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Everything posted by MarkusTay
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@taryI80 - thats precisely what I am talking about. He gives the ONE & ONLY cure (which he has no idea if it will work) to Daisy, who says she is going to give it to some random caravan guy (you know... the people who get robbed and killed ALL THE TIME), and he hopes it will arrive on time... through dangerous territory... by a dude he never met... "Father-of-the-Year" material he is NOT. He wants to stick around the Commonwealth and tap that a**. I probably SHOULD kill Cook, because regardless of what you do, the daughter still acts like he was murdered and blames you for it. I feel like that was supposed to go somewhere, and Bethesda ran out of time or something (sound familiar? LOL). You should have had to make a choice there - continue 'protecting' Cook by pretending he was dead (and then having to maybe kill the daughter instead), or tell the daughter the truth, and risk having Marowski come after Cook. Maybe he's holed-up in that swamp with Skinny Malone. LOL Hmmmm... ACTUALLY, it would have been a WAY better storyline if she was working for Marowski, trying to find out what really happened, and then she goes after Cook (and she could even still be his daughter - 'business is business', after all, and thats the way her father behaved, so why not her?) It would have felt more satisfying seeing the betrayer get betrayed that way. He's also an Institute informant, BTW - he is just the lowest of the low. As for both Marcy & Darcy, I'd like to have them both be available for 'fun' afterward. Ya know... wake-up with 'Lovers Embrace' in bed with them, and have the husband sitting in a chair nearby, head in his hands... serve the little b****es right. Maybe they'd both be a lot more chipper and nice to me when I'm in town. LOL But I guess I'd have to go to another site for THAT mod. LMAO :tongue:
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This would also be worse if I didn't or can't build them a pub. Because then all evening they literally have nothing to do except hang around on that porch. Gods have mercy if you're trying to do something there. You leave that crap ALONE (those workbenches), and build all new ones at the first house, near the cooking station, which is where you also put YOUR BED and whatever storage you want. This way no-one bothers you and you can't hear all that idiotic hammering. It took me like 3 play-throughs to learn that; the best way to utilize Sanctuary is to stay away from the middle (which is where you put your crops, shops, and whatever else, to keep those useless mongrels sandboxing out of your way. As for the most annoying? I ALWAYS shoot the guy with the credit card. He sucks. But McCreedy... I just can't dump him fast enough. Once I get his perk, HE'S gone. The guy goes on and ON about saving his kid, and then DOESN'T even bother to bring him the antidote to see if it works!!! He'd rather just keep getting a piece of a** forever (so much for loving his wife, eh?) Plus he was a GUNNER - he murdered people for money. He's garbage. I wish Bethesda would have had him just leave after he got the cure. Deacon is a CLOSE second... always judging everything you do, when he is a pathological liar (and even brags about getting YOU to do all the 'heavy lifting' for him!) And then even after you leave him (after you get his perk), he says "I'm getting tired of waiting" whenever you walk near him. Makes me want to side against the Railroad just so I can put a bullet in his head. Glory is the only person in that group worth anything, and Bethesda under utilized her. Damn shame... she's the only reason why I like stopping by Railroad HQ. I won't even get into the 'Upper Stands' folk at DC... they live in one-room, rusty metal shacks in a garbage dump, and think they are 'too good' for everyone else'? Even Kellogg had a nicer place than them. They're just the most well-off beggars in Beggartown.
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You should also get the crops from Abernathy, and also those gourds behind that first house after you leave Red Rocket. ;) Between Abernathy and RR there is a water tower with 4 cans of pure water and some meds, and there are also 3 wild muttfruit nearby (mostly for selling 'cause they're pretty useless. You can find more of those behind the rear house in Sanctuary, by the cellar/shelter). And I suppose while you are at Abernathy, you should go next door and grab those Wicked Shipping Keys - if you are playing on survival you may need what little crap you can scarf out of the few trucks those work on. If you have trouble with ghouls (there and elsewhere), there is decent sniper rifle just laying on the roof of the Concord RR that you probably won't even have to fight for (that is sometimes a random-spawn spot). Sniping ghouls is always preferable at low level.
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'Clothes' for robots just made me picture KL-E-O in a negligee, and saying, "I've got the rest of the night off, hot-stuff, would you like to take a crack at getting my motor running?" :laugh:
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Minor characters who could be expanded:
MarkusTay replied to SirDanest's topic in Fallout 4's Discussion
There are TONS of 'loose ends' I feel Bethesda wanted to do more with but then ran out of time. Just about everything about Drumlin Diner could have been better; it should have been a potential settlement, with both Wolfgang and Trudy being money-making traders for you. A few modders have done things with the place, but I am talking about a full-on overhaul with quests and stuff. I suppose Bethesda felt it was too close to the Drive-In (which I got bored with after the first play-through). More should have been done with Goodneigbor as well - I feel the official stuff was a really good start, but then it just peters-out after Hancock becomes a companion. I'd much rather his 'perk' be having GN be a settlement, than the useless perk he actually gives you. They even hint at Goodneighbor having some mild affiliation with the Railroad (or at least, sympathizing with them) - more should have been done with that. The Mannequins - so much potential there, especially with the lore Far Harbor added... but it was never used. Pity. Diamond City should have been more interesting and looked more like an actual functional city. it sucks when modders can do a better job than the company itself (whether you are a fan of Fusion City or not, you have to admit that place makes a lot more sense, size and inhabitant-wise, than DC does). And just where the hell are the famous 'Codman Farms' they talk about? They can't possible mean that one cow and dozen food-plants in the back, could they? And the 'Upper Stands'? Talk about laughable lore - both you and Kellogg had nicer pads there. DC is just such a mess, and it didn't have to be. Also, you get to go to Quincy, and you can find items that must have belonged to the folks you rescued in Concord (Including the Long's kids baseball cap & glove!), and they just don't do a damn thing with any of that. After I took-out the gunners in Quincy in my 1st play-through, I couldn't wait to get back to Sanctuary and see what they said... and they said NOTHING. So disappointing. Retaking Quincy should have been a whole storyline unto itself. And don't even get me started with the Atom Cats - more potential wasted. It should have been MacCready that brought his son the medicine. Him staying made ZERO sense. All that, so you can just park him in one of your settlements forever? Doesn't go to see the child's life he was desperate to save, but he's willing to pick tatos for you? STUPID. At the very least, they could have had him vanish from game for a few months, and then turn back up with his kid. THAT would have been AWESOME. Except for maybe Danse, none of the companions really had any sort of life-changing epiphany. Their stories all just dead-ended. Lastly, I felt a few of the scripted 'you just missed the action' plotlines could have been done in real-time. For example, if you start the game and headed immediately to the Abernathy farm, maybe you could have SEEN the attack that killed their daughter (and perhaps even stopped it, although you'd be awfully weak at that point). If you ran straight to Diamond City, maybe you could see Kellogg leaving with the kid (and you wouldn't even realize who he was as he passed you by!) EDIT: Strike That - he wouldn't have the kid with him, because the courser took him. Perhaps you could have heard about the Institute raids on University Point and Fairline Hills in real-time, while at DC (or read it in the paper). Speaking of which, why doesn't Travis ever report any news NOT related to the vault-dweller, even when its important? And just maybe you could swing a better deal with The Compound and return Stockton's Daughter to him (and then ACTUALLY SEE HER in Bunker Hill!) You rescue his daughter, than have to slaughter a bunch of (somewhat) innocent people because of that, and he never even mentions it. The suckage there is epic. You should have been able to unlock Bunker Hill earlier if you did that for him. -
Something similar was suggested once before, turning the mannequins into something akin to the 'Weeping Angels' of Dr. Who fame. Unfortunately, it never went anywhere. I am no modder, but I can't see it being too hard converting the mannequin skin to fit a synth. There are some theories out there that the Institute has been watching everyone through the eyes of the mannequins - you'll note they are just about everywhere, in some VERY weird places, and there is even a hard-to-find storyline about them 'coming to life' pre-war in Far Harbor. In fact, it almost seems the people of this alternate Earth have been brainwashed into always having them nearby... just weird. So here was MY idea on how to implement this and keep it within the lore: The Chinese. Now, we all know just about everything is 'Made in China', and even though the U.S. is not on good terms with China (IG), I could still see capitalism winning-out and the Americans still stupidly importing all sorts of stuff from China... including mannequins that were specially made so the Chinese could 'spy through their eyes'. Post-war, the Institute discovers this Chinese 'stealth' tech and figures-out how to tap into it (probably a satellite array similar to GPS). And the best part? The storyline in Far Harbor indicates that just before the apocalypse some of these mannequins were more robotic in-function, probably in order to help with a future invasion (a sort of '5th Column' that could just be turned on at a moments notice, like a 'Sleeper Agent' {Manchurian Candidate}, only better). Now, it seems at some point the Institute switched its focus from more robotic (Gen1's & 2's) Synths to the ones that area quite obviously clones and 'biological' in nature. It could be that they were backwards-engineering some of that old Chinese tech to build their early-model synths, but at some point realized that the longer a positronic brain is active, the more independent it becomes (the robo-brains being an even worse iteration of this), which caused them to switch to the 'living' synths (ones with the 'synth component ' reset unit built in, to avoid anymore wayward servants). An entire quest-mod could be built around a bunch of older Chinese mannequin-synths becoming active, and the player needing to find the Institute control tech to shut them down. You could even choose to play-down the institute's (questionable) involvement with the attacks on the Commonwealth, which never made sense anyway. It could be that they accidentally trigger some robo-mannequins to become active, and it is those that are actually wiping-out settlements in most cases (going with their original 'eradicate all Americans' programming). Regular people would not know the difference between the accidents and actual Institute involvement.... not that the institute's hands would be entirely clean anyway. I picture a cut-scene where the mannequin's painted eyelids open, and you see their real (glowing) eyes for the first time. It would be creepy AF. If I only I had the skills to make that mod happen.
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No Commonwealth attacks in Far Harbor
MarkusTay replied to NikitaDarkstar's topic in Fallout 4's Mod Ideas
I've been using - Keep Commonwealth Radiant Quests Within The Commonwealth Works like a charm. :wink: EDIT: In retrospect, I see now that that's not precisely what you were asking for. That will keep Nuka-World and Far Harbor Minuteman quests from happening, which helped me with what I considered a far worse problem - having the game try to send me to Far Harbor when I am in Nuka World... you NEVER get there on time. -
I usually level strong up faster than the others - he is VERY simple. You don't take him with you questing or poking around interior cells - you just wander thew wasteland with him killing random crap that crosses your path. He LOVES that. No plan, no rhyme or reason, just kill stuff for fun. I usually get all his affinity speeches one right after the other, in just a couple hours of play time. That's why he likes it when you show up for a settlement getting attacked. He doesn't give a rat's arse about the settlers, he just gets to kill a bunch of crap. Simple. He even enjoys it when you kill other supermutants. Forget 'supervillain'... think of him as a psycho from a horror movie, like Jason. He doesn't want to talk to a trader, he wants to rip their lungs out. And really, if you just spend time with all of them and DO NOTHING, they eventually give you the speeches. You're generating so much negative affinity with Strong he never gets a chance to like you. Just stop doing stuff and play catch with the guy (with a human head of cross). He just wants to spend some quality time with his daddy. :wink:
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HOWEVER, the well-made player companions (there are several others besides Heather) do something EVEN MORE IRRITATING, IMO. When you tell them 'Wait Here', so you can go do some cool game s**t... ya know... like knock a gunner out of his power armor so I can steal it, or just sneak around for bit... Heather hears a gunshot and comes a running, like a rabid dog hungry for blood! I've literally left them more than a football field away from something I was trying to do, and the moment I trigger agro in an enemy, they become Olympic runners and just want to go balls-to-the-wall nuclear on everything that moves... Making it IMPOSSIBLE to knock a baddie out of power armor, because they always want to make that 'kill shot'. I've actually shot Heather in the face over and over again because no matter how far away I left her, she kept running back. They don't even comprehend the words 'wait here', AT ALL. On the other hand, you could be getting mauled by a pack of supermutants five feet away, and if you told your vanilla companion to 'Wait Here', they ignore the fracas and just stand still... WAITING... like they are supposed to. And if you are sneaking, they STAY IN SNEAK MODE. Not Heather... she super-model struts all around any cell you are in if you tell her to wait. She's like, "Hey, Mr.Supermutant, I just want to let you know my boss is hiding over there behind a barrel and he's gonna kick your arse once you spot him!" Arrrrrrrghh So I suppose its what matters to you more, building, or trying to sneak around and do other fun stuff. Because if you have to use a terminal, or do anything else that requires you to stand up for a moment, those non-vanilla companions are gonna stomp all over the place, making as much noise as possible. I was once sneaking up on a group of raiders in bunker, coming down stairs, when she suddenly (for no apparent reason) stood up, walk right on by me and into the room, and started using their workbench right in front of them. I think ol' Heather been drinking too many of her own potions. Personally, I try not to use any companions after I get their perk. Life is simpler that way.
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I had this idea with the Minutemen (a play on words with 'Minute' also meaning small). Basically, a Vault that did weird miniaturization experiment on people and animals to save on resources for prolonged survival underground. You'd get shrunk down, have some adventures meeting them, and then you'd be able to summon little versions of the Minute-Men... including a teensy Preston Garvy (just use high-pitched versions of the vanilla voices). Would be cool to combine the two ideas - a guess a miniature Vault would have miniature robots working in it. A squeeky-voiced Mr.Gutsy would be funny as hell.
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Mod request tanya Degurechaff hair and uniform
MarkusTay replied to gamemike927's topic in Fallout 4's Mod Ideas
I actually tried to do this, using the Charlotte companion mod and the uniforms I got when 'time traveling' in the Dr. Nick's mod. Unfortunately, another mod altered the base mesh (classy chassis) so now she is wearing a slooty belly-shirt version of the uniform (which looks good, but wasn't what I was going for). I'll try to post a pic later. I even renamed Charlotte Tanya the Evil (using Rename Anything). :D Eventually when I have time, I'll try to find a different outfit I can hack to get it to look more like the original (it looks correct on males, but trying to get it to look like that on females, while retaining the mod (classy chassis) mesh for all the other outfits that use it is the problem (my female Minutemen simply do not fight as well if I can't see their bellies LOL). EDIT: The time-traveling wasn't in the Dr.Nick's mod, it was in Outcasts & Remnants, so thats the mod I got the uniform from (although I am sure its originally from somewhere else). -
It does exist... Keynuker You're welcome. :wink:
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I've been DREAMING of something along these lines for quite sometime - a new version of Robot Home Defense, that incorporates the Automatron DLC (I picture finding blueprints for 'add-ons' to that workbench). LOTS of new 'skins' (including the ones from '76) for factions or service-types, new parts and bots from Nuka-World, weird 'hacks' where you can mix synth parts with bots (like a synth head on a protectron). Also would incoprporate (probably through a FOMOD, or with permission) a lot of the other robot mods found around here (like the awesome Humanoid Assaultrons), and all those add-ons for RHD. Also, new weapon options, including one to 'hack' a human weapon onto them (don't know how doable that would be, using weapons from other mods; ie., like using one of those western protectrons from NW and have it have the Widowmaker Shotgun). How has no-one done a 'Westworld' (original movie) thing with that area and a synth??? Oh... and make the damn Sentrybots YOU build roll on their wheels like they are supposed to! Whats with that atrocious 'walking' crap they do from the DLC?! I can dream, can't I? I recall at least one uber-modder (Worsin?) mention an interest in doing something along these lines, but that was awhile ago.
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The new Depravity mod offers her as a companion. I haven't tried that part yet. Haven't gone to Far Harbor yet. LOL
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Help with Serious Sam Outfit
MarkusTay replied to VergessenerProduction's topic in Fallout 4's Mod Ideas
I have a clean white T-Shirt and jeans from some mod, and another 'matching' bloody set. Its supposed to be Hank Hill's outfit from King of the Hill. Not sure which mod did that; probably one of the two I have that adds LOTS of interesting stuff all over the Commonwealth. Anyhow, I don't use that outfit at all (and I think it respawns as well), so maybe I'll try to figure out which mod its from and tinker with the texture later on (must get some real work done today). EDIT: Its from The Wild Wasteland, which is lots of fun. Thought it was TftC but Nope. Its also NOT called what the author names it in his description - IG, its called Pristine T-Shirt and Jeans (which was VERY hard for me to find... turns out I have dozens of variants of 'Tshirt' img). Pic forthcoming... -
Not really a request - more of an idea that I had after completing the excellent Depravity mod. Is there anyway to access the 'unreachable' interior of the real Goodneighbor? If you go through the front door, or go over the walls (or even jump down from 'on high'), you get transferred to a cell thats NOT really 'in' the open world. Its actually an interior cell disguised as an exterior cell (so is DC, but I'm not really sure the inside of that is 'fleshed out'). I KNOW it exists - when I am on the overpass or building tops, I can use my scopes to look right down into it. I've even fired nukes down into it, which have ZERO affect (the real one is abandoned). Would it be possible to make a mod that allowed us to use the interior of that area? Or is it too heavily hard-coded to transport you out of there no matter what? Would make an EXCELLENT settlement, if someone could just install a 'back door'. :)
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Skin underneath Outfit 'smearing'
MarkusTay replied to MarkusTay's topic in Fallout 4's Creation Kit and Modders
Sorry it took me so long to respond back - I got busy with RW stuff. I am back to trying resolve this, because I was reminded of this thread by someone posting the same problem they were having using the new Depravity mod (my guess is he isn't using CBBE). So what you are saying is that I need to create a custom UV mapped body mesh? -
Casts *** Raise Thread *** Not specifically the same problem the OP had, but I don't see a reason to start a new thread for a (perhaps) related problem. For whatever reason, Camp Kendall seems to be a 'dumping ground' for ANYTHING the game doesn't know what to do with. I am assuming this is due to a lot of mods; I had one in particular that created new settlers for Tenpines and they would appear here instead (and someone else had the same glitch, so I think this is more of game-engine problem than anything specific on my end). I no longer use that mod, but LOTS of other stuff keeps appearing here, and its all radiocative! And multiple copies of the stuff as well - I used C.A.M.P just to cleanup the place, because of the horrific lag I was getting around there, and there is tons of cars and trees all piled on top of each-other. And I have to delete multiple copies of many of them (I think one particular huge tree I had to delete more than a dozen times!) And they keep coming back... its constant maintenance for me to keep having to go back there (Using rad-protection) and deleting all the garbage there, much of which is just below ground (including one house I don't recognize, which I CAN'T delete, which seems to be the center of all the high radiation). And it kills all the raiders there, eventually (if I hang-out long enough, which takes about five minutes). I am talking 11+ rads at ground-zero! I get the idea that every time the game starts up, it is taking a whole bunch of 'misplaced' crap and just dumping it there, underground, and a lot of it is being forced out to the surface just because of how much is piled under there. Anyone else encounter this? I think it may be related to the destruction of the institute, because I recall reading awhile back (somewhere) that a lot of the 'aftermath' is stored under this area (which would explain all that radiation), but what could be causing it to keep duping, and to push up to the surface? I haven't destroyed the institute (yet) on this play-through, so I am also wondering what will happen after I do that (will the problem persist, finally be fixed, or just move over to the Institute area?)
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Thank You, Dupre232, I'll have to remember that. And sorry for the minor thread-hijack everyone. You know, a couple of times I have wanted to go check-out one of Bethesda's sales (or back when they had that Alien stuff released), because I still have coins with the store, but I now avoid it like the plague because of this 'update' garbage. I was thinking that if their system of 'updating' things wasn't so deliberately infuriating to the modding community, more of us probably wouldn't mind spending a little money with them now and then, but since they've made it downright dangerous for us to go anywhere near their site, they're probably losing a TON of money in that regard. Especially since modders are 99% of the people still playing the game that they are still trying to milk all these years later.
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I have such rotten luck LOL. I haven't gone anywhere near the Bethesda site or used Steam directly for FO4 in months, and everything has been running peachy-keen. Then I noticed a bit of lag when I added a second companion, and since I will be having those annoying BoS vertibirds lagging the hell out of everything soon, I figured I'd crank down my Video setting one notch (I only just learned recently that my monitor wasn't good enough for my settings anyway, so I might as well... until I get a new monitor in August). Of course, the only way to get to those settings (that I know of) is to start the game through Steam... which I did today... right after they changed crap again... {sigh}. Had I just done it nine hours earlier I would have been fine. I even have it set to NOT automatically update, but I guess when you actually open the game up, it just ignores that preference and does it anyway. Its like Bethesda was just waiting to spring another trap on me. LOL Fortunately, I am getting very good at rolling back my .exe ... as I am sure most of us are at this point.
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Exactly what the topic says. I used to be able to build minutemen guards in power armor for my settlements, and aftrer updating the WatM mod, I can no longer do so (I can still build a regular MM guard, though). Is there a way of forcing a settler/guard NPC to just STAY in PA all the time, like the way many NPCs do? Not sure if this was the right sub-forum, since it doesn't directly have to do with modding, so apologies (I'm not quite sure what forum is for more generalized questions like this).
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Skin underneath Outfit 'smearing'
MarkusTay replied to MarkusTay's topic in Fallout 4's Creation Kit and Modders
Thanks for this. Since I am basically swapping outfits in and out of other mods (a real hacky way of doing things... for now. But I am trying to learn), I might go with what you said, but it seems its not going to be as easy as swapping files in-and-out of a directory. I'm actually going in reverse - trying to convert CBBE stuff to vanilla. -
Skin underneath Outfit 'smearing'
MarkusTay replied to MarkusTay's topic in Fallout 4's Creation Kit and Modders
Thank You for your response! I'll be watching these now. :D -
I've been fiddling with outfits for awhile now, hoping to eventually get to the point where I can make full mods myself. I've run into an odd problem, but its one I've seen before - the skin beneath an outfit gets 'smeared' at a weird angle when I put the clothes on. Its not that big a deal with outfits that cover most of the body, but for the skimpy ones, it gets really weird (I use a never-nude variant, and the underwear goes off at a crazy angle). The legs also look especially heinous (dark splotches, etc.). I saw this problem when I tried to use the underwear that came with AWKCR, but after I downloaded a CBBE patch it was fixed. So when I saw that I had assumed it was a texture file problem - perhaps different resolutions or some-such. Textures I can handle fairly well, so I thought I'd be able to resolve this (trying to adapt some non-CBBE stuff to a CBBE body), but I am having no success, so now I think its a mismatched NIF problem. Meshes are NOT my forte', and I am only guessing that that is indeed the problem. The outfit itself works/fits just fine - its just the skin that shows through certain parts that looks awful. I am sure this is a fairly common problem, since there was a fix for the AWKCR stuff, and if anyone can explain it to me, or point me in the right direction of a tutorial I would be much obliged. Thanks - Mark
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I had this problem once before, with the undies that came with AWKCR got weirdly smeared across the bodies, and then I installed some patch or other and it fixed it. Now I am playing with making custom outfits and I am getting the same problem - when I put the outfits on the NPCs they look great, but the body and clothes (Underwear) gets smeared diagonally across the body. I thought it might be a resolution problem (because I thought that's what it was with the AWKCR stuff), but the resolutions of both the body and the Outfit are the same. I could do a trial-and-error thing and eventually figure it out on my own, but since I am sure plenty of you here know exactly what I am talking about, I'd save myself some time. Thanks in advance for any advice you can give me. P.S. - I even just tried to go with a 'nude' under body, but that's just as bad, if not worse (nipples in the wrong place is kinda horrifying, and the skin splotches are pretty bad as well).