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nexbil01

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Everything posted by nexbil01

  1. I think some youtuber once did a video explaining that iguana bits was actually just code for human flesh
  2. the theory that this is all based on 1950's pop culture understanding of what radiation can and can't do. Personally I was hoping for things like giant strawberries or celery like in the move Sleeper but no luck so far. Plus most of the story we get is based on the understanding of characters living in fairly small geographic areas at specific times in history and they don't have an overall picture so you could argue that what is true for California isn't necessarily true for the east coast. Last but not least this intellectual property is now owned by a company that primarily made its living doing sword and sorcery games and sometimes that comes out really clearly as in the case of the scorch beast. It also means that they don't feel that bound to the continuity established by Interplay and may choose to take the story wherever they think it should go.
  3. hmmmmm not getting Quincy as a settlement after the battle is sort of a dealbreaker
  4. Why they should hire the Gunners if they have synths? Well the thing is that they had no real combat experience. They're scientists after all. They hired kellogg because he knew how to get things done and now he's dead They could hire the gunners and let them do the work on the surface without getting in a fight directly.
  5. It's doable but it would be a fallout miami sized project including voice acting, creating new models for robots, borrowing from mods like fallout commander to have the squad you need for your missions, create companions with dialogue for your playthrough, vehicles are a significant part of that game so you'd have to incorporate them somehow. plus a story that guides you through the beginning, middle, and end. Doable but you would need a team to do it.
  6. what keeps you coming back to FO4? Are you waiting for some of the giant mods like FO4 New vegas or Miami to drop? What keeps you invested in a 4 year old game?
  7. I was thinking what would be an alternative if you wanted to do a mod as a raider or non-vault dwelling commonwealther without a pipboy what about instead of an animation where you check your pipboy an animation where you open a bag or a sack and brings up a menu of items or a map that you unroll to access the map functions?
  8. theres a basketball court at the bottom of the boston mayoral shelter. theres the mass chemical building SW of the BADFTL in charleston depends on how big you need the best idea would be to download the white room mod
  9. with the 50s style that fallout has, a 38 caliber revolver would fit for pistols or a prototype M-16 for a rifle I always found it slightly annoying when you enter a room that's been sealed for over 200 years and search a container to find a pipe pistol
  10. On the plus side for fallout 76 they did successfully implement the class warfare DLC. Fallout 4 doesn't have that yet https://www.pcgamer.com/class-warfare-has-come-to-fallout-76/
  11. so basically people are gonna continue modding fallout 4 till the next fallout comes out or until outer worlds takes so many fallout 4 fans that no one is left here
  12. The idea here would be to make the contraptions workshop useful to the settlement. The player goes to an NPC in one of the big cities and negotiates a contract to deliver products from the settlements to the big cities (food, ammo, clothes, etc) So if you contracted to deliver vegetable soup, the settlement would grow the crops needed to make the soup. The excess crop goes into the settlement workbench which is connected to the appropriate contraption to make the product and the player assigns a settler to caravan the goods to the city. caps from the vendor get deposited in the workbench If the player makes a deal for something that the settlement cannot raise then the player must refill the workbench with the appropriate items to create the end product (lead, copper, steel, fertilizer, etc).
  13. depends on what the nuclear winter did to the ice caps
  14. go back and play the entire fallout line up then go back and find a copy of wasteland then play twilight 2000 the board game
  15. So when you get to an abandoned settlement you should have to bring along scavenged tools from the wasteland to unlock the workbench. You should have to "invest" a hammer, a screwdriver, and a wrench to get basic operations from a workbench. If you want to make electronics you should have to add a circuit board, some copper, and a fuse. If you want to add crops to the settlement, a bag of fertilizer and a shovel
  16. cause sometimes you don't know where you're going to put another power armor frame and you're not going to leave it lying round for some raider or gunner to take
  17. generally best not to. See how the game plays as the publishers intended it. After that you'll realize what's good, what's bad, and what's missing.
  18. So I've been doing a replay trying to get the "best possible" ending where 3 of the 4 factions survive and live in peace after the institute goes boom Some play guides tell me not to do show no mercy or finish institutionalized cause that would be bad but I did them anyways to see how far I could push the game before I get locked into 1 faction so i got into the institute via the minutemen but just before I went in I talked to maxson and desdemona to get " from within" and "underground undercover" in the institute I did institutionalized and talked to patriot I went out and went back in and got madison li out I did synth retention and some institute side quests I got some guns for patriot and z1 14 I did the battle of bunker hill and assassinated the courser and lied to father about it and got x6 88 as a companion I got liberty reprimed up to the point that I need to collect his nukes. If I progress further I will endanger Danse So at this point I have mass fusion, underground undercover, and liberty reprimed open the next minuteman quest starts only if I get kicked out of the institute I cant progress any further on any of these or I'll upset the balance. So I think I've pushed the balance as far as possible before I have to choose a faction. Is there any way I can push this further?
  19. Has anyone ever written a quest mod where one of the non institute factions rolls in and tries to take the institute intact instead of blowing it up? I'm thinking of a co-op between the railroad and the minutemen or BOS and the minutemen would have the firepower to take over the place without having to destroy everything.
  20. I just found it on my second playthough. It is so easy to pass by. I feel bethesda was going to do something with this but either forgot or decided going a different route and just left it in. Maybe as a side quest for piper or an investigation for nick valentine to solve. Another possible quest is the Finch family is interested in marrying off their son to lucy abernathy. Maybe act as a go between the families and arrange the marriage or do an escort mission to walk someone across the commonwealth and then set up a new farm nearby for the new couple to work in. Another would be Wolfgang the drug dealer that just hangs out in front of trudys diner in the middle of nowhere for the rest of the game. Maybe he might do more in goodneighbor or the 4 leaf packing chem factory Speaking of trudys diner would be patrick, trudy's son that needs addictol or a radscorpion egg omelette to break his addiction otherwise he just sits there shivering Bethesda left a lot of stuff just hanging
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