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darkus37

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Everything posted by darkus37

  1. I could buy them making that attempt on a small scale, but not on such a large one and with every Synth. By the point of the PC's defrosting they seem to have stopped trying to make a better and better version of the Ubermensch - the Coursers appear to be the pinnacle in that regard (not really sure why, I thought it was one of the more easier fights actually) and are focused on mass production of organic robots for reasons undermentioned (and for which I started the thread to try and figure out). For that matter there is no real evidence to suggest that regular Synths are designed to be perfect, or that much stronger/faster/smarter than a regular human - the opposite seems to be true. Next, Ubermensch's would be designed to lead not be enslaved as part of the whole superior race thing - I'm pretty sure that's one of their things. Finally, I would have bought that as a reasonable idea if there was some example of the Institute scientists transferring their consciousness into a Synth, but that appears to be either impossible technologically or beyond their morality/prejudice. They are a group with fascist, eugenic views - but that's the extent of it... the Institute appears only to exist so that the big bad of Fallout 4 wasn't the Enclave again. Still, having Father show up as an end boss in a Courser body would have been an interesting idea... a question of whether he was still the man he was before or just a seeming imitation (like Nick Valentine).
  2. Thank you all for participating in this discussion - I don't really feel that I'm any closer understanding the point of making all the Synths Gen 3's (besides lazy writing) but some interesting points were made that I'm going to consider. Again, thanks a lot!
  3. @CyrusAmell 1. I'm not really seeing what other use synthetic bodies can be used for other than eventual consciousness transferal from a dying body into a new healthy body - other than that, what's the point? 2. OK, I'm not really sure how needing to feed and allow rest in laborers is a good idea, but let's put that aside for the moment. The typical Generation 3 is nearly indistinguishable from a common human - bones break, joints get torn, limbs are crushed... on a protectron I imagine an hour tops to repair something like that, but on a Gen 3? If the argument is that they last longer than Gen 1's, isn't that more of a manufacturing defect than anything inherently better in having organic components? 3. Right, the infiltrator units. But how many can they possibly need? 10? 50? 100? Isn't it a waste of resources to have every single unit an infiltrator-ready model? They all still need to eat, go to the bathroom, bathe, breathe - how is this more efficient than simply having robots than need electricity and some regular maintenance? The Enclave had scientists as well, so do the BOS, and the NCR. While it's true that the Institute doesn't have the same resources as those organizations, and would certainly need more automated workers, how does having basically androids in meat suits make them more efficient? I don't remember seeing anything at all that states robot workers are less efficient than humanoids - in fact, judging by the fact that automated sentry guns and guard units still function and perform their (admittedly "dumb") duties more than 200 years after the Great War, how are they less than their organic counterparts? OK, fine they created a sentient slave race - but why make it in their own flawed image? Why go that final step and make their slaves organic and to the point where they were indistinguishable from humans except in death? That's what galls me - the Institute is supposed to be full of these Geniuses but they keep making stupid move after stupid move, not hubris - stupidity. If the Synths had developed free will independently I could buy the Institute not knowing what to do with the Synths, but that's not what happened - they set out to have the Synths have free will and I just can't buy that making sense.
  4. First, a short prologue: this is not about bashing Fallout 4. Whether a person likes or dislikes a game is up to them (I personally didn't like Fallout 4), but that's not the point of this thread. Rather, I was thinking about how I could have "fixed" the game and I keep coming up with a roadblock, a question that bugged me the whole time I played through Fallout 4 - besides the targeted replacements, what was the point of having almost completely human robots (Generation 3's)? Now obviously this isn't the first time humanoid robots have been seen in fiction but there was more or less a reason for having humanoid looking robots. In the Terminator series, the only ones covered with flesh were those sent in to infiltrate the past or human bunkers so it makes sense in that regard. In the Blade Runner series (books and movies), it was a bit more vague about why they were covered in flesh, but the series was more about the fine line between being human and machine - bringing up a philosophical question if you will. So what was the point of all the Generation 3's being indistinguishable from humans and having human personalities when the act wasn't called for? I bring up that last point because the Institute seems to have created a humanoid slave race for no other reason than to have a slave race that knows it is enslaved. For example: why show fear when confronted by a Courser if they used a terminal without permission? What possible reason would a janitor robot need to show fear at all? Why have flesh covering their bodies when it is easily damaged and hard to heal? Wouldn't it make more for them to be covered in armor, i.e. like the assaultrons? I'm sincerely puzzled by this seeming oversight on behalf of the Fallout 4 writers. Besides a "because the plot needed it", was there some explanation I missed or something someone can come up with to explain this? Edit: Damnation - I posted this in the wrong thread, can this please be moved to the Fallout 4 Spoilers sections? Thanks very much!
  5. I was hoping someone can make a symmetrical helmet so that the left side is the same as the right side (the side with the filter and section with the tubing at the back). Thanks in advance!
  6. Hello someguy2000, I finished the latest version of the mod just recently and I've spent the past day or so just thinking about it, which I guess is a sign of just how masterful a job you did. I'm having trouble just saying: "I liked it" or "it was great", because this was one of those experiences that really made me think about my actions (even though it was in a game). While there were some things I wish had gone differently, overall, I'm really glad I played it. Thank you very much for your effort and time. I did have a couple of things I wanted to bring up, maybe for a future update and I also had some questions. *Spoilers ahead!* 1. Most of the caves don't have a black planes, instead just rock where the doorway should be. 2. There is a floating cave piece on the right side when heading toward the Graveyard, which is more visible when walking back towards the exit. 3. After the ending slideshow, I was stuck in-game, unable to progress. I could switch out weapons, but I couldn't use the pip-boy or move - camera was locked out too. Skipping the slideshow prevented it from happening so it might be something there (or it could just be my game). 4. I was wondering why there was no way to help the girl who had been forced into prostitution and addicted to Jet, especially since the player could help out the mother NPC later. 5. Porter - judging by the end-slide, there was another way to deal with him other than killing him - what was that way? 6. The random cannibal guy that attacks the player - shouldn't that be a bounty? 7. Was there a purpose to the military base? It kind of feels that you were planning on doing something there but it doesn't appear to be the case. There's a general feeling that the Utah worldspace is a bit bare, which makes exploring a bit boring. 8. While I have a preferred weapon that I use during my playthrough, I always enjoyed collecting the unique weapons on the named NPC's you had in Bounties 1 & 2 - perhaps you might add some later, especially something special for Marko? 9. After finishing the mod, I decided to check on the Jameson's and I found... well... you know. Is there anything I can do to track down the perpetrator and kids? Are there other such post-mod things to find, and would it be possible to get a list? 10. Is a certain NCR agent necessary to the plot for the next mod, or can he be dealt with without consequences other than taking a hit from the NCR's reputation? 11. I know this seems a bit odd, but did anyone else wish that the player could force Marko to submit to the Courier? I think that would have been the best revenge - NCR gets a powerful sheriff who would fight against the very raiders Marko supported, and the Courier gets his revenge by having Marko become the one thing he hates most - a follower. Once again someguy2000, thanks very much for the mod. I'm really looking forward to the next one and the stuff you come up with for Fallout 4. Thanks for reading, darkus37.
  7. Hey, TheSpiritOfNewReno - glad to see you still interested in modding! It's been a while since I played Fallout 2, so I'm a little rusty with the lore but I think I remember enough of it with the help of the wiki page. It really all depends on how involved you want to get with the mod - are we talking full NPC's with dialog trees, simple fetch quests to advanced multi-stage stuff, and/or custom weapons/armor? According to the game lore, the Shi were pretty advanced, perhaps even at or past Enclave levels in 2241, so they should have moved onwards and upwards in the 40 years since, but I'm pretty sure that it doesn't state they ever joined with the NCR - but that said, I don't think the NCR would have allowed a foreign power to remain in their midst without some attempt at annexation. Also, if you check out the planned ideas for Van Buren, San Francisco (and thus the Shi) was wiped out by the Enclave in (mistaken) retaliation for destroying the Oil Rig - not sure if you want to use that though. I though up a couple of possible scenarios, and they aren't necessarily mutually exclusive: 1. Emperor on the fritz - despite their technological edge, the Emperor is slowly degrading and needs replacements parts to function again. A Shi expedition was sent to the Mojave to track down such parts, but for whatever reason, needs the Courier's help to find them. 2. Civil War - The Shi have been engaged in a civil war ever since it came out the Emperor was a computer. Anti-Emperor forces sabotaged the Emperor and were exiled for their crime. Don't have too much on this, but it might be some additional quest related stuff for #1. 3. Patriots and Spies - The Shi have decided to show their open support for their "new" homeland tracking down any remnants of the Chinese army/spies still hidden in the West Coast. One such cell has been found in the Mojave, and the Courier is needed to track them down. Anyway, I think that's something for you to consider. Hope it helps!
  8. Hi, this may not be the reason you're having a problem with the quest, but I had a similar thing happen to me - in my case, the quest wasn't updating because I hadn't killed all the tunnelers - some had spawned within objects or in the buildings and that caused them to glitch out the quest. Have you guys tried reloading from before that portion of the quest began? After an unfortunate CTD, I had to replay the section and it worked fine from them on for me.
  9. Hey, I had a similar idea a long, long time ago but had no takers - very happy to see someone try and accomplish it. ************************* ************************* Now obviously this would be a really big, and probably unrealistic project. It would take a lot of work and ultimately cause a lot of problems with the main storyline. That said, maybe you can use some of it for your mod. I hope to see what you come up with soon!
  10. OK, I added the scripts in-game, and I've experienced a couple of problems. The first problem is with the ChamInvisDoor02Script - it seems to ignore the timer and just disables the x-marker right away before a really short fadetoblack. The problems really begin once I activate the HARESTeleportHomeScript - basically, once it's used, it bugs out all the other scripts like the Airlock and trigger areas, as well as the ChamInvisDoor02 script - none of them work. ************************************ I haven't checked out the terminal option just yet, but I'll give it a try a little later. However, while we are on the subject, what would a script like this looks like? For example, in the HARESTeleChamInvisDoor02Script, there is a section called 'Begin OnActivate' - I wouldn't need that, right? ************************************ I was also wondering about a set of operations. For example: 1. On script start - ApplyImageSpaceModifier FadeToBlack4sISFX; PlaySound DRSEnclaveLargeOpen. 2. +1 seconds - disable an x-marker (DefaultRef). 3. +3 seconds - PlaySound TRPPitchingMachineRunLPM. 4. Script Ends.
  11. Thanks very much, it works! I also want to thank you so much for telling me about the prefixes - I've been banging my head for so long with that problem and even decided to split the Teleporter cell in two just to get around it. I've renamed them and it works great. Now on to the next problem: The first script works - more or less - but the timing is off. Here it is: The second script also appears to work except for the open door/disable x-marker functions. I was also wondering if there is a way to have a similar timed set of operations through a terminal option. I tried doing it without a timer and all I got was instant disabling/enabling of an x-marker and/or opening/closing of a door as well as the sound playing on a loop until I reloaded a previous save - or is it simpler to do it via a script attached to a switch?
  12. Hi, sorry again - I've been having a bit of trouble with this script in-game (among others). My mod has a cell called "Teleporter Control Room" (000Teleporter2) which is linked to another cell called "Teleporter Armory" (000Teleporter1). The script works fine in the armory cell, but I'm having a lot of trouble with the other cell. Just about every script acts wonky in the Teleporter Control Room cell. For example: 1. Activating the door (with the above attached script), displays the correct location to go to, but does nothing - just exits the message box. Same thing when it's supposed to display the Security Lock-Down Message - just exits the message box. 2. Trigger Areas become disabled for seemingly no reason and replacing them in-GECK seems to have no response. I have no idea why this happens or what's causing it. Any ideas?
  13. Thanks very much claustromaniac! I also noticed you changed Short into Int - can you please tell me what the difference is?
  14. Hi, I'm really hoping someone can help me out with scripting for my mod. Scripting and I don't get along very well - I think I have a mental block against it or something - but I've managed to cobble together some scripts together using other scripts. If anyone would like to help me out part or full time - please, please do so. In the meantime, I've been trying to add some timers to an existing script. The script is attached to an invisible door. This door is connected to another invisible door in another cell and also has a Linked Ref to an X-Marker Heading. Here is that script: I've been trying to save it, but the GECK (Script Extended) tells me that it can't - the exact message is: ************************************************************************ SCRIPTS: Script 'HARESTeleporterAirlockScript', Line 87: Mismatched if/else/endif block starting on line 87. ************************************************************************ With a follow up message saying: ************************************************************************ SCRIPTS: Script 'HARESTeleporterAirlockScript', Line 87: Mismatched if/then/else block. ************************************************************************ Can someone please tell me what I did wrong, how to fix it, and if there are any other problems in the script?
  15. OK, so there is the small quest idea, and the long quest idea. The Small Quest Idea The Long Quest Idea Well there you go - these are relatively brief outlines but I hope some or all of it is to your liking.
  16. Hey, glad to see you're still working on this. I saw your question and would like to suggest perhaps adding something to the tollbooth area on the Mojave side to make it look like a caravan is waiting to go towards the Long 15. This would act like the boat going to Drywells, allowing the player to travel back and forth without the need for an NPC (unless you would like to add one), just having a message box appear asking if the player would like to travel to the Long 15, with a similar setup at the Long 15. This caravan would only be available if the player did not nuke the Long 15; and if you want to add some quests and such, could supply some interesting adventures, i.e. the player is hired on as a caravan guard and is able to save it from attack by Legion forces. You might also have it cost money to travel with the caravan, with the rate going up or down depending on the players status with the NCR. If you do decide to add a quest for traveling between the Outpost and the Long 15, I got a couple of ideas - let me know if you want 'em.
  17. Ok, that's fine. I looked up some images online, and the silo's in question are shaped like gigantic cylinders, basically with all the rooms curving around the missile. Here's are some artist's rendering of a converted silo (someone bought a silo and made it into a home): http://cdn.cstatic.net/cache/gallery/6101/6431568951_f415e72014_o.jpg http://www.blogcdn.com/realestate.aol.com/blog/media/2012/06/worlds-end-final-2.jpg You don't have to follow that design, but it might give you some ideas. You also should consider using Speedy's Resources (with permission) if you want some additional resources.
  18. Hey Chad95, hope you don't mind but I have a couple of ideas for you: 1. Size of silo - this part actually determines a lot of what I think you are having trouble with. If this is just a small single missile silo somewhere in the middle of a cornfield, then it doesn't need much past what you already have either than a main entrance, an armory, barracks, and maybe an airlock. On the other hand, if you are trying to make a massive military base, you should look at something like the missile silos in Lonesome Road, which are entire bases built around multiple silos. You might also consider adding something like a hanger as part of the construction in addition to those areas I mentioned previously. 2. Location - like I said above, if this is a single missile silo - then you can place it pretty much anywhere in the gameworld, just making sure that there is appropriate room for the silo hatch (even if camouflaged). If this is a major missile base, then it wouldn't really make sense to have it in a well traveled area or known military location like Nellis AFB as those would probably be hit by an enemy's first strike. For example (in either case), if you're going to place this in Zion Valley, I would recommend having a more concealed entrance; whereas it would just be another military base in the Lonesome Road map. 3. Quest or other - I suppose it all depends on what you want to accomplish with the mod. If you think you can make a quest mod based around a missile silo then by all means go for it. If you just want a location with just a couple of notes here or there for background, that's fine too. If the player will have the choice of using the missile, then you're going to have to determine where it will hit and what impact it could have on the game world - and you have several examples with Lonesome Road on what changes you would need to make. 4. Cell Layout/Design - so I can't really tell much just based off of one image, but the one thing I will say is that the lack of general clutter (and or rust), gives the place a rather sterile feeling. Even if the place was completely sealed off for 200+ years, some damage could have occurred, either via flooding or burrowing creatures (like giant ants, molerats, or tunnelers) which means that you need a reason for everything to remain clean - such as worker robots or human engineers. I should also mention that you might want to plan out the layout in advance so that mod's cells don't overlap one another. I hope this helped you and I'm looking forward to what you come up with.
  19. Hi, I just saw a trailer for a new game called Overwatch and saw a character's armor/weapons I would really like to see in New Vegas. It's called the Reaper and looks like this: http://assets1.ignimgs.com/2014/11/07/reaper-characterpng-444711.png Here are two in-game screenshots: http://assets1.ignimgs.com/2014/11/07/reaperoverwatch014jpg-eb5ffc.jpg http://assets2.ignimgs.com/2014/11/07/reaperoverwatch001jpg-37bb9f.jpg I like the armor overall, except I would prefer for the gauntlets and fingers to be completely black (not the spike or braclets), with the area between the elbow and shoulder also black or covered in the same material as the cloak. It would also be nice if the ammo belts were not red glowing things - I personally prefer something more exotic like the alien power cells or something more mundane like regular New Vegas ammo - there should also be nothing glowing and/or red on anything else on the armor. I would like for the eyes to glow blue, but that's not a necessity. The guns are really cool looking, and I would also like for any glowing red parts to be blue instead. Thanks for reading and I really hope someone can make this!
  20. Hi guys, sorry in interrupt the flow, but I was wondering what the scope of the mod is going to be - if this is just another companion mod, or something larger in size and depth like the Russell mod? The reason I'm asking is that theDemonJackal has created some interesting backstory elements, but it seems a little wasted without a quest or quest-line - in my opinion. I had an idea for an NCR super-mutant camp a while ago, maybe you can use it or adapt some of it: The idea revolves around Camp Guardian. As such an important vantage point, it couldn't remain unoccupied for long - but the threat of the Lakelurks underneath meant that regular troops couldn't just be sent in again or risk history repeating itself. A ragtag team of super-mutants (and maybe ghouls) is sent in (perhaps in cooperation with Marcus and Jacobstown) to hold the camp - one of whom can be Chauncey. There would be some quests involving getting the troops to work together and making sure the camp is functional, with an eventual assault by Legion troops. There could also be some end-game effects as well, with NCR super-mutants taking part in the defense of Hoover Dam - depending on the player's choices. Chauncey would at first be just an NPC, but would be hire-able if the player did enough to save the camp. You could also throw in Chauncey getting an offer from the Rangers at the end (I remember Fallout 2 mentioning the Rangers had some super-mutant members, but it's been a while since I played it and I could be wrong) which would unlock some unique armor/weapon showing his new status.
  21. Hi, I've experienced a very strange problem - when I enter a particular cell, there would be nothing visible but a blue fog. I tried to fix it by changing some options in the Lighting tab, but now all I have is darkness. I reverted to a previous version from several months before, and the cell works fine in that version. How can I fix this, and what is causing it? You can find the mod here: http://www.nexusmods.com/newvegas/mods/46350/? The working version is in the MAIN FILES section - version v0.1.i.b The broken version is the OPTIONAL FILES section - version 0.1.j (the current uploaded version is before I tried fixing it)
  22. This mod looks really cool, but if I may, I do have just one minor quibble - the two buildings toward the bottom of the screenshots don't match the ruined versions (one story, ranch style buildings instead of multi-story office building) and you added cliff pieces instead of similar buildings next to the highway leading to California (great for blocking out LOD). That said, I have a couple of ideas for you to kick around: Long 15 1. Since this is the main pipeline leading from NCR territory to the Mojave, there should be random caravans going to and fro. 2. It would be nice to have some armored patrols doing the same. 3. The wiki for the area has some interesting tidbits, including the fact that some vertibirds that crashed in the area are of Enclave markings - might be cool to have a secret enclave base somewhere nearby. If you're going to make a quest mod, then having a hidden Remnant base in the area could have some interesting story choices - from an attacking foe to helping to forge a treaty for a possible NCR ally. 4. Again, depending on whether you are just making a static location or a fully-fledged quest mod, you can have everything from having the player start up their own caravan; investigating the murder of a prostitute (you're definitely going to need a saloon or two in the area); fending off Legion saboteurs; repairing equipment; etc. Drywells 1. Other than a well organized Legion camp, perhaps laid out in straight lines, I can't really come up with anything to help you layout wise. 2. Might be cool to have a crossover quest where a young girl is kidnapped and the player has to travel to Dry Wells to save her. 3. One quest I would really like to see is the player finding a remnant of the Twisted Hairs that are making guerrilla attacks on the area. Some connection with the Ulysses companion mod would be great, as an optional way to convince Ulysses to join up. The 27 year gap between the pacification of the Twisted Hairs by the Legion and the events of New Vegas would have to be explained though, as would why nobody found them in that time. Well, looking forward to the release, good luck!
  23. Just wanted to clarify something from before: Flying Robo-Brains - basically, the turret would be static, just indicating where the weapon fire animation would be coming from (embedded). Basically, imagine this. Drone Swarm - OWB has the spider drones, but they're only visible if you take the Wild Wasteland Perk. That said, someone did make a mod with them. They're pretty big, and I was going for a swarm of really, really small versions - but the game engine probably couldn't handle the numbers I'm talking about (100+).
  24. Actually, based off the behavior of the scientists at Mariposa Military Base, it might be possible that the Enclave was there as well (Maxson killed them all once he found out what they were doing with FEV).
  25. VR World I probably just wasn't too clear before. What do securitrons fear? .... uh.... stairs? Since they were re-programmed by Dr. 0 (who seems to have a severe inferiority complex with Mr. House), how about that somehow being part of their programming and showing them a virtual image of Mr. House might mess em up? OWB zaniness - I'm pretty sure that brains wouldn't have been saved (the Courier is apparently an exception); but that said, it would be cool to have new weird looking enemies appear. How about a robobrain, with vertibird propellers for arms (reduced in size accordingly) and a turret instead of legs? By the way, had an idea on this one - is it possible to have a lot of really tiny robots (like the spider drones) that causes only a little bit of damage, but that constantly seem to respawn (until stopped)? This would be in one room/area only. BigMT Takeover I see the Enclave as cockroaches - never truly wiped out, only temporarily reduced in numbers. Every time they were supposed to be destroyed, they just returned again later. Countless military installations in the U.S. or annexed Canada would be perfect for them to crawl out of again. The Brotherhood doesn't appear to have the numbers to do so however, so it's doubtful they could mount a serious crusade. From the wiki: http://fallout.gamepedia.com/Big_MT I think the reason Elijah, Ulysses, and Christine got in was because they went in individually; and Ulysses and Elijah apparently stayed long enough to need to establish bases. Getting out might have been more difficult for Elijah because he angered the Think Tank, requiring him to make an exit.
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