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Raycheetah

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Everything posted by Raycheetah

  1. I am reasonably certain I read that unassigned setlers scavenge randomly for your settlement workshop, but I cannot find the citation. As for furnishings, they are for the player's edification. You can find more here: http://fallout.wikia.com/wiki/Fallout_4_settlements Good luck! =^[.]^=
  2. I wouldn't count on that from Bethesda. Sounds more like a mod, to me. ='[.]'=
  3. I saw at least one Mole Cat. =^[.]^=
  4. I find it interesting how many folks playing this game seem to think that the Institute is A-okay. I suspect many of them miss the lab with the supermutant specimens, or dun bother to read the lab files about who those specimens were, before "immersion." That, alone, would turn me against my "son," with whom my character would share exactly nothing in common except genetics. Nah. The Institute have already written off the people on the surface, and would seemingly rather replace them all with a population of obedient synths. No matter who you join up with, the Institute needs to fall, although I can't for the life of me understand why everyone, especially the BoS, wants to nuke that treasure-trove of technology and resources. =0[.]o=
  5. Re: PA training for wastlanders... It's possible that, given time, even a determined raider scav could sort out how to use his jury-rigged PA suit. Probably not as efficiently as a former soldier or current BoS Knight, but trial and error can take you surprisingly far. With that in mind, I could easily see (perhaps even as a mod or in DLC) a quest reward/perk level which grants increased efficiency (someone above mentioned the perk which increases efficiency in Fusion Core use as a reflection of superior proficiency) with the armor, over that with which you start the game. Anyway, much as we'd like it to, the game doesn't always make sense, unless we can come up with a satisfactory rationalization. Personally, I like the notion of eventually being able to recharge FCs, at some expense in materials. And it's not just for the PA; the Gatling Laser also apparently uses 'em. *ZAPZAPZAPZAP!* =^[.]^=
  6. If you pickpocket the Fusion Core, an NPC typically exits their PA. Should work on a follower, too, I would think. =0[.]o=
  7. You've actually just descrbed what I anticipated when we first saw that Power Armor repair station in the Red Rocket when Bethesda did their FO4 reveal. I had NO idea they'd be putting us into PA, untrained, rght at the get-go. ='[.]'=
  8. ^ DAYUM, boy! That is truly impressive work! Makes Diamond City look like crap. =^[.]^=
  9. It would certainly appear that most of the different factions become mutually exclusionary as you go down their varied questlines, to the point of forcing you to make some seriously hard decisions. I imagine that this was Bethesda's take on "replayability," though continuing with at least a couple of the factions (Institute, BoS) requires some pretty dick moves which make them less attractive to anyone squeamish about betrayal. It's a shame, because some of the coolest set-pieces (such as the BoS' action against the Institute) are only accessible if you can stomach some serious nastiness. War never changes, and it is hell. I also wonder what the DLC will be like. Depending on which factions you favor or oppose, the landscape of the Commonwealth can change drastically. If you destroy the Institute, they are effectively taken out of play. However, if you don't, it would be strange for them not to have some impact on any DLC. Likewise, the BoS, though they would seem to be more resilient, offering a continued (if diminished) presence, should you defeat them. But the decisioms you may have made could impact the DLC, unless the DLC simply avoid any involvement of these major factions, which would be pretty strange, if set locally. Then, of course, the issue arises as to when you play the DLC. If you were to install them before going down the main questline, elements of the story might broadly affect events in the DLC, unless Bethesda places the DLC well away from Boston, a la The PItt, Point Lookout, and Mothership Zeta, in Fallout 3. Given what has already been seen, I would expect the latter. ='[.]'=
  10. Re: Weapon durability - Remember how the minigun's barrel heats up cherry red on sustained fire? That's a good indicator of the physical wear and tear that a high volume of fire can inflict on a weapon. Yeah, repairing durability may not be everybody's cup of tea, but it can have its place in FO4. As for the rest, so long as there's an MCM sort of options selection, I'm all for it. =^[.]^=
  11. This article purports to present several, but I dunno if they're tested, or speculative: http://www.cinemablend.com/games/Fallout-4-Cheat-Codes-God-Mode-Infinite-Money-More-98037.html =^[.]^=
  12. Husband and wife team mod... SO doesn't die, and instead can act as a fully-voiced follower, or even be switched out tag-team style. Also, still want to see the initial SPECIAL points allotment raised to 35, including the base. I hate starting out with below-average stats across the board; it's simply not "heroic feeling." ='[.]'= ETA: Oh, and seasonal weather changes. The game starts in late October, but I dun expect to see any particularly "fall/winter" changes as the game progresses.
  13. Be VERY careful messing with console commands, at least until you've done a little research. Allowing for the likelihood that some have changed since Fallout 3, I suggest doing a web seach for "Fallout 3 console commands." Then, look at a few of the search results and see what is said about the commands listed. Otherwise, you risk breaking your game. ='[.]'=
  14. Not too fond of the total 28 pts of SPECIALS. I know, I know, it's balanced to compensate for rapid, early leveling, but I really hate the feeling of my "heroic character" starting out with stats which balance out to "below average" across the board. Even 35 points to start with would be nominally preferable. ='[.]'=
  15. In response to post #24617279. #24618539, #24618579, #24618659, #24620524, #24622754, #24623014 are all replies on the same post. @Brasscatcher What we have been used to is mods which are, for all intents and purposes, equivalent to fanfic. That is, they are creative works which build on and expand an existing IP (in this case, Skyrim), distributed for free. As demonstrated by Valve's new compensation structure and rules, with direct, quid pro quo payment, Bethesda has, through Valve, effectively authorized these as "licensed" derivative works. The slippery slope comes from Valve's claiming de facto ownership of all paid mods on the Steam Workshop, as authors surrender the right to take down those files. So long as Bethesda doesn't decide to make some kind of legal grab for any other derivative works based on Skyrim, even outside Valve's distribution outlet, the Nexus (for example) remains a good alternative for "free" distribution of Skyrim and other mods. I can't see Bethesda squawking much, so long as any compensation to mod authors, here, remains disconnected from the specific works, i.e., donations/tips. In fact, as long as free distribution of mods has gone on, I'm not sure that, all else being equal, Bethesda could make a legal claim which would stand up in court, though, as is often the case, the side with the deepest pockets usually wins. For now, the Nexus is here for users and authors who prefer things the way they were. I hope we don't see too many mod authors migrate to Steam, and I hope Bethesda doesn't get stupid and try to strangle the golden goose which modding has been for their games for so many years. Time will tell. For now, as I see it, the biggest issue is protecting the rights of mod authors from thieves. Valve hasn't demonstrated much interest in this, and why would they? After all, "free range" mods have no value to them, and what rights have mod authors to protect derivative works not sanctioned under contract by Bethesda and their agent? Fair play? I wouldn't expect it. Active skullduggery? We may already be seeing it. ='[.]'=
  16. I'm an old-school believer in free-market capitalism *ducks thrown eggs and rotten veggies.* I have always held that if someone can earn money for their creative efforts, then they ought to be rewarded. Monetary incentivization of modding absolutely changes the playing field, and there will definitely be negative consequences, with which the community will learn to cope. Please don't associate "money" with "evil;" if a modder chooses to take the opportunity to monetize, that's their choice. After all, if you're going to see The Avengers: Age of Ultron, this weekend, there was plenty of profit orientation in making that film. True, up until now, modders have made mods strictly for love of creativity, but I'd be willing to bet they'll still love what they do, even while it puts a little cash in their pockets for what can often be MANY hours of hard work. Valve's approach was a tad hamfisted, but I am sure there were reasons beyond mere greed for the structure of their compensation model. Bethesda certainly had a say in how much THEY expected to get, and that's their right, too. For my part, I would much rather make a donation directly to a mod author here on the Nexus, than involve the admins in what would otherwise be more sticky mess (including, reportedly, tax reporting, in Valve's case) than they need added to their work. I haven't made any such donations, yet, though I will; I just got around to buying my Lifetime Premium membership, here (motivated by current events to do something I'd meant to do ages ago, sorry). Many modders here have already made their stand, rejecting the paid mod system on the Steam Workshop. Yet, one cannot help but think that, being human, those authors who have taken a strong, ethical stance against it, might also feel a little like chumps, when other folks eagerly embrace the model and reap such benefits as they may. Of course, people again being people, those who have paid for those mods may not have been all that generous, either. Here is where our opportunity lies, on the Nexus. Revisit the pages for your favorite mods. Drop a buck or two in the hat for the folks who have added so much to all our games. Not all at once, of course, but when you see the effects of their work in your game, let them know that they're appreciated, and that their commitment to those of us who use the Nexus as our main source of mods will not go unrewarded. This isn't the end of the world, just a wake-up call. Let's show Valve that theirs is not the only model in the new modding economy. Competition is good. It fosters creativity and quality, and benefits the consumer, providing choice. Let's choose to cut out the middle-man. =^[.]^=
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