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Levantinium

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Everything posted by Levantinium

  1. I've outlined why this hasn't worked for me before in the past. I don't know if this has been "fixed" now. Before I couldn't get the BoS to turn hostile to me no matter what I tried, including gunning them down at the airport.
  2. I've been wading through pages of internet threads and posts from reddit and even imgur, to here. Yet no one provides any specific instances of how to do it. It seems like most people think it's programmed to do it inevitably regardless of player choice. My first playthrough, I got all three factions to be peaceful with each other and didn't even realize they could fight each other, despite the rhetoric from the NPCs. So now I would like to know what path I need to go through. For example, do I need to skip a certain mission, or play a certain mission a different way? Do I need to just start killing BoS members before a certain mission ends/begins? Etc... In my previous playthrough, I had helped Danse retrieve the long range transmitter, but refused to join the BoS. I played through the RR missions, and told Desdamona about the teleporter schematics after I told Preston. Desdamona gave me the mission to infiltrate the Institute, and I accepted, but I had already been given the mission by the Minutemen for this. I then spoke with Shaun and accepted the Bunker Hill mission, and I never planted the Railroad information. But, I did warn the Railroad that the Institute is going to attack, and I lied that I failed the mission Desdamona gave me. This led to the BoS AND the Railroad defending Bunker Hill, and the BoS won and killed off all Railroad members, making Bunker Hill a BoS settlement. I then destroyed the Institute with the Minutemen. This created a peace between all three factions, and I was unable to break that peace. Even killing every single BoS patrol I could find never turned them hostile against me. I had no way of getting to the Prydwen after that, so I couldn't kill any key BoS members. I want to avoid this. I want a clear path to pitting the Minutemen against the BoS. Please keep this specific and let's not go into "well you should side with the BoS - no way, MM4lyfe" tit-for-tat that plagues all other threads on this topic. It's incredibly hard sifting through all of that when you just want a straight, go-here-do-that type of answer. I also want would like to be able to control Bunker Hill as a settlement or safehouse, so I'm looking to do the Bunker Hill quest for Shaun but then warning the Railroad about it. However, if that's not possible in order to achieve the MM vs BoS ending, then let me know, please. Ideally I'd like Bunker Hill to be a MM settlement, but I don't think this is possible. All playthroughs I looked through say it can either be neutral, or RR or BoS settlement.
  3. Sourcing from the Fallout Bible and Fallout 4. The Black Isle lore was created to leave room for later installments to insert new canon into it. So therefore, Fallout 3 and 4. Even when NMA did interviews with the creators, they said that with Fallout 2, they were adding things that they hadn't really thought of during Fallout 1's production. So the lore gets fleshed out over time, and there's no reason why it has to always remain as limited as it was for Fallout 1 and 2. USA, Europe, Russia, China - no indication they fought any wars until 2052. Cold War didn't happen. USSR and USA were never rivals. USA and China had doctrinal differences only, until resource wars began in 2052. Energy weapons were standard issue for infantry by the time the US invaded Canada. US still kept large caliber weapons for things like gunships, and such, as well as miniguns. But infantry had laser rifles as standard. Fallout 1 and 2 had weapons that were clearly prototypes only, however it is mentioned that advanced models were made, they just weren't in the game. Same as game only having 1 type of rifle, but other types being only mentioned. This is more a case of limited time to create more, but it gets explained away as several different things such as what I outlined in my previous page's post, with them getting used up over time, or spread out, etc... Also it is noted that the laser weapons in 1 and 2 are weaker, civilian models than their military and police counterparts. Some good reading: http://fallout.wikia.com/wiki/Fallout_Bible_0#Timeline http://fallout.wikia.com/wiki/Fallout_Bible_6 Alsoplustoo: Some screens are flat, some are not. Visually you can tell in Fallout 1 and 2. The Enclave, for example, have flat monitors all over the place, as well as the round vacuum tube'd ones as well. The shading around the big screens on the walls shows they're more round than flat. Consumer models were probably all CRT-style, or most common of them were. You can tell in the intro videos, alone.
  4. Interesting ... Would that also explain why the mini gun is freaking useless? I don't think even consumer-based technology focus could explain how human skin is impervious to a muzzle-loaded ball, much less 6000 rounds of 7.62mm a minute. That's just Bethesda logic for you.
  5. The existence of it is explainable, however. If you look at prototypes of assault rifle designs post WW2 up to Vietnam, almost all of them are seemingly scavenged concepts and designs from WW1-WW2 guns. Especially in the cooling department, in regards to how to rapidly cool the heat from the fire rate of such weapons. If you look at the designs of the AR-15 and 10, you can see some of the bloated pieces that eventually got sleeked out a bit, even though the introductory model M-16 was still a bit goofy looking, especially for its time. This is the same with the Kalashnikov design, where he essentially became the best taster's choice of ballistic buffet, taking what worked best from other designs and lessons, and applying them to a single product. Also keep in mind that the post-war period we know is entirely different than that of the Fallout universe. You don't have a push for miniaturization in the tech world like you saw with real history. No major wars happened until 2052, so there goes almost every single military innovation that we saw in real history (without war lessons, you don't really have war tech advancement). We don't even know if Korean War ever happened, and certainly didn't happen the way it did in real history as the USSR and USA did not have a Cold War relationship in the Fallout universe. Instead of focusing on fighting communism through military means, the USA looks inward and develops the Commonwealth system, which means the Military Industrial Complex of the Cold War in the real world is completely negated, at least until China and the USA start fighting in the 21st century. So all that tech and hardware that came out of this never happens. So in the end, what you have is a military arsenal that is largely based on reliable old world, old war technology that survived the century of relative peace. So when the arms race starts up, you have what actually happened in the real world when WW2 started, a lot of rookies designing and planning for a war based on the lessons of the previous. Remember how goofy looking tanks and weapons looked in the early years of WW2? You get a similar effect with Fallout weapons. With no major wars, assault rifles really don't get a whole lot of attention, especially as nations demilitarize themselves. But all of the sudden, when wars start heating up again, you have heavily armored units, especially in power armor, so now you have a need for bigger weapons. Assault rifles could become pseudo machine guns, at this point. Now, with all that in mind, remember this final bit - by the time that war between major powers was returning, fusion-powered laser weapons were standard. Developing assault rifles at this point would be like continuing production and development of breech-loaded weapons for your military during WW2. By the time of "wasteland living" it makes sense that kinetic energy weapons would return in full force, as the resources and knowledge needed to maintain an heat energy-based arsenal is so very rare, but you can make bullets and weapons yourself with the proper amount of chemicals and metal. So Maxim Gun-sized water coolers for assault rifles make even more sense, as time goes on. Especially considering that all Pre-war weapons that survived were brought out of stockpiles like the Sierra Army Depot, and other areas that the bombs didn't absolutely destroy. Hand-me-down rejects that got stored away in case for whatever reason desirable and preferred tools were lost in enough quantity as to be irreplaceable.
  6. Thanks for the answer. I came to the conclusion that they modded it in themselves and tried to do this myself. So far, I'm just hoping that it doesn't screw with navmesh. I'm replacing the shack with a bunker in the CK.
  7. I've seen some pictures of people's games with the radio shed at the center of The Castle being replaced with a small concrete bunker. What mod is this?
  8. You can craft ammo without mods. http://fallout.wikia.com/wiki/Ammunition_plant You need a mod for 7.62mm, though.
  9. Are the likes/dislikes a papyrus script, or are there values in the editor that can be changed? I've tried looking for them, and all I've found are values that determine what the text pop up for likes/dislikes are.
  10. I have one rule to this thread, no mods or console cheats. Let's see people's creativity with in-game limits. Share some of the greatest factory builds you've seen, or if you feel you've made one that is indeed great, then share for all to copy-cat off of. Here's one I found recently, that I think is just wonderful. The guy even sounds like a stereotypical foreman (that's not an insult, I promise). I say that because I work with people like him all the time. Ammo factory: Edit: if a forum mod could edit the title of this thread, I'd much appreciate it. I forgot to include (No mods) at the end.
  11. Where can I find the Gunner faction spawns in the CK? I'm trying to change how many higher level Gunners spawn compared to lower level ones. I got really annoyed by end-game having killed more Gunner generals than grunts. It just doesn't make sense. I want officers to be much less in ratio to grunts, with commanders being very rare.
  12. How did I miss this?! Thank you, this is exactly what I was looking for. Good to see that the mod is still alive and being updated as well. Thank you, again.
  13. Is there a mod that just makes debris and the buildings in Sanctuary scrap-able without just removing them for you? I want to be able to decide which buildings, bushes, and hedges I scrap. Looking through the Sanctuary mods, it seems like every single one has done some of the removal for you, at least in some parts, or completely.
  14. The random quests for the Minutemen are annoying. The way random quests are handled for the Railroad is perfect. Drummer Boy runs up to you when you enter the premises and tells you who you can go to for a quest if you so choose, and it doesn't pop up in your pip-boy until you talk to them. This should be the way ALL random quests are handled.
  15. We have to remember that one of the benefits to free modding is the never-ending quality testing the players do. One can only hope the players aren't obnoxious and rude, but when you have a good audience who helps you find bugs and also fellow modders who help you to fix or improve things, your mod immensely benefits. It's a symbiotic relationship.
  16. Chesko is one of the few modders who uploaded to paywall I feel sorry for. He had just simply made a bad decision, and he was so respectful in the end about it. He took down his mod with no bad mouthing. He definitely deserves better treatment. Others like Maddox I don't have much nice things to say about. I do think Chesko should come back, and I would give him a donation for being a really good sport about all this. He got screwed over. We all make mistakes.
  17. He already apologized. Be grateful that mods even exist. Leave me alone. Plenty of other people commenting. Half the reason there's so much hate in the community is people trying to tell others to back down and appreciate what things they have. Let a person comment and you'd see far less spite in return. Especially when you target one person and not others.
  18. The pop up decision was not your shining moment. I found it very distasteful and a bit spiteful.
  19. I use Timing is Everything. A great mod that does more than just control dragon spawn rates. http://www.nexusmods.com/skyrim/mods/38151/? Stop by and say thanks and endorse it.
  20. I recall someone earlier saying Bethesda actually put a lot of the current terms of paid mods in their CK terms of service when it was first released. So either they're saying "we never considered this, it was just in terms of service magically" or by "2012" they mean "discussed it in November 2011 because we magically knew only 8 percent of people would use mods." It seems to me Valve and Bethesda are doing a lot of "he-said-she-said" blaming of each other to get painted less as the bad guy.
  21. Yes. Referring to every single modder as a coder, though - that's just rude to actual programmers and scripters. I make mods. I don't know how to code beyond xml and MINOR payprus and a few other languages. I don't call myself a programmer just because I can do XML and some amateur work on actual scripts. Mastering software language takes time and work, and calling anyone who can copy-paste some examples a coder ignores that. Maybe I'm getting too worked up about this, but I just try to appreciate an actual coder's work.
  22. Right. But to those of us who don't pirate (at least I never considered it until people started saying how Bethesda's next game is probably going to be more of this fiasco), this is just punishing us more than the pirates. Yeah, Valve is trying SO HARD to earn my money. I mean, I wasn't going to buy any mods before I found out about this, why would I start now?
  23. Yeah like I said - all of the sudden someone who plops a game asset into the CK and DOESN'T put it into the world is a coder now?
  24. Valve has implemented a 7 Day Ban from using the marketplace (workshop in Skyrim's case) after you use 1 refund. This is probably a measure to prevent piracy of paid mods. Anyone purchased a mod recently? Does it tell you *warning, if you purchase more than 1 mod you will only be able to refund 1 every 7 days, thus make sure it's what you WANT before you buy it* Another DRM fail. Punishing pirates by punishing everyone.
  25. So making anything in the CK makes one a coder now?
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