled in FO4, ingame time OR realtime. Is. ...Is that right? Is it supposed to do that? -
Real "How to TCL" - no collision settlement building
Pthalo replied to dukemordred's topic in Fallout 4's Discussion
I am seconding a video tutorial. I'm not sure how to explain my own method of using TCL, and don't know if it's the easiest. Seeing your approach would be quite informative if you're feeling up to making a video! -
Getting wet while inside of my house during the rain
Pthalo replied to KiCHo666's topic in Fallout 4's Discussion
I feel like minecraft actually managed to spoil us in this regard. But sheltering from rain works for it only because the whole world's procedurally built out of blocks. Maybe we'll find a workaround for that sometime in pre-generated world games like FO4. -
Okay first: How does one lean around corners like npc's do? Second: I fully approve of this mod idea as a sneaky-arsed sniper. One of my favourites stealth tweaks though, was removing the [ HIDDEN ] notification at the top of the screen. A toggle-able option to hide it in this mod would be amaze-o. Realistically, I won't know if someone's spotted me - unless I'm watching their face and see they're drawing a weapon or something. Magically knowing you're hidden enough always seemed weirdly omniscient. I really enjoyed the added tension of "crap, did he see that?". Obviously, this aspect of stealth is not to everyone's liking. But dang, I'd give it two or more thumbs up (depends on my rad count). Bonus: reloading guns as a small sound event more perceptive enemies may notice. Yes? No?