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Posts
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Everything posted by mcguffin
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For what it worth I never crash with fallout4. I mean never. And I played more than 160 hours. So the stability doesnt seem to be an issue there. After that, I think we need to test the new survival game balance before making a statement. This could be very insteresting if it's well done. And we don't know yet. However I think the saving needs some flexibility at some point: We should at least, be able to save on exit and everytime in a settlement. A middle ground could be interesting too: Not being able to save while in combat.
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Mmh... I missed the news where it's stated you *have* to play in survival mode ... I'm discussing the new features. Don't be a troll to derail an opinion you don't like. You are not discussing actually, you are ranting about something that is not yet in game, or even tested. Also, not beeing able to use save scumming is not something from the past century, a lot of survival games are using such mecanism to increase the immersive factor for the player. Any MMO and a lot of multiplayer games also dont allow to save either and each action has a meaning. I dont know yet if this will work well for fallout4, I guess we have to try first, but this is definitely a very interesting step.
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Mmh... I missed the news where it's stated you *have* to play in survival mode ...
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Yes, that is interesting, establishing way point through settlements could do the trick. What could be interesting is the need to build something or even to recruit a settler as a driver. All that matters to my eyes is to get something coherent, and that does not break the evolution of the story on that side. But, of course, everybody plays as he wants.
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Did you even read me post?
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This is not the same fast travel.
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Nah, it's like cheating...Beside, you gain access to some kind of teleporters throughout the story, It's far more rewarding than installing a mod^^
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we are talking about the incoming survival difficulty. However,I personnally already play without the map fast travel, and I don't need a mod for that ;)
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Actually I find Fast Travel not really legit in Fallout4 since you can actually use some fast Travel related to the story ( ). So using the standard ("map") fast Travel kinda breaks this whole aspect of the game.
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Really? I have a 163 hrs playthrough without any single CTD or any blocking stuff This survival mod is awesome. Imho. Better Than I expected No sure how it's possible to switch difficulty during the gameplay however.
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Just found some new texts in game that describe the future survival mod:
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Hard to say, but I am pretty sure that modders look at the game made by beth, and use the pretty huge amount of assets to make their mods :wink:
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In response to post #34079440. #34080265 is also a reply to the same post. keep in mind that the game doesnt officially support mods at this time.
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[WIPz] Fallout 4 Script Extender (F4SE)
mcguffin replied to behippo's topic in Fallout 4's Discussion
you probably should read the first post of the thread ^^- 717 replies
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your issue is an encoding issue. fallout4translator can deal with that as long as you dont mess with the encoding, read this: http://www.nexusmods.com/fallout4/articles/35/?
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You dont want AutoHotKey, but it's a perfect solution, even better than a proper binding menu more details here: http://www.nexusmods.com/fallout4/mods/146/?
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Seems an I5 is a bottleneck, I7 required!
mcguffin replied to Poacher886's topic in Fallout 4's Discussion
i5 4430 (3ghz) + 8go ram + gtx960 4go , everything run fine almost all in ultra -
[WIPz] Fallout 4 Script Extender (F4SE)
mcguffin replied to behippo's topic in Fallout 4's Discussion
Hmm -this is the first we have heard about that. Others have been succesful with it I believe. Can you try redownloading it and trying again? Also the v1 version is still available (but will likely mess up the normals of the textures) - you can try downloading that and see if it works better for you. Sorry for the late answer, I just figured the issue: Avast was running a silent sandbox, without warning, and locked the process...- 717 replies
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Yes, this is exactly what I thought (about the encoding), so this is the confirmation that the issue come from the game itself. The fonts are probably somewhere in a swf found in interface.ba2. But I dont know if it's possible to do anything about that at this point.
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At this point, I am pretty sure the issue come from the game, unfortunately If it was an encoding issue you would see some weird characters (like in the screen you uploaded in the first post of the thread) But, if you see boxes, this indicates that the font is not found (boxes are placeholder fallback in Font files)
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mmh, this is really wierd, that doesnt work either... Maybe there is an issue with the translate_xx.txt files specifically or there is a need of an hidden subfolder.
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ok so: Open the codepage.txt file, replace its content by this one, and save the file (backup the old one if you want to use the tool for skyrim) #codepage correspondance (fallout4) english=utf8 french=utf8 arabic=utf8Close tesvt and reopen it. in option, choose english as source and arabic as dest. everything should be in utf8 If you save a new set of file it will be saved in utf8 however, arabic deosnt seem to be supported by defaut by the game so it's also possible that the game doesnt handle the right charset. And in that case, tesvt cant do anything for that.
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what you are saying is really confusing. In which language do you want to translate...?
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When I saw some stream I was really disappointed. But when I play it myself the magic is back. I guess a lot of people just rely on what they see rather than there own playthrough see users rating on metacritic vs users rating on steam: in one case people actually have to play the game to be able to rate it.
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the support is already here (japanese mods are using utf8 since a long time already) as I said: you have to set the encoding of the destination language in the codepage.txt file (in the main tesvt folder)