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Everything posted by maledwarfwarrior
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Who wins an Enclave vs Institute 'tech off'?
maledwarfwarrior replied to JackTrenton's topic in Fallout 4's Discussion
It seems to be a repeat of the great war. The U.S. focused on combat tech like power armor and the Fatman. The Chinese focused on stealth and subterfuge, knowing efficiency mattered in the resource wars. The Chinese stealth technology allowed them to strike at soft targets at virtually no personal risk, and create enough paranoia that the U.S. targeted it's own citizens out of fear. The Institute's synths allow these tactics to be replicated, with the advantage of also being able to gradually replace a entire base with synths with nobody being the wiser. The Enclave would target it's own loyal personal in an attempt to remove these infiltrators, while the Institute has lots of practice in misdirection and hiding in plain sight. Take a look at the list of synths in diamond city for evidence (spoilers for the list of course, but the fact that there are synths in diamond city should be a given). If enough of a base was compromised by Institute infiltrators, they could execute the rest and splice synth components into the corpses to gain full control of the facility while A) making the Enclave more paranoid and B) shifting suspicion away from the actual synth infiltrators. Any attempt at creating an anti-synth division would be quickly overwhelmed by synth replacements and only aid the Institute's shadow war. On the other hand, the enclave probably knows where the Institute is. SPOILERS AHEAD! The institute is directly underneath CIT... as in the commonwealth INSTITUTE of technology. It is, however, very far underground making a assault difficult, bloody, and very long. The Enclave probably have records of the initial construction efforts, and it is possible the institute was originally a vault (that or beth re-used assets in a bad place) which would mean the Enclave have or had access to it via the Vault-Tec headquarters. That connection was probably exploited by the Institute as shown by the remote overrides that have put vault 111 on lockdown. However, actually invading the Institute would be extremely difficult without a Deus Ex Machina, and the institute's teleporter allows for unparalleled mobility within the commonwealth for a quick rear assault on supply lines. Even just teleporting in a fertilizer bomb could devastate the Enclave's supply lines, denying them things like parts, ammo, medicine, and food for the war effort. Both groups have shown an aptitude for manipulating the general populace, but the Enclave's ruthless tactics and hatred for wastelanders, compared to the Institutes apathy, could be exploited by institute propaganda. They could use it as a justification for their past actions, as staying hidden and building an army to defeat the Enclave could potentially win the commonwealth over, or at least get them to stop attacking synths and target the enclave. Finally, the Institute's superior reconnaissance on the Boston area, and ability to replace the raider-gang leaders, would allow them to wage a guerilla war on the Enclave. -
I was thinking about how to re-claw institute lasers without just increasing the base damage, and it turned into a long unmarked quest to build energy weapons better than what anyone has made before, requiring a lot of work/resources to be done and getting fairly deep into the main quest. Step 1: The Institute's perfect killing machines (that shall not be names for fear of spoilers) can spawn with their institute weapons having one set of initially uncraftable mods. Made from high end materials, these turn the institute laser into a potent weapon. Lore Justification: Most institute lasers are cheap wal-mart grade guns that are built with quantity over quality in mind. *redacted* are built to be the best killing machines ever made, so they get versions built with the best materials the wastes have to offer. Step 2: After removing these mods from an institute laser via workbench, a new crafting recipe appears in a sciency workbench with science 2. Sacrifice the mods and a lot of raw material to create a new consumable. Use to gain a new perk that allows you to craft improved versions of many energy weapon mods, but not quite as good as the mods from the *redacted*'s weapon. Justification: Science 2 is 3 below maximum science, so it is required for inferior versions Step 3: Add a "Institute Energy Manual" at a workbench with the previously mentioned perk, science 3, and lots of rare materials, synth components, and institute lasers. Use to gain rank 2 of the new perk. A potential alternative acquiring method is to have it spawn in the institute. grants access to institute-grade energy weapon mods. These would offer exceptional power at very high resource costs. Step 4: A project at a workbench to create a consumable adding rank 3 of the perk, requiring having science 4, piles of rare/expensive raw materials, alien blaster, the cryolater, Kremvh's Tooth, any and all rare items with sufficiently exotic science/magic properties from across the wastes. Doesn't consume legendaries, but it does consume everything else. Might require a vague guide as to what legendaries are needed to see the recipe, crafting it for 1 wood in the place of paper seems reasonable. Grants access to "X-COM" mods, that are above and beyond what any energy weapon mod in the game has to offer. After all the work involved, you've earned it. The good parts of this idea is that most of it is tweaking numbers on existing mods which is a lot easier than most mods, making it easier than most "ambitious" mods, and creates an unmarked quest that you will spend most of the game to complete. It also fits the story of Fallout 4 quite well, as you are not just reclaiming what the wasteland once had, but are building a new future upon the ashes of the old. I just had the brainstorm in my head and wanted to get it written down before I forgot.
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melee only/gun only armor
maledwarfwarrior replied to TheBlob2's topic in Fallout New Vegas's Discussion
I know you can attack a perk to armor, as seen in the "Pre-Order DLC Alternatives" mod by Machienzo, so attach a perk to the armor that's a copy of stonewall (minus the knock-down immunity) for a bonus against melee. If you need an example of bonus DT against guns, “Cirosans Classic Overhaul” by Cirosan has a perk which adds “Dermal Impact” which adds bonus DT against Guns and DR. Explosives and Energy Weapons both have perks that add bonus DT against enemies using them, so you can use those if you want explosion or energy weapon resistant armors. -
The facts The creator of the hidden gem mod "Skyrim Global Evolution" has been banned for undisclosed reasons, and all of his creations removed. Finding his posts is most difficult. I have found one by someone claiming to be him, but this is unconfirmed and the accoutn was banned 11 hours and 18 minutes later, a very short time. The moderator, a "Mr.Grimm", left a edit, fully quoted it reads "I'm happy to show you the door again. -DrGrimm" With that same formatting, minus the quotation marks. the thread was later locked, and if moderator power abuse is indeed the cause, then this post will almost certainly be as well, and i could possibly be banned. the goal of this thread is to gather evidence for what happened before, during, and after the ban, so a more precise opinion may be sought. Very little evidence can be found, first due to a lack of knowing what the accounts the creator has posted under, and what was his original account. Any help will be greatly appreciated in solving this mystery. Looking into the terms of service, several possible offenses include 1. "Do not upload files that are knowingly broken and known to prevent the majority of member’s games from working properly. 2. "Do not upload files that contain viruses, malware, spyware, adware or any software or code that would compromise the integrity of a system or the user’s game." 3. "If you make things particularly and unnecessarily hard for Nexus staff we may just decide to remove any/all your files and be done with you." 4. "Do not solicit (ask for) ratings, endorsements or file of the month votes within your file description." Any of these are bannable offenses, and whether correct or not, reasons that the creator could have been banned. Whether he actually did it or not is a different story. If you think he did, vote under a abuse of account rights, if you think it was a misunderstanding, vote under a misunderstanding that must be fixed. but there is a third and fourth option to be explored. Upon searching the forums for a "DrGrimm" no results pop up. None. no account, a ghost in the machine. Luckly, he made a direct post which can be used to find his profile. he has 129 posts as of this post, with 0.11 posts per day. There is indeed a moderator by the name of DrGrimm, who is active in mostly troll banning as can be seen by doing a search for DrGrimm in the forum, it turns out he writes short simple posts. But perhaps he is indeed inncoent? what happened? Well, a hacker could have created a ghost account with administrative priveliges, and banned the creator. Unlikely, but possible. What heppened? We may never know. But feel free to speculate!