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Fnhatic

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Everything posted by Fnhatic

  1. If you want realism, don't play a GAME like this. Maybe you didn't notice, but there's hardly a single realistic facet about this game, or any previous Fallout games. I'm glad you said that like you think that this is your mod too. I'd ask if you ever played a Fallout game before, but it's clear that 1) You haven't, and 2) You'd lie to me anyway. With an attitude like that, I'm sure you also think you're entitled to mods, right? Do you just spew vitriol at EVERY mod maker and discussion thread demanding that they make everything to match exactly what you want? Here, let me get you started on the path of making your ideal 'reality' - though I doubt you're capable of modding this game whatsoever yourself so I'm probably wasting my time: 1) The Megaton nuke doesn't actually wipe out the entire wasteland. You should mod it so it blinds you, then the searing heat ignites your clothing and your flesh begins to boil, and then finally the blast crushes your torso before Tenpenny Tower collapses, and the game is over. 2) Radiation sickness is incurable. Remove RadAway and Rad-X. In addition, even a very mild dose of radiation have a very good chance of killing you as you die of infection, cancers, and organ failure - higher doses just ensure you will eventually fall over a die faster. The ultimate reality tweak, forcing you to completely avoid radiation. Whoops, you drank contaminated water! Now, every thirty minutes, you have to stop for a few minutes to get your breath, throw up, or spit out a few teeth. 3) Players can only carry two items, one in each hand. They obviously don't have a backpack, so why should they be able to carry more? Where exactly is this missile launcher being stored? 4) Delete 90% of the objects in the wasteland. Do you seriously think wooden houses are going to be standing 200 years after getting hit with a nuclear weapon? 5) The player is instantly blinded once they step out of the Vault. Permanently. Stop wasting your time with Fallout and go play STALKER if you want realism. There was no need for you to be a troll like that.
  2. Okay, well it appears there's a problem here - are you debating the balance on this from a REALISM standpoint or a GAMEPLAY standpoint? Yes, it's true - a 0.32 to the face would most assuredly ruin your day. However, Fallout isn't about realism, and never has been. You could shoot a guy in the face 15 times with a 10mm pistol and he'd still be standing. Yes, from a realism standpoint, you could make the M82 do 200 damage, but what's the point? You can already one-shot everything in the game with the regular sniper rifle and sneak - being able to do it outside of sneaking, just firing from the hip or whatever, really wouldn't 'add' anything to the game. The problem is, vanilla Fallout 3 is stupidly easy. By level 12 you're taking down Super Mutants with mundane weaponry - something that would've gotten your ass handed to you in Fallout Tactics. Deathclaws had around 200 HP, and regular small arms fire from say, an AK-47 or an M-16, would do 2 to 3 points of damage each to it. This served to make certain weapons more ideal for combating these threats - the first mission you encounter Super Mutants (and Big Guns) in you are all rolling deep with small guns, only to learn that small guns is generally pretty ineffective against mutants due to their damage reduction. That was a great part of the balance maintained in Fallout: Tactics, and an M82 sniper rifle would actually fit in that game pretty well as a 'Big Gun for Small Guns', so your SG characters weren't obsolete so fast. So without mods to 'fix' armor, health, and damage, having a 200 damage sniper rifle means it's going to make the game boring extremely fast, and actually probably get shuffled into the 'cheat item' category on the mod listing anyway. This goes for the M2 as well - it doesn't matter that it's not realistic to fire a modified M2 from the hip - it's not realistic to fire a minigun either, no matter how small the round it fires is - Jesse Ventura's prop minigun in Predator required him to be braced against the ground when he fired it, because otherwise it'd have knocked him over. Nor is it realistic to even FIND an M82 anywhere 200 years into the post-apocalyptic future, much less find ANY ammo whatsoever for it. Though I also think there's some 'missing the point' with the M2 - RPGs are supposed to be about making characters who CAN'T do everything, and this was most certainly the case with Fallout - Bethesda royally *banned* up Oblivion, as you could easily have a 'warrior' who could use any weapon, sneak, steal, and open locks, and cast a plethora of spells. In Fallout, at Level 20, I had several skills maxed and near-100s in almost everything else, hence why I now use a mod to give me only a handful of skill points per level. At any rate, the point of the M2 is to deliver extreme firepower to Big Guns characters, to do what the M82 does for Small Guns. Having it on a vehicle would just let the stereotypical Small Guns / Lockpick / Repair character have access to that same firepower, as well as obsolete Big Guns itself. At any rate, the only thing a 200 damage + sniper rifle would do would either 1) effectively remove every enemy from the game, 2) force everyone to put the difficulty up if they haven't, just so it MIGHT NOT instagib everything, or 3) nobody would use the stupid thing.
  3. The problems with the handful of nude mods is this: 1) Some mods change the default body mesh, which causes major issues with clipping and clothes / armor. 2) Using a custom mesh doesn't support dismemberment. Which is a bummer. 3) The mods that don't touch the body mesh cause texture errors with anything that shows skin like raider armors. 4) Then you have some skins that are just poor. I did manage to Frankenstein together a dismemberable mod that had no texture errors using the existing ones out there, but I can't remember what I did...
  4. This thing is going to be a Big Gun correct? Big Guns are getting the poo end of the stick as far as mods are concerned. EDIT: Never mind, read back. Oh well, I guess that'll work. 1) Ammo weight - a mod out there already exists and includes support for mods. 2) Strength requirements for weapons - Coming soon? 3) .50 ammo in Fallout Tactics was pretty rare, but the thing was, you only needed to fire it once. Therefore keeping it rare should be acceptable, but if the Barrett usurps the role of the M2 in terms of firepower, there is no point. The M2 SHOULD be better than the Barrett. As for the debate about ammo and the like, I think Vash's idea of a master ammo file is the best, along with a secondary mod that supports it (ie: the ammo weight mod, which is an absolute MUST). In addition this will avoid conflicts down the road. What I would like to see some day when we have a CS is support for ammo TYPES. Now, Oblivion let you equip an 'arrow' to use with your bow, which is effectively the exact same thing - instead of shooting a flame arrow with my bow, I'm shooting a 10mm AP with my pistol...
  5. Bring down console and type 'set timescale to 15', and then save your game. You'll never need to retype this again (until you start a new game or load to before you did this). 30 is default, 15 is half speed (which tbh feels best), I guess 1 would be realtime.
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