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SiNNeR

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  1. the only way this could be made to work would be if the files weren't included with the mod but would extract them from your install of GTA, otherwise it would be a breach of copyright. it would, I suspect, be a lot of work there are already some tools for custom radio though, so the best bet will probably be to use those (or better versions once they become available with GECK) to make a station just for your personal use
  2. the alt-tab bugs have been with Bethesda games since at least Oblivion, I don't remember if Morrowind or Redguard had them. I never found any fix other than borderless windowed that worked for the previous games so I'd be surprised if there's any for this one
  3. story is the most important quality for me, with gameplay a close second. a good enough story can save a game with poor gameplay though, while if the story is too poor then a game won't hold my interest for long no matter how good the gameplay may be graphics are purely a bonus. it's nice if they're great, but not something that bothers me so much
  4. we know the Institute have synths infiltrating various organisations, some of which are not even aware that they are synths. yet we rarely actually see evidence of this what I'd like is a mod that puts a low drop chance of a synth component on certain loot tables of generic NPCs who could plausably be synths, such as Brotherhood of Steel patrolsGunners (being more organised than Raiders it would make sense that the Institute would want to at least keep an eye on themDiamond City GuardBunker Hill GuardGood Neighbour Guardcan't think of any others off the top of my head but I'm sure there are more that would make sense. droprate should be very low though as there wouldn't be many synth infiltrators within the same organisation
  5. I've left mine alone as my loading times haven't been a problem, just means having to make one extra click for each mod
  6. it's not always about how many paths there are though, it's also about how many you feel that there are. Dragon Age: Origins is widely praised as offering a huge variety of different choices through the game, one of the biggest reasons it's probably the most praised BioWare game since the Baldur's Gates. yet it only really offered three different endings but there were a lot of other decisions through the game and even the smallest ones felt important. there were also six completely different Origin chapters to choose from which also offered decisions to make within those, the whole combining to make an overwhelming amount of replay value that few games could rival. it was expensive and time consuming to make, but I'd bet that it will be well remembered far longer than Mass Effect or even Knights of the Old Republic not all decisions have to even be valid. sometimes it's enough to have the option to try something and then see it not work. what really breaks the immersion is when you feel like something should be an option, something your character absolutely would consider doing, but can't even suggest. ok so maybe trying to broker peace between the Railroad and Brotherhood of Steel, even temporarily to fight the Institute, wouldn't work. but wouldn't it be nice to at least be able to suggest it to the factions even if you can't convince them to talk to each other? that's just one example
  7. every time I promise myself that I'll wait until the construction kit is released before buying the game... didn't manage it with Fallout 4 though thanks to an amazon sale... anyway they did say something about early 2016 so that would presumably mean first quarter
  8. to be fair it's not just Bethesda, the same is true of pretty much every game no matter how open ended it promises there's always some limits and very, very few have a true evil path one of the few exceptions I can think of from the top of my head is an old game called Dark Earth where you really could do pretty much anything you like, although if you tried killing off important NPCs too early in the game you'd be killed by guards (once the story got going, your character became more powerful and the place started going to hell though, all bets were off).
  9. it could well be foreshadowing for a DLC, but it could also be intended to be picked up in a later game. it does seem better suited to a DLC though since it's unlikely we'd see a full game set in that region but that's only assuming that we actually go there ourselves. it's possible that the story will continue with accounts from other archaeologists who found the place after Lorenzo or who discovered similar sites
  10. sneaking around in the Saw Maze and noticed Nick trying to pick up a new dame nobody ever seems to bat an eye when you forget to put your weapon away before talking to them
  11. I'm pretty sure this would have been done long ago if it could be, so we'll probably have to wait for the GECK unfortunately :(
  12. you can get a nice bit of story off the tapes the named Gunners drop, but it is a bit disappointing that clearing out their entire HQ and most of their leadership doesn't seem to even put a dent in the group. would've been nice to have a quest to take them out and afterwards the Gunners become a bit less common (to signify their weakened condition)
  13. definitely as much as I'm all for multi-platform releases, I wish they'd put more effort into making each port take advantage of the platforms capabilities instead of designing the UI with only half the playerbase in mind
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