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Markmid

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Everything posted by Markmid

  1. Thanks for listing it, and maintaining this list! Can you correct my typo however :) though earl not early, cheers.
  2. 34 hours now at my last day off work! Despite my comments about the RPG side lagging badly behind the FPS side, I did genuinely enjoy Caits storyline, won't spoil it but yep picked right on taking her along. Wish there was more of it (hope there is) but I think i've come to its end, maxed her at adore. Damned that SW location is a real wasteland,why wasn't that kind of thing front and center where everyone can see it! I really prefer the south of the map for locations, at least what i've seen of it (haven't explored all) whereas the north part feels like a farmers back yard, and the center a gangland, the south (at least south west) feels like a nuclear apocalypse hit it. The weather there hitting the blast zone as I tried to get through and the surprise in the trailer :D, really the game needs those kinds of locations, and much more of them. I am glad I went there before I out geared them and actually had the fallout experience I was used to, desperately fighting for my life even in power armor, it felt right, not this OP'd nonesense we get for most of the game. Tip if you want a fist fight, steal the egg! If they do an expansion make it further south into the wasteland! For new folk, head south early if you want a harder game, ignore the farmyard to the north. - Modders I hope we can make the entire game more life and death, with power armor in the mix, we need some heavier hitting mobs dotted about! I don't dislike power armor at all, I just feel the challenge is too low with it from the start.
  3. Broken Quest Triggers: The Disappearing Act looking for the missing guy in diamond city early sterling. I had already robbed his house. I went to the bar to get the key and it's telling me to search for clues, but I have already broken the quest triggers by looting things before the quest. - That's fine but it needs to hit a failure state, or tell me I already have found the clues, or spawn the clues in as the quest triggers. (This is a possible bug can't confirm yet) Also had a weird rare bug with cait, she was saying lines before the last lines were done, so she was speaking slightly over the top of herself. Might be down to the ini tweaks previous to remove the mouse lag, only had it once though just after combat.
  4. Pick the largest female body you can, add a bit more room on the chest and hips, you'll most likely cover all body mods. PS - I am not saying make it curvy, I am saying that shape would then be the max size, straight or curved. I actually think this will be easier than you think, provided we can add to the models A, B, C etc. Adding female mod A, B, C (or any custom mod for that matter, male or female) which will hopefully just change a piece to fit with no further work in scripting etc needed. So I hope this is going to just be a pure modelling job, but let's see when the modding possibility comes. I really like the idea of people making custom power armor pieces male or female, think of what people will come up with :D, whole semi new type of modding.
  5. Mouse lag, the pointer will just stop moving when you rotate, this can be fixed by following the ini steps here https://www.reddit.com/r/fo4/comments/3s5x0k/fallout_4_mouse_acceleration_fix/ Sadly this makes the game way too fast on higher end machines, combat is superhero speed and bobby pins break when following the fix. -- Frequently the V key prompt to enter building mode disappears and I have to select the workbench manually, this can also cause a bug with the weapon not appearing or pipboy, when exiting building mode.
  6. Dislikes stealing! Cait is more my style as upping her approval is easy, just have to lockpick stuff.... and threaten people a lot :D that's the harder bit, as walking away is often preferable to survival and profit.
  7. While I love the FPS side, let's address this: Because its marketed as an RPG. Because its sold as an RPG in steam. Because the initial reviews I saw didn't mention the quests being shoddy, or the dialogue being bland. Because the previous fallout titles and the rest of the elder scrolls series did a better job of the quests. - Yes they were not always great, I agree. Because the progression of the previous games was paced differently. Because the immersion of everyone accepting and even being friendly with me just because I shot someone for them, is getting worse not better, its almost like a dream here. Hey you can kill well, come be my best buds, be a general, have all the best gear (just please don't shoot us!) - Its begging for someone to do a few main quest additions where you just turn these camps into raider slave camps, this is a wasteland with death around every corner, how have these people lasted this long is beyond me. - This last point has been getting gradually worse in elder scrolls games generally, for example the mage guild in skyrim making you grandmaster in a couple of hours or days, whereas Morrowind you really were an errand boy to start and worked your way up. It made an improvement in Fallout NV over Fallout 3 but has regressed again. That's the why for you. Of course people are going to look at its RPG qualities alongside its FPS qualities if its sold as an RPG.
  8. FPS Qualities = Great Combat! Love the encounters, love the meaty feel of it all, especially melee like ghouls. Power Armor (rocks) bullet impacts, armor impacts, losing pieces etc. Sound effects, bullet impacts awesome! Very immersive feeling to firefights. Open world fixed encounters are well made, and surprising, random encounters benefit from a more dense map as you don't know what will happen. RPG qualities = Crappy Go here kill this quests everywhere (the new fetch/carry) No fallout-esque progression, you get all your tools very quickly, you're a general within 30 minutes. The BoS are nuts for example, taking me into their ranks on a dime, I fully intend to kill them all for their stupidity, once i've milked them. Dialogue: No, Yes, Haggle, Sarcasm - I've just written all your dialogue for you. Dense Map means you'll clear areas without meaning to, and often barrel through the content without wanting to. (Pacing of the game is a bit off for an RPG). Did love the companion interaction though that has been upped, as has a massive amount of customization. Port Qualities Several Menus are awkward. Mouse Lag - I have turned off settings to stop lag but the game runs too fast without limiters. ^ All that is why there is a split.
  9. Sorry but while there are some aspects to this that are great, combat, settlement design, crafting etc, the quests really are not one of them. The writing is lazy, its no, yes, sarcasm, haggle. That's what most of the quests boil down to, go kill stuff for group X. Modders will be able to do a better job on quests easily. I don't usually make statements like that, but it won't honestly be very hard to do so.
  10. Little bit overfull, in that you'll trigger quests you don't want or clear locations you weren't planning to just by walking down a block. It does give the feeling of being in a warzone if that is what they were after, but it will likely cut down the time it takes to finish the content by a margin.
  11. Alternative starts x100000 :smile: yes please! Same with dialogue, anyone who expands it to more than 4 options is going to become the game's hero to many RPG'ers Few others that came to mind! More than one companion (obvious but worth listing) UI Mod to be able to drop things on any screen So I don't have to go back to the inventory to drop something that i've seen in the container screen for example, its just needless back and forth that could be solved by a keystroke. Find Companions Button. Lists the location of all companions More fun at the start mod. Insert Anything into the first 5 hours of the game, literally anything, that northern area really needs more quests. Thankfully starting areas, when they are cities/settlements often see mods made for them. Autowear Best Gear For NPCs mod, especially settlers! For us lazy people who like to equip all our NPCs with armor Silent Voice Mod! Obvious but we'll need one for the protagonist as well as the NPCs for quests this time, so we can do silent dialogue in quest mods where required. Sure I'll think of something else in a minute, its late but those are the obvious things.
  12. What did you guys expect? Fallout 4 being a lot better than fallout 3? Look at fallout 1 & 2 and compare to fallout 3 & new vegas. What do you think most Fallout 1 & 2 players felt when fallout 3 was released at first? Hate. War probably never changes, but games do. Get over it. For gods sake, enjoy this beautiful masterpiece while you can, and enjoy it even more when mods release. Think positive. Bethesda focused more on the combat, first-person shooter element than the rpg element. Then we have modders who create player-made DLCs, and enhance the rpg element and storyline. I'm currently at 10+ hours and enjoying the game to the max. People have different opinions, that's healthy. Yeah, but most opinions come from players who haven't played the game which leads to more players not wanting to play the game, and decides to join the hate train. It's just ridiculous. Why must people make sweeping generalisations. Unless you've gone around and met most people you can't and won't know the answer to that. People who like or hate a game are not on a train, they have an opinion, its going to differ person to person.
  13. What did you guys expect? Fallout 4 being a lot better than fallout 3? Look at fallout 1 & 2 and compare to fallout 3 & new vegas. What do you think most Fallout 1 & 2 players felt when fallout 3 was released at first? Hate. War probably never changes, but games do. Get over it. For gods sake, enjoy this beautiful masterpiece while you can, and enjoy it even more when mods release. Think positive. Bethesda focused more on the combat, first-person shooter element than the rpg element. Then we have modders who create player-made DLCs, and enhance the rpg element and storyline. I'm currently at 10+ hours and enjoying the game to the max. People have different opinions, that's healthy.
  14. 10 hours in and the story feels weak, I am told it improves though. Honest opinions Combat is nice and feels meaty, customisation is great, perk system is limited but okay (I don't feel I have the same options I had), openworld is fun as usual, settlement system is nice (I don't see the reply value in the settlement system but its been fun), locations are okay (i've seen no locations yet that made me wow, one factory was quite fun though) dialogue is limited and not giving me many options to be the character I usually want. - I've got lets be sarcastic, No or Yes so far, that's it with some haggling for money. Again I am told the storyline improves which will be great, and I am sure the locations will improve as we go, I sure hope the dialogue options do become if not more varied at least more meaningful. Minute men so far seem like a few guys and a dog, we'll have to see how many people can be put in a settlement to see if that angle makes sense to me. -edit Oh and power armor, rocks, but I am out of juice and its sitting at home. Attacking the big factory in power armor and hearing shots bouncing around, and sometimes on me was one of the most satisfying moments I can remember, as I tried to work out where I was being shot from.
  15. Do you think mods will be able to expand the sphere ;) they seem to be variable. Just a thought :D
  16. I can see that as being a good targeting for modding, and I have to agree. I don't hate the game by any stretch but things like that are a step back, for me, for an RPG. I am also told the story picks up after the beginning, at least some of the reviews said so.
  17. 10 Hours in and I have to agree with UI needing work. Occasionally for example when I am building I end up placing an item rather than picking one up, if it wants to use the same key, its really odd that it leaves you in the menu for building when you only want to be moving stuff. Then yes navigating to the various subsections of the menu especially the misc or junk ones is awkward, anyone telling people to L2P, its always going to be awkward however much I understand the game.
  18. I tried that on about day 2 :smile: it is a great idea but it deletes all the topics/branches and the rest of the data, I assume as they are not unique when they are duplicated. I have deck 16 open right now heh, redoing all the custom stuff with the default quests once more. Thanks for having a shot though :smile:. I was hoping it'd be as simple as redoing it all + scripts but I am missing something, as even with the scripts + properties the same, no follower package fires. I assume I need a custom one but I can't find a companion follower package to copy in the game so I may be incorrect there.
  19. Thank you for posting this helpful list. If anyone is ever in the mood to create a new tutorial. As I posted here: http://forums.nexusmods.com/index.php?/topic/1727269-making-a-comaptible-follower-mod/ I, and as I have realised many others on my search, have been looking for a compatible followers tutorial that doesn't use the default quest and cause conflicts. Thanks for any help from anyone experienced out there, as it will help reduce conflicts in the future. I have been trying for a week but about to give up till I am more experienced again with the new version of the CK I find myself using :smile: last modded properly for fallout 3 so its changed a lot.
  20. Greetings all. I've been working on the basic scripting for a week on this, but its probably beyond my first mod since returning to modding. I wanted to do a follower that doesn't modify the base scripts so he/she is compatible with other custom followers. Along the lines of this post: http://www.nexusmods.com/skyrim/articles/49614/&pUp=1 I've searched high and low for days for a tutorial but found none, does anyone know of a tutorial that won't break compatibility with other followers and require edits on the vanilla quests? Thanks in advance. NB Its actually hard to find the definitive search terms for this. Non Vanilla follower? No use or rather modification of DialogueFavorGeneric etc.
  21. -edit As well as the below Have you tried the memory patch? http://www.nexusmods.com/skyrim/mods/50305/? Sorry for only the generic fix. Using the mod manager: 1, Disable half your mods, see if you find the culprit. 1A If you have found the one causing the issues, renable half of the ones you disabled, keep doing it in halves till you narrow down the exact mod. It can take a little while but its much quicker than doing them individually. Remember the ones you've tried. 1B If you haven't found the culprit, mark down the last one you disabled, then disable half of the ones left. See if you find the culprit. Again do this in halves, same process but in reverse. At first - I prefer to keep disabling more mods to test not renable them till I find out which one it is, as it's remotely possible sometimes it's 2 mods but in my years of modding, it's nearly ever only one conflicting with another, it just removes that possibility for you. Thankfully its happening early in your game so you won't have to test much. Then you can get advice on that particular mod. Hope it helps. - NB it seems the best way to test is to repeatedly start new games for you? I'd also be tempted to try the big ones like the overhauls, realistic needs, real clouds and SoS first.
  22. Yep and that is good advice keep it simple. That's whats make me consider if dialogue is the way to go too. It probably is and I am overthinking it, I am thinking I could do the same with the scene editor too, which is still new to me since it wasn't there last time I used the CK. Let's say its 5 NPC's you are picking multiply that by 10 - or maybe 11 races (1 option for custom). That's killing/removing roughly 45 actors in a remote location based on a dialogue check, is that going to cause a big lag do you think when its fired? I know its hard to say, I have no idea if killing actors like this remotely causes lag, or just doesn't cause them to load when you visit their cell, as they are simply dead on the cell entry.
  23. That would great for dialogue thanks but for initially setting up the mod without dialogue? Is there any other way I can trigger an actor death automatically based on GetIsRace? I could use Sky's menu system but that is a whole other arena to Master.
  24. Greetings all. I've been away from modding for some time, and I am a bit puzzled how to approach this initial stage of the mod I am working on. I want to spawn an NPC group for the player, based on their race and (optionally) possibly dialogue choices. So I need some way of deciding which NPC spawns in the world depending on the player's own race. Any thoughts or suggestions, the dialogue would just be a bonus, so the player can tweak which NPC's they want or not in the group. I am guessing I can just set certain NPC's to dead/alive, or is there a better way? Plus I am unsure how to script this at a glance, especially to account for a default setting if the player is using a custom race. This would help a variety of situations, like which gender for a romance mod, family or child mod, which old friend or enemy would be from the player's hometown etc.
  25. Instead of focusing on the lack, why not look at an opportunity to create an even better version using the old modders work as an inspiration for your own creations?
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