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SiNNeR

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Everything posted by SiNNeR

  1. personally I will always endorse a mod that I use, which does what it promises to do and does it well. I understand your point, but there are other ways for the special mods to stand out and since we can only give a thumbs up or down instead of a rating and since the endorsements aren't listed as a percentage of those who downloaded, they don't make a particularly good way of ranking mods anyway. it's more like a way of telling people who look at the mod that yes the people who tried it did find it useful
  2. I admit, I did dismiss those ideas based on their using the Switchboard as a trap but you do have a good point that since it's a much less valuable location they might not expect the Railroad to send anyone worth the effort to warrant waiting in ambush
  3. you clearly haven't met Deacon yet. or done the Silver Shroud quests I admit though, the crazier stuff isn't quite as easy to find as it was in Fallout 2 or 3, or NV with the Wild Wasteland perk. don't worry though, it is most certainly there
  4. I think the only way to do so legally would be to make an installer that would copy the relevant files from your install directory of the other games. using assets from those games in a mod would be illegal without permission from Bethesda (FO3) or Obsidian (NV), so it might be more work than you'd expect, unfortunately. still, more radio stations can't be a bad thing, so hopefully somebody can do it
  5. as entertaining as Curie usually is, there are a few minor annoyances in her dialogue "messieurs enemies have been dispatched" - said to a female character. this from a biologist who should really know how to tell the difference between a male or a female "I am being shot at!" - no Curie, you're being stabbed if someone could flag them to only be said when appropriate, or failing that not at all, it'd be a good thing
  6. Brotherhood of the Old Republic Knights of the Pre-War Era HK-47 Meets The Railroad
  7. ok so the Railroad send me to check if Augusta Safehouse ( is still safe, the implication being that it will be very much an unsafehouse (or rather, unsafehospital-that-doesn't-look-anything-like-a-hospital-except-one-tiny-room-with-some-x-rays-stuck-on-a-board) rather than being crawling with Institute Synths though, it's full of generic raiders. ok, so the poor agents were incompetent enough to be bested by a rag tag group of murderers who aren't even good enough to be in a named gang no, wait, there's a dead synth or two lying around. they appear to be early models and Deacon already told me that while there's some debate on whether they should try to free the old gen models as well, they currently only help the third generation human-looking synths. so these ones must have been Institute... only why would the Institute send raiders with their synths? they're likely not above deligating some jobs to mercenaries but it seems unlikely they'd send those as well as synths in fact, you'd expect them to send a Courser even. or to just infiltrate the Railroad with loyal synths pretending to be going rogue since while the Railroad are naturally suspicious and distrustful of everyone, that doesn't appear to extend to any synth able to form the words "help" and "me"
  8. definitely. the feature gets a 9 out of 10 for realism but a 1 out of 10 for convenience I'm assuming that pausing the game for dialogue would be easier to make than fixing all the various issues like NPCs deciding to initiate a chat in the middle of a gunfight or while sneaking around, NPCs walking into each other and knocking somebody out of conversational range (causing the other party in the conversation to usually assume that you'd rudely brushed them off) or multiple people all trying to talk to you at the same time while ignoring each other
  9. such a feature would also be useful for making reminders to ourselves. "found interesting looking building while escorting Mary-Sueycidal McPunchy, didn't have time to investigate as I had to stop her from trying to hug a suicide bomber hulk impersonator. go look at it later"
  10. 1. Fallout takes place in an alternate universe which divulged from ours around the 1950s and many aspects of technology either advanced differently to ours or did not advance at all 2. only using the console as far as I know. you can select the door then type "lock" followed by a number 1-100 to decide the difficulty
  11. I too thought it odd that it doesn't work in firefox for these forums, been a long time since I've had any issues with it on any other site. if anyone has any ideas on how to get it working here, I'd love to hear them
  12. some good points. also if they had put more work into doing more vaults then the game would either have taken longer to release or meant less content elsewhere so not really a complaint, but I did wonder if anyone shared the sentiment of vault hunting I definitely wouldn't mind them retconning the number of vaults to be higher either, not only because it'd mean more room for more vaults in more games but also because it seems such a small number, even taking into account that lorewise the vaults would likely be bigger and fit more people than they appear in game, and would mean that less than a fraction of a percentage of the population of the US would have been given even a chance to survive even as a guinea pig for Vault Tech and if I recall correctly they were given a government contract to shelter people so should presumably have had to be able to offer a higher number of spaces than just 122 vaults would provide although I suppose it could be that Vault Tech were only contracted for a certain part of the US and there are other alternatives elsewhere as there would (presumably) be in other countries
  13. it's hard to say whether they threw it in as a joke on the common misconception or out of ignorance
  14. would love this feature. sometimes I'm doing a quest or something and see an interesting area but don't want to check it out right away but have to use a txt file to remind me to go back and check it out later. map notes would be so much more convenient!
  15. sadly there are very few games that allow you to be properly evil, often the best you can hope for in an RPG is the ability to be a bit of a dick you raise a good point though that the settlement feature adds even more missed opportunities for some evildoing. recruiting your own raiders and building a stronghold would make a great parallel to the Minutemen quests but for an evil play through
  16. I think this happens every Fallout game. after a while of playing I miss that feeling of discovering a new vault, exploring it and learning the story behind it. eventually I cave and, risking spoilers, look up other vault locations on the internet. sometimes I find I missed one or two (this time it was 95) but then comes the realisation that there are no more vaults left to find in this game. there's still more places to explore, more quests, more people to meet, but without the prospect of more vaults to find the world just feels a little bit emptier don't get me wrong, I expect there's still much for me to enjoy, but I do wish there were more vaults also, one day, I really hope to somehow run into one of the brains behind the Vault experiments and beat them senseless with a spanner... while at the same time really looking forward to the next story of what evil ideas they came up with
  17. it would probably be easier for immersion to have her new body be an earlier model of synth, that way the quest and dialogue wouldn't need to be changed, only the appearance I would assume that to actually change the dialogue would mean having to wait until the construction kit is released
  18. definitely needed. I tend to rename all of my best items to use a <b></b> tag, mostly just so they default to the top of the alphabetically sorted list and don't get sold by accident, but the power armour stubbornly can't be changed... even more infuriating when it ends up with the legs, arms, torso and helmet all having different starts to their names once customised so they're scattered all over the inventory
  19. firstly keep in mind that Fallout is not an FPS game, it's an RPG with FPS elements, so don't expect it to follow quite the same blueprints secondly, if you're unable to find a mod to address this (in which case you might have to wait for the official construction kit to be released in the next month or two so more stuff can be modded) there's at least one perk that affects reloading (Quick Hands) and if memory serves I think there was a magazine that gave a perk towards it as well
  20. it's not like such a reference would be a surprise but I think you're probably reaching on this one, sorry. same voice and being on an airship/spaceship isn't really enough to be a reference. now if he'd been in charge of the Prydwin's security or had similar character traits then you'd have a case. as it is you may as well speculate that it could be a reference to Dragon Age: Origins since he was involved in a decision between rival factions in that game and is in a faction you can decide to side with or against in this one as well
  21. is it just me, or is it odd that Codsworth is the only character who can actually say our name if we pick one of those? obviously it'd be a lot of hassle having every single voice actor doing all of the names, but surely at least our companions should all be able to do the same? though to be fair at least the others don't seem to think that we're their mother if they can't pronounce our name ("no Codsworth, I am not your bloody mum!")
  22. modders should be careful to not make spoilery stuff too obvious, especially in titles, and to be fair most seem to do so, at least as far as I've noticed sometimes though it can be difficult to avoid, especially when it relates to bug fixes in quests or changes to npcs/weapons/etc that could be spoilery in their very existance
  23. saving Kent. first try while Curie tried to stand in the way of my gun arrived at Covenant. did the Blade Runner quiz. went inside and Curie was suddenly pissed off so I reloaded, made her wait outside and went inside without her and sometimes if I see a really tempting but out of character dialogue choice and have a very recent save then I'll try it out
  24. best way to make sure it never happens is to constantly be recording so you can catch it... sod's law :P I've noticed some odd sounds myself, but it turned out the main one that was driving me crazy was an alert from the enemy turrets helpfully telling me that they'd gone to sleep so I could resume sneaking safely and snipe them before they start blasting me... not only was it annoying but it was also immersion breaking! luckily, mods :D could be that one that you mean?
  25. it doesn't happen all that often, but sometimes (especially if something explodey happens) some items can end up knocked around the area and end up underneath a skeleton, or some other non-draggable item (you know, those ones you can move by repeatedly banging into them but can't just pick up and throw around) and it gets annoying trying to retrieve them. if it's something like an empty bottle or an aluminium can then it's just a minor annoyance and I'll leave it with a muttered grumble, but when it's a holotape, magazine, bobblehead or something, well then it makes for some annoying nudging or having to drop an item to swing at the obstruction... wouldn't it be simpler if we could just drag those skeletons like we can everything else? so... if anyone is able to make that happen, 'twould be nice
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