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NDDragor

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Everything posted by NDDragor

  1. Yeah, that idea with the hidden player home in the city sounds good. Its not bad to have a safe spot for hiding, resting or dropping some gear somewhere in the middle of the city. And by making it an interior cell I wont have to change anything in the vanilla world.
  2. Landscaping and object placement wont be a problem since I have done a huge mod for Fallout NV with new landscapes and the creation kit for Fallout 4 shouldn't be too different from the Fallout NV one. The problem will be finding a suitable place in the worldmap since its kinda really crowded in Fallout 4 and many locations are very close to each other. Plus I want to make as few changes to the original worldspace as possible. I could expand the worldmaps borders somewhere but I dont know if some in the future upcoming DLC will use that area. Still thnx for the information even if its about Skyrim, since I am currently testing some things in Skyrims creation kit and this will be rly useful.
  3. Why do you need 2 cells? Isn't 1 cell enough for you? A cell can be almost as large as your memory (and the game engine) can handle. It is pretty huge. I guess the biggest known cell is Diamond City? But Bethesda is being conservative, you can go even much bigger than Diamond City. And here is the good thing. You can make yourself a small cell, yet with .... a horizon view. You just can't go to the horizon. So your new player home can be an island in the middle of no where, on top of mountain, or even a floating island (like in Zelda). Or under the sea .... or, if you are good, you can create a "fake" Diamond City using existing texture to fake an apartment view as if you actually live in Diamond City. Can script a few random NPC walking around in the distance to suggest a busy city streets. In Skyrim, there is this floating island home. You have a great view of the land below, only it is fake low-res Whiterun. If you attempt to jump down, then the fall will teleport you to on top of Whiterun (notice the hiccup) and you fall to your death, for realism. Mythical flying island can be too much immersion breaking for FO4. But how about a flying fortress (like Sky Captain with Jude Law and Angelina Jolie) that is actually a flying aircraft carrier. if this is a BOS theme, you can animate a few Vertibirds flying around for visual effects. That is one amazing player home. I mean the cells in the worldspace. The player home will be in the vanilla game map, just like the Red Rocket Truckstop for example. Since the Creation Kit inst out yet I cant see how big the cells are but I am pretty sure that they will be like in the previous Fallout or Elder Scrolls games. So of course one cell is more then enough, but if the perfect spot in the worldmap is on the border of two or even 4 cells then I will be forced to build on more then one cell. The idea of a flying fortress as a player home is really interesting and I think it could even fit into the Fallout 4 world, since we already have the Brotherhoods Prydwen as an flying fortress and why couldn't the same technologies that are keeping the Prydwen in the air be used to make a small floating island? And then there are all the technologies from the Institute as well. But I want my first player home to be just a normal shack or house somewhere in the wasteland. Still the idea of the flying island sounds interesting and challenging to create.
  4. Oh, I plan on making an interior for the main building, but the workshop building and the garden wont have an interior. I want the area around the home to be safe from enemies.
  5. I think one or two cells, but it depends how that place will be split by cells and I would prefer to have nothing important on those cells. Trees, bushes, or wreckage wont be a problem but there shouldn't be any other buildings, camps or containers with loot.
  6. Once the Creation Kit is out I want to make a player home. It will have one main building and a small workshop building plus a garden. I am looking for a potentially good place in the map where I could build my player home. The place shouldn't be too close to other locations or enemy spawn points and it would be great if the ground would be somehow even. I am currently checking the game for such places but maybe somebody has already found a place in the map that would meet such requirements and be suitable for building a player home?
  7. You wont believe how much things I am accidentally misplacing each time I work on my worldspace ^^ This wasnt my first time that some misplaced marker or trigger caused a crash/ bug in my mod.
  8. I had a similar problem yesterday. The game crashend the moment I opened the map in my new worldspace. I have already made 4 different worldspaces and the first 3 were without this problem. Since I hadnt placed much in my 4th worldspace I checked it and found out that the cause of the crash was a map marker that was accidentally placed under the ground. When I deleted or placed it above the ground the crash wouldn't occur. So I guess that the map marker somehow caused an error since it was unaccessable.
  9. I recently got a new PC and installed GECK, but I cant work with the standard movement settings for the camera. So I changed them under preferences-> Movement -> Camera Movement and everything worked perfectly until I closed and reopened the GECK because then all settings were back to the standard values and I had to change them again. The way I do it is: Enter my values, press apply and then exit the window. But after each restart or crash from GECK the setting are back to the standard values. Any ideas what I am doing wrong?
  10. Agreed, the UFOs were small easter eggs, without much background information. But this quest has a whole story that goes back quite some time and kinda makes you feel that ancient aliens are a full part of the fallout universe. Well they have certainly always been but it was always something small or DLC so you could even play without them being in the game like in Nev Vegas without the wild wasteland perk or by disabling the DLC in Fallout3.
  11. I was searching if someone already made a request like this or something similar, but I wasn't able to find such a post. So here is my request. I dont know how you feel about it, but personally I dislike all the dialogue options where the player has to mention Shaun and in some cases you are forced to mention him or that you are looking for him. I would like to have an additional option in my answers like telling them that its none of their business or that I just dont tell them anything about Shaun. I hope that it will be possible to do this when the Creation Kit for Fallout 4 is out. It would be cool to have more dialogue options so that I could have conversations without always playing the caring parent.
  12. Okey... looks like too much trouble to invest time and resources in this settlement. The problem with the corpses that wont disappear isn't new. Had to remove the dead ghouls in Sunshine Tidings co-op via console as well but the situation with the doors sounds really annoying.
  13. Be ready for a lot of trouble and quite intensive usage of console. What kind of trouble will be there? Haven't done much there until now.
  14. Agree, it would be nice if you could solve this half way peacefully. Was hoping that there would be something like a dialogue option in the vanilla game. Unfortunately I had to wipe out Covenants whole population after the Compound since they attacked me as soon as I reached the gates of Covenant. But well now I have a nice and well fortified place where I can build my own settlement.
  15. My settlement defense quests are bugged. I get the message that one of my settlements is under attack, then I instantly fast travel there and kill all attackers. But then nothing happens. The settlers resume their duties and there are no enemies near the settlement and when I speak to them they even say thanks for the help, but when I fast travel away from the settlement a message pops up, saying that I failed the quest. I waited 10 minutes in the settlement and slept 48 ingame hours but nothing happened. I still got the quest failed message as soon as I left the settlement. This happened the last 4 times when I had to defend a settlement. If this continues and I fail every defense, then will this somehow affect something, like Preston will dislike me or the settlements happiness will permanently go down? Well just realized that I had to rebuild most defense structures, crops and generators in all the settlements where the quests failed :/
  16. I did nearly all quests to get the settlements join the Minutemen and become available for me as workshops. That was quite some time ago. But now I am getting the same quests as the first time. I have to go to a settlement and then they send me to a location where I have to kill all enemies and when I come back and tell them that I have taken care of the problem they promise to join the Minutemen, but they already did that the first time I helped them. I don't mind doing quests for the settlements, but its kinda strange that they are behaving like when I first encountered them. Is this some kind of bug in the quest system?
  17. I just completed the quest and in my opinion this alien artifact thing isnt fitting into the overall atmosphere of Fallout 4. I have to admit that I disliked the idea about aliens in all previous Fallout games and that must partly be the reason for my opinion about this quest in Fallout 4. But I had a lot of fun when I played Mothership Zeta in Fallout 3 and this quest was quite fun too. So I am not saying that it was bad, but that in my opinion it just felt unfitting. What do you think about the story of this quest?
  18. I only have 9 settlements, but still its kinda annoying when I gear up for a quest or prepare for some exploration and are ready to go, but then the settlement is under attack quest appears and I have to change my plans. I decided to fully invest in 5 out of my 9 settlements and if one of the other settlements gets attacked and I am not in the mood to defend it, well they have to manage on their own. But this "forced" participation in the defense of the settlements should be deactivated as soon as you have made strong enough defenses for a settlement. Personally I don't see any reason in the turrets or traps, because when I am there and helping to defend the settlement I usually have my power armor and use some jet and then just take all the attackers down on my own with my sniper rifle and the turrets have barely any chance to open fire on the enemies. So they should do the work and keep the settlements safe when I am not around.
  19. In my first hours of gameplay I was exploring a tunnel and it was dark and foggy, mistook the first mannequin I saw for a ghoul and shot at it. It was kinda creepy for the first times but after 70 hours of gameplay and countless encounters of mannequins who I thought are enemies, but turned out to be just mannequins, they lost this surprise and creepiness effect. ​
  20. Yeah, they are pretty annoying. When I am exploring the city ruins its raining Vertibirds all the time, since they get attacked by everything that dwells down there and go down rly fast. But I was lucky enough to never get hit by one of them. The Vertibirds should be stronger so that they wont go down so quick, but then they would clear all the enemies and leave nothing for you.
  21. That foundation floor piece is rly usefull if you want to make buildings or a bigger paltform on a uneven terrain. My whole settlement in Nordhagen Beach except for the building that was there from the start is made on such foundations. But its a real pain if you want to place something that should be on the ground, like the fence around your crops, a fireplace or some crates and chairs. It would be awesome if there would be an option to place an object underground, so if the terrain is uneven you just put the object a little bit under the surface and it would look natural. And the foundation floor already has this option so I think that it shouldn't be to hard to make all other objects like this.
  22. Is it possible to see all the perks which I can get from magazines like Guns and Bullets, Grognak the Barbarian, Astoundingly awesome tales, etc. I have collected more then 30 different magazines and it would be nice to see all the benefits they are giving me, like the +5% dmg for ballistic weapons or the +crit chance for energy weapons, since I cant remember what kind of bonus was granted by each magazine. I searched for quite some time in the game but wasn't able to find an overview or something that would summarize all the perks from the magazines. Is there a way to see it or not?
  23. Alright, good to know its not just me. Well its not bad since I get a reason to return to places and get some items or ammo I need if I still remember the places where it was, but in my opinion expensive and powerful items or content of containers with a master lock shouldn't respawn since they are losing their purpose of being unique and rare loot. Personally I like the turrets respawning since its a good Source to get some parts and 5.56mm ammo.
  24. After 6hours of gameply and with lvl9. Noticed the Raider with the Fatman too late...
  25. I already had visited the location "Federal Stockpile", killed every raider, opened every lock, hacked every terminal and looted all the stuff, includinbg the fatman there. Now after some time I decidet to revisit that place just for fun, but when I arrived there everything had respawned. Not only the enemys, but all containers and terminals were locked again and everything was full with loot, even the items that were placed on the floor and were picked up by me in my first visit had respawned. Now I seem to remember that this had happened to some other places, but i kinda didnt noticed it back then. So the question- Is this normal or some kind of bug on my side? I mean its naturall that some enemys respawn but the facts that all containers can be unlocked and looted again and all items are back is kinda weird, since now I can get some good loot more then once from the same place.​
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