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LonesomeCoyote

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Everything posted by LonesomeCoyote

  1. This makes more sense than Watts being the producer. Poor Watts, hasn't got any love in the Fallout series for a while now...
  2. I agree, they are effective for what they are but underpowered. I believe this was intentional. I'd like to think that they were made after the great war due to scarcity. However, they have such a manufactured look to them it's difficult to justify this theory. Not saying things can't be precision manufactured post-war, but it still takes a lot of working machinery, knowledge and probably manpower as well to do so. This is what led me to RobCo being a potential source of them, as House is still around and you do only find rechargers in the Mojave (this may be incorrect, I haven't played much of the other Fallout games except FO3.) As far as I can tell though, House isn't manufacturing anything anymore.
  3. Well, considering Jason wanted his people to go into space with relatively nothing with them, I couldn't really blame the deserters if there were any. So, I think I may settle for the Recharger weapons as being produced by Watts. While Poseidon did produce ARCHIMEDES, I can't find anything else about them producing weapons (unless you count Van Buren.) You also never see Enclave with Recharger weaponry. AEP/AER series will be General Atomics. Gattling Lasers will remain by H&K I suppose, though they are distinctly different they of course will be different models. Thompson for the RCW because it's makes sense due to the design.
  4. Do the corpses random spawn or more do after Come Fly With Me? If so, I never noticed. I thought they were set spawns when the game started. Thinking of the one under the railroad tracks by Sloan specifically. It's always there. I always figured that the Bright corpses were sent out to scavenge for the parts they needed for the rockets. But if new ones spawn after the quest I really don't know. Poseidon is an interesting theory. I'll give that some thought. The reason I'm asking all this is because of a mod I am creating. While I want it to be as consistent with the lore, I'm not afraid of some fan fiction if it makes sense.
  5. Ah, I didn't think of looking at FO4 weapons! Thank you! Still, Recharger Lasers remain at large. It might be safe to assume that either Watts produced them or they were created Post-War. Whoever did figure out recharging radioactive isotopes seems like they would be rather advanced. I have never seen Brotherhood of Steel or Enclave with them. Actually, the only group I have actually consistently seen with them is the Bright Brotherhood. Perhaps it was a REPCONN experiment, since I doubt the ghouls were the ones to create it? RECPONN dealt mostly in plasma tech but I can't think of anything else at the moment.
  6. I am thinking Pre-War, which leads me to question about General Atomics. What source are you using that GA produced AEP/AER parts? I'm guessing that it may be Fallout 4, since they have a factory in Boston. I looked up the wiki about the factory and it didn't mention anything. To be honest, I really never played too far into FO4, I didn't care much for it and came back to NV.
  7. Fallout: New California will be released relatively soon (previously Project Brazil if you didn't know.) Hopefully we'll get to explore at least some of California, though I doubt we'll be able to go all the way from Arroyo to Nercropolis.
  8. I'm thinking now that perhaps it was West Tek that could have developed the AER and AEP. They worked rather closely with the US Government and it seems that power armor and laser weapons go hand in hand as far as NPCs go.
  9. Hey everyone, I have a question that has bothered me for a while. While most firearms are fairly fleshed out in Fallout lore, Laser Weapons have very little information about their background. I know Watts produced two weapons, the Watts 1000 and 2000. Big MT had some of their own lasers they designed. H&K produced the L30 Gatling Laser (though this is not the Gatling Laser in FO3/F:NV/FO4) It is said the AEP and AER were designed for and used by the U.S. Military, but by who (what does AE even stand for?) The Recharger Laser weapons seem to have no lore to them at all. Essentially, what I am asking is if anyone knows who produced these all these different lasers that we seem to find everywhere? I've dug around but can't find anything other than what I have stated. Edit: Even plausible theories are welcome.
  10. Tomorrow I'll be running more tests, but this time I'll be trying to come up with random values for Speed and Gravity and see if they hit the mark where I calculate they should be landing based on today's results.
  11. Yeah, VATS is much less desirable in NV. It's still good in certain situations, but I still prefer to play without it. That's just my preference though. I do like slow time effects, in DUST my character was a habitual Turbo user (I made a little mod of ingredients and to craft if so I actually had to scrounge around to actually have the chance to make it.) I was addicted to it most of my playthrough... I know there are several other mods that add in slow time using AP, but I like having some kind of repercussion for having to use something so strongly advantageous. The repercussions were that when using it, the screen had a disorienting IMOD, and of course, the chance and detriment of addiction. Made it balanced enough that it didn't feel like cheating too much.
  12. Well, after tests in several different forms, I have my results. I see the mathematical patterns in both Speed and Gravity, and how they effect each other. Due to the inconsistency of the engine (the "innate" spread I can't seem to find the cause of,) I can't come up with a precise formula without sufficing for an approximate value. The inconsistency is minor though, usually within 10-20 units. Regardless, this should be enough to calculate proper trajectories within a small margin of error. Of course, the larger the values of both these characteristics, the larger this error margin grows. I am almost willing to settle for that as it adds its own random "naturalness" to ballistic behavior.
  13. Really, FO3 was all about VATS it seemed. Was so OP. I hate VATS now but back when I played FO3, VATS build was the way to go. Part of it is because I don't like FPS with joysticks. In comparison, NV is much better. They expanded on the good parts of FO3 and added in substance to FO3 weak points.
  14. Yeah, I encountered so many bugs and corruption issues, not to mention load times were abysmal... I tried to enjoy what I could out of it though.
  15. I've only played GOTY: FO3 vanilla on PS3, it was horrible. It wasn't ported very well and would corrupt so easily. After trying for several playthroughs I finally got to the final DLC and there was this one...damn...door.... I could never get through to finish the game. Was SUPER frustrating! After that, I said to hell with console and to hell with vanilla. I can't even get FO3 to run on PC so I have never beat it.
  16. One thing, I must say, has ALWAYS bugged me was hitscan. I can't stand it. Thankfully what I'm doing alleviates that. I've used others mods before that have done the same, but this trajectory thing has always been unsatisfactory.
  17. I agree to an extent. To me it's simply not acceptable in its vanilla state. And there are a few mods I believe that allows alternate lockpicking things. Have to craft lockpicking explosives or something around those line. You can also shoot out locks. Both of these options have a chance of breaking the lock and not being able to open the door, so it is somewhat balanced I guess?
  18. Ugh...these "flyers" are really giving me a hard time.
  19. No idea, all I know is the mod was definitely cool. I stopped using it because of the loot factor. It is realistic if you trash a place, you gotta move all the debris covering the stuff you want. I'd consider using it again though now that I like a more realistic game.
  20. I think it's a awesome thing to do if done eloquently. I found a video of the mod I was talking about, but I was right, it's hidden on the Nexus. https://www.youtube.com/watch?v=K6NRAhjtTUU - The showcase of the mod I'm talking about starts a little after 1:00
  21. I think it's been taken down, I can't seem to find it anymore. Basically made a lot of environment objects destroyable. Was definitely an awesome mod, but not practical by any means. You make a mess of everything with a minigun and can't find anything to loot cuz it's all covered in debris. I had a good time with it though.
  22. You know what was a cool but impractical mod was the one that allowed you to destroy just about everything. I don't remember the name, looking now.
  23. If you're curious, I could give you the exact changes (note, they're the same changes that the mod IMPACT recommends)
  24. What are your .ini file settings? That may be part of the issue. I messed around with mine. LOD decals and max decal counts have all been turned up.
  25. I have noticed less landing spread is synonymous with less gravity. They group better with less gravity (at least at sgtm 1.) The value for the BB I eventually settled on was 2.43 but I changed a few other things as well, such as muzzle height and a minor adjustment to speed.
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