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dragonturtle

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Everything posted by dragonturtle

  1. Cait is factionless. So is Strong, MacCready, Dogmeat, and the Automatron bots (off the top of my head here). For Piper, Curie, Nick, Preston, possibly Codsworth, civilians are in the same faction, so they go hostile if you shoot one. Just as Deacon would if you shot a RR agent. Or Danse would if you shot a BOS soldier. It's out of character for Piper and Curie to go hostile over a stranger like Marcy. Ghouls shouldn't attack Hancock. Supermutants outside Trinity Tower shouldn't attack Strong. But that's Bethesda's limited faction setup for you. :smile: Which is why I personally would never blame Piper and Curie for it, what matters to me is their canon personalities. Edit: for clarity
  2. Companions *should* react to the murder of a faction member. How do they know you're not a synth gone haywire? But rather than flip out, they should queue up a dialogue for an explanation, temporarily change factions so they don't engage other angry faction members, then decide to leave or stay based on your dialogue responses. There are ways to handle this scenario gracefully. Bethesda took the easy way out: shoot a faction member -> companion flips. I don't blame the companion for that, any more than I blame them for pathfinding. Their personalities are more important to my canon friendships than Bethesda's sloppy scripting.
  3. This is as much a question as a request. Anyone know if there's a mod to make Kat and Gus recruitable as a special vendor? I only ever found them once in my first playthrough, and haven't seen them since. Even if Kat's store is kind of crummy, I would love to have her recruited to a settlement -- and maybe make Gus even more fearsome on the robot workbench.
  4. I think FO4 has breadth but not enough depth. It has a lot of features but none of them are fully realized. Examples: 1. Main story teases you with 3-4 morally grey factions, then devolves into mass murder. How about a diplomacy option like Skyrim had 5 years ago? 2. Settlement building has no payoff. How about decreasing radiant quests based on strength of settlements? Or spawn points outside settlement boundaries to simulate tower defense games? 3. Companions have mostly great personalities. But content is so limited only half of them acknowledge the ending. And who tested their AI? It's a good game that could've been great were it not for the glaringly obvious, missed opportunities. (Edit: shortened my rant)
  5. Cait doesn't sound Irish because her voice actress is apparently Scottish. And the repeating dialogues happen for all companions who are not currently in your company. They are scripted to say something every 20 seconds if they're in earshot (and in most locations, like settlements). There's a No NPC Comment mod that helps a lot. It's details like these that make it very hard to like Bethesda sometimes... :tongue:
  6. Favorite is Piper. I love sweet, good-natured, independent girls in real life <3 ... I love that she's uncorrupted by the Commonwealth. That she solves her own problems instead of dumping them on the PC. That she has a cute nerd appeal that's rare in western games. That her only condition is for the PC to not be a douchebag. I put up with radiant quests just for her. Least favorite is the unfortunate Strong. Bethesda probably cut his personal quest when they realized nobody in the universe can stand him for more than 2 minutes.
  7. Yes... but (minor spoilers) the MM ending bugs out the RR faction in multiple ways. One of the bugs causes PAM to act like you took the RR ending, so she'll give you kill BOS quests (I hear you can do them without causing the BOS faction to go hostile, but I can't RP it). Another nasty one causes Deacon to stop running and become practically unusable, so if you want his perk then make sure you get it BEFORE choosing the MM ending.
  8. Judging them on personality only and from an older male perspective: Piper - Sweet, good-natured, responsible. Marriage material. Cait - Fun but selfish. Great to hit the bar with, but you wouldn't want to live with her unless you like being brow-beaten. Best friend material. Curie - Adorable but unrealistically naive, even within the context of the game, as she never adapts to the modern world. Best friend material. Nick - Thoughtful, reliable, got my back. Best man material. Dogmeat - I'm a dog person, nuff said. The other characters don't do it for me. Replace Deacon with Zeke or Rowdy, replace Strong with Virgil, replace Preston with a broom, and I'd be more inclined to open my Fallout clique... :)
  9. Can you tcl your way through the door? I think that's the no clip command... and hopefully Ada teleports once you get too far.
  10. I have two problems with the Institute (spoilers): 1) How do synths save humanity? AFAIK the synth is nothing more than a servant for checkpoint defense and housework. Codsworth was doing that 200 years ago. 2) No ethics department. When you walk into bioscience the scientists talk about how ethics belong to robotics, but when you walk into robotics the scientist talking about dreams is flat out shot down by his colleague. Ethics should easily be a 5th department. I have many more problems with Shaun, but I'll leave it at two: 1) He released you as an experiment. If he wanted you to survive, he'd have brought you to the Institute rather than let you loose in a wasteland he finds hopeless to be pitted against a ruthless killer. 2) I let 4 synths go and didn't want to be a part of the Institute. His response is to label me an enemy and invade the base of operations of the only faction trying to save the Commonwealth. What did the MM have to do with *my* actions? Nothing from the point I stepped into the teleport hijacker thingy was satisfying to me.
  11. Long winded and probably redundant, but I didn't see anything in a search. So here goes... ISSUES - Recruiting settlements has no real payoff besides opening an alternate ending to the main quest. - Building settlements has no real payoff besides an achievement and/or self satisfaction of building a really nice settlement. SUGGESTION - I'd like to suggest a mod where recruiting AND building settlements has a direct impact on the MM faction in the gameworld. I'm aware there are MM faction mods already, but this mod changes the gameworld based on gradual in-game achievements by the player. DETAILS - I'm over a decade removed from my modding days, so I don't know the technical possibilities here. But suppose we have a relative strength modifier (RSM) that is determined by the following: # of recruited settlements # of settlers in each settlement size of each settlement (I realize this can be cheated by building swathes of useless stuff, but this is a mod for RPGers, not meta gamers) happiness of each settlement- A higher RSM will affect the following: Decrease MM radiant quest frequency!!! (the shutup Preston variable) Increase frequency of MM patrols Increase strength of MM patrols (level of MM relative to player, number of MM, better equipment) Decrease "defend the settlement" frequency Increase chances of a Defend The Castle-style multi-phase attack on a major settlement.- #4 is based on the fact that a strong MM faction would likely deter the small bands of raiders and whatnots from attacking them. #5 is based on the fact that a particularly valuable settlement (based on size, resources, settlers) would be tempting for a "boss" to gather an invasion force to seize it. So... on VERY rare occasions (several in-game months cooldown), have a multi-phase invasion by mutants, raiders, gunners, etc. on a high value settlement, with the boss showing up on the last wave (leveled behemoth, PA raiders, gunner vertibird, etc). Or attack the settlement with lowest defense/value ratio. Player can decide when to start the defense by talking to Preston and/or Ronnie who can temporarily teleport to the settlement (fast forward 4 hours after saying "yes we're ready"). Hopefully scaling the invasion to player level won't be too hard, this is supposed to reward and not punish the player for their effort. REWARDS - It would be nice to give the player some tangible rewards besides phat loot. How about permanently increasing settlement capacity by 2 settlers? The MM just turned aside an invasion, everyone will want to join! *************************** If you've read this far, thank you! I don't think I ever post here, and I probably won't again until the next Bethesda game, so if these ideas tickle any talented modder's fancy, please run with it.
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