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Qrsr

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Everything posted by Qrsr

  1. The games back than and probably the movies as well had no comparison, everything was new in that genre. And thus creativity probably went through the roof everything was new and everything should be the most unique available. This is what i can observe alot of the time. Altoough money was rare, those studios created far more with less money than today. lol. If one creates a sequel one will copy the original thing, game, music, whatever the original instead is without comparison and thus will always be special. I remember FO1 and FO2 were produced, created simultaneously which in turn would lead to the question if both are not just part 1. Paradoxically this would lead to the question if we dont have two times part 1 of Fallout. Both games were special and unique and there was no comparison in that genre. Correct me if im wrong.
  2. Can we see the following: - support for total amount of people tracking our mods - total amount of people track a certain mod - how many people who track the mod downloaded the mod in general more specific statistics. Most and foremost ENDORSEMENT announcement.
  3. - There was never a nuclear war like the one present in the fallout universe, lore so we can only guess what will happen - Nuclear winter is guessing - Volcano eruption released more energy than the most powerful nuclear bomb (Tsar Bomba) - Radiation might be far higher if nuclear power plants are destroyed by nuclear bombs (radiation by desotryed nuclear power plants) even recycling of nuclear power plants is tricky and is a compromise to offer power for the masses which need smartphones for there egomaniac lifestyle (irony off) - Fallout 1 and 2 had no radiation like we know it in 3 and 4 ... its a BGS myth
  4. +1 Also the description of the current (old) site has far more information. Just stick with the current design ?! ... - I really like to see when the mod was first uploaded and last updated! - The uploader (author) should have different (hyperlink) color to stick out better - The total size of the mod (like the old design) is still very informative and something you should keep. I must seriously ask myself what is so difficult in simply copy the old design and ask the community for what is missing and should be expanded to the old (current) design ?! ... instead of trying to re-invent the wheel.
  5. An example i had yesterday thinking about my current project, what would happen if subway stations would be used as kind of a shelter, or vault or protection from the exterior, upper world, surface. - Would people use the trains? - How if there is now power? - Would power be used to power trains or something else? - What would be a good power source if the exterior is human unfriendly and not able to use anymore cause of to much radiation ? - If rails, trains, and wood under train lines would be scrapped for whatever reason how would it look? Probably like a simple tunnel ... - Would it be worthwhile to dig deep to the earth core to come close to magmatic chambers and use the "power", energy, warmth from the earth core itself? - Would people have enough knowledge to use magma to create minerals of all kinds? - Would it be worthwhile to mine rare earth elements still? ...
  6. I hope you can find the time again @363rdChemicalCompany
  7. +1 This was the intention of the older games, like FO1 and FO2. Where we can see kind of clay huts, with some high tech buildings here and there. A very lost environment if you project it into 3D space, it was interesting to observe via an isometric view although. It was very dark and i think thats really missing in FO4. When everything is dust you will probably see water caravans which where very important feature for FO1 too. But if there is water where is it? So caves with water would be number 1 priority probably polluted by the outcome of the last war yet still better than bereathing or eating dust ... With Fallout magic would cause people to rot and mutate to all kind of creatures?! The ferals in 3 and 4 are the opposite of what we saw in 1 and 2 where they were slo-mo creatures and most of the time sub-surface. The hybrids in turn where humans burned and wasted to unrecognisable appearance.
  8. Now Fallout 4 magic is distorted Fallout 3 magic, and Fallout 3 magic is a fracture of the "real" magic of Fallout 1 and Fallout 2. I can remember various vlogs of the creators talking about their inspiration and that they wanted to create a video game by merging real world guessing of what will happen with some game specific elements. So back to topic, if nothing would be present, well nothing is impossible i assume, it would be either super hot (desert) or super cold (atomic winter) while this is only guessing. Maybe with some volcanic eruptions here and there caused by the detonation. At this point i want to point at the Glowing Sea (GS) which for assembles the core of the game and what would probably be present to the entire worldspace with some exceptions. Ultimately if the "upper" world would be almost totally vaporized, where would people seek shelter? Vaults, of course, but where is air coming from if any ventialtion system is sealed by dust etc? Would people dig deeper and create alternative vaults, such as caves like back in the stone age?
  9. It would make a thousand times more fun to see Codsworth as a leader of a raider robot party. But hell the nuclear pressure wave would probably make him building a settlement on the moon.
  10. In Fallout 4 it is said the war was 200 years ago ... i hardly believe that s#*! when i look at any location, interior, exterior no matter, everywhere is trash and paper debris, etc. Open office tables, etc. The game feels more like 20 days, 200 days, 2 days, 2 month or maybe 2 years after Fallout. Long story short, How long would it take to scrap most of the structures still visible, such as: - Subway Trains, Subway Rails, Subways, - Any container, Vending Machines, Preservation chamber, - Doors of all kind - Shacks, Trees, etc. I assume that after 2 years already - besides the fact the atomic bombs would nuke the entire worldspace (exterior, upper, surface) to dust and sand would be present everywhere - there would not be any notable loot, except (mutated) creatures etc. With radiation based on all kind of isotopes etc. It would be the most horrible environment, the most extraterrestial space on earth ... - Metal would be scrapped soon - Paper would be scrapped soon - Wood would be scrapped soon, etc. Objects not radiated to the core and still useable would be gone very soon right? It would be stored in more or less guarded places. Factions would probably follow very primitive rules to survive the sourrounding. It would probably take tens of years till people would more trade than fight. All the scrapped material would - if not used for "self-defense" - be traded. Back to the question, how would the vault dweller experience the world after time X. 200 years is to extreme considering the F4 environment, its bull s#*!. How long would it take to scraps things.
  11. https://fallout.fandom.com/wiki/Codsworth He is not needed for solving any quests and can be nuked. That is the only reference i could find... thus not essential.
  12. https://falloutck.uesp.net/wiki/Static Check the tree in the CK and see which of these are used for the base object.
  13. Dont be confused as im not either - but - its possible
  14. The limit is around 32000 in each direction (read more by following the link) from 0, 0, 0 x, y, z axis. This is to less to cover the entire exterior worldspace. Therefore BGS uses uGrid X (5) plus their LOD map logic. I could simulate an entire interior worldspace as interior worldspace (read more by following the link) but it would not work so good. I managed to create some very large interior maps which combine subway stations unable to enter from the exterior worldspace. These super cells combine like 4 up to 5 stations. I use light only very it is really needed. Otherwise its very dark, pitch black. You wont see anything without light. Example for the super cell is Copley Station which combines, Hynes, Copley, Arlington and transist to Boylston. Boylston is one station you all know, its part of the Park Street Station cell, where we see Park Street Station AND Boylston which is right next to the Vault entry Boylston is just not finished nor properly integrated into vanilla FO4. See map for planning:
  15. across a single interior is impossible with the interior setup by BGS it would be to much for the engine to handle afaik, therefore its needed to create smaller cells which are interconnected, which subway runner and revised does. the latter will have all remaining subway added over time.
  16. For the Util segments: - UtilHall2Way01B - UtilHall2Way02A both are 45°, a 15° or something would do the trick together with a 15° Conc Ceiling, Floor object EDIT: UtilHall2Way01 is a SCOL and making a 15° piece would make everything far easier already.
  17. Afaik, changing PreCombined objects and to find out if these are PreCombined, use the CK for the FormID and check via FO4Edit if [PlacedObject] is valid for said reference. Then you have a varierty of options to swap, disable the texture: - Use a texture replacer (name the replace like the original, rename the PreWar texture like the PostWar texture, place it in \Data\Textures\...) - Use the material editor to point to a different texture path (put the Material file into \Materials\...) both is very simple. You can also pack to ba2 but most of the time this will not work when using the CK (CK has problems showing packed .ba2 files, it will work ingame though) You can be sure that in 95% of the cases a static object, such as a road or anything the player probably can not interact with is PreCombined.
  18. OMG I have a lot of other stuff in mind .. lol but this one already does help SO MUCH. One last wish (for now). The UtilHall doesnt have a 15° curve either. I would love to see a left and right side, since im using the smaller pipes on the left at right hand side and the on the right on the left hand side. If you can do this aswell man just outstanding. Thank you so much RoNin1971 PS: I need some X and Y objects at some point for the green line. Later but for now thats future sound. If you need pictures let me know. Are you uploading your work as modders resource on Nexus?
  19. Remove the naming and add en emoji flag instead? country flag + country code (ISO 3166) Example: US
  20. I once had a workstation bug which appearend by an UI override, e.g. the legendary items have a pop-up window when player char picks it for the first time. If you craft such an item at the workbench it will show you the UI highlight window and then the UI of the workbench will break and you cant exit it anymore. Another example is if you craft the same item just by different recipes in the same workbench tab, it will override the other items for no reason. You may create an individual "fake" MISC object which unload the item you would like to craft. E.g. player char can craft Stimpaks via 3 recipes. Crafting the second or third recipe will break the recipe UI. To circumvent you may create a MISC item for the second and third item which inturn unloads/unpack in player inventory the ALCH (ingestible) item e.g. the Stimpak itself.
  21. Hmm that makes perfect sense: So technically it would work if the area is "large" enough. I wouldnt be suprised if the game also "screws something up" when there are to many room bounds next to each other and/or maybe overlapping a tiny bit.
  22. yeah, unfortunately. a 33° and 45° degree curve over x tunnel pieces would be godsent. besides, im thinking of adding my own interpretation to the tunnels since i would assume, that: 1 wood below rails would rot over time so after 200 years wood would be mostly gone 2 steel or whatever the rails are build of would be uninstalled thus, the entire subway rail base would not be present anymore. Also the tunnels are not real subway tunnels something between for the monorails part of fo4 for whatever reason. looking at the boston subway tunnels IRL one would totally revamp the entire layout and appearance for subway tunnels. which can be done by using the BldConc## structures and create some SCOL based on the vanilla game structures so to speak.
  23. Thats nothing new: - SubTunnelBend01 - SubTunnelBend02 both are present in the vanilla game ... its just a straight line with a bend but its not a curve.
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