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Open discution about mod tendencies


Tahadar

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PS @Skree000

What's a "wimminz"?

 

PPS @bben46

quote: "New weapons - I find it difficult to believe that as important as weapons are in this society no one has put together a gun manufacturing facility - 200 years? we went from flintlock smooth bore muskets made by hand by individual craftsmen to the M16 mass produced in factories in 200 years."

Yes, but on an Earth thriving with life, non-ravaged by atomic bombs, where the main ideea is "science & progres" not "survival & mutation"

Mikhail Kalashnikov began his work on the AK-47 in Russia after being wounded in battle during WW2 when resources were scarce and survival was the highest priority. It remains in high demand and a recognizable variation of it is my favorite weapon in FO3.

 

During peacetime, weapons are often made that are cumbersome, overly decorated and prone to faliure. In wartime when survival is in doubt, food, shelter and weapons are the highest priority; the people designing weapons are combat hardened, and weapons are designed to be simple to operate, reliable and efficiently lethal.

 

P.S. wimminz == women

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Funny you're talking about lore and cannonity, on a game that haves none.

 

For starters, I remember seeing the bridge of the USS enterprise in a previous fallout game. So you can't really complain about crossover mods. And if crossovers are ok, there's very little you couldn't justify on the same basis.

 

Talking about realism, in a game where a whole settlement (megaton) is supported food-wise by a single brahmin. Where small towns that not even caravans pass by (big town) have food and water and have had them for generations, where gunpowder works after 200 years (newsflash, it doesn't), and lincon's old rifle is still able to shoot and it's deadlier than most of the guns of the game....

 

It's sort of silly.

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my opinion is that it all comes down to the end-users 'immersion threshold', and even then its up to them if they want to abide by that, or have the immersion take a hit for the sake of fun.

 

since im still only about 30% into the game, ill probably stay away from the talking-cyborg-unicorn-companion/vehicle mod for now. but maybe after ive beaten it once, ill want to fly around on one

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the first game had its sillyness, but it still had lore and a general serious atmosphere.

 

Sure there was a solar scorcher alien blaster that was awesome and a ton of easter eggs... But even regular games that have lore/canoninity such as Halo series has easter eggs in it. (mind you no star trek shuttles w/ dead redshirts, but still)

 

you can be silly and still have levels of canon and noncanon material as long as you have a storyline/timeline and a plot, as well as an established setting/timeframe.

 

 

 

unless you're talking about Rifts... that game is 'anything goes' lol

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Even in the begining I had to wear my Hellfire armor, I'm glad that this thread was interesting enough for you to post replies.

 

And, in the beginning the people who were making the flintlocks were on the frontier, with limited resources and facing Indian and bandit attacks. The typical frontier gunsmith made only a handful of weapons a year, in between he was usually farming or supporting his family by trading.

 

...snip...

 

I would expect a world like fallout to have a similar weapons industry. Making copies of what weapons were available, and making a few new designs to try out. The only really difficult part of making a modern gun is the springs. Older spring making techniques would work, but the springs would wear out in a short time under heavy use. Under light use, they would last longer, but still weaken with time.

 

I was thinking that a gunsmith making a custom new rifle would be a good mod. He requires a favor before he will part with his new creation.

Lol, for the sake of argumentation mate, stop posting such well documented answers. You are killing it. :)

 

 

Yes, I agree that F3 have many flaws, but it still respects a certain line. The visuals have a vintage flavour (I'm not talking about DLCs now), and that general line was intended afik.

 

See http://fallout.bethsoft.com/eng/vault/diar....14.08-pg1.html, especially the section regarding home-made weapons creation. Also this http://fallout.bethsoft.com/eng/vault/diar...2-10.24.07.html (for pip-boy creation)

 

Now, I'm not a lore purist. If I'd be I would never played an adventure-shooter who twists 90% of elements from the original turn-based RPG, would I?

 

Yes, is all about fun. Is just a game after all.

 

 

Btw, I miss Cassidy, Jericho is just a pale shadow of him.

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There is a point though, where games can become too realistic and fail to be as fun

 

If it was completly realistic, you would be spending more time getting food, healing your wounds, and locating shelter, than you would actualy fighting and saving the wasteland

 

and if the game was completly realistic, you wouldn't be able to take on 3 super mutants at once, more or less clear out the Jefferson Memorial or Vault 87

 

And in all reality, a vault dweller would probly catch some form of disease and die shortly after leaving the vault (simmilar to how the native americans were killed by unfamiliar diseases when Europeans first came over)

 

 

But if I wanted realism, I would turn off my computer and walk outside...

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Funny you're talking about lore and cannonity, on a game that haves none.

 

For starters, I remember seeing the bridge of the USS enterprise in a previous fallout game. So you can't really complain about crossover mods. And if crossovers are ok, there's very little you couldn't justify on the same basis.

 

None? There was a nice amount of lore in previous Fallout games. That USS enterprise was a easter egg, but yes its true; Fallout 2 went a little too far with the pop culture references. Howerer, even with all the campiness, Fallout 2 was a great RPG providing nicely written quest storylines and ending with a huge re-play value.

 

-

 

So, here are my throughts about Fallout series;

 

Fallout 1 = Great atmosphere. More serious storyline, especially ending and the conversation with the master was deep.

 

Fallout 2 = Main quest and easter eggs were worts parts of the game, but the quests made you forget the poorly written main quest. It was nice that every quest held some meaning in ending, and made a little illusion that you could change the world around you.

 

Fallout 3 = Fun cartoonish console shooter in big sandbox environment. G.E.C.K allows players to turn game more in line with the previous games: give more meaning to RPG elements in the game, i.e: no more characters that can do everything, and maybe a better quests.

 

Many modders come from Oblivion, and I guess not many have played previous Fallout games, so they dont know the lore behind it, or care. So that could be the reason why game gets much Oblivion like mods and stuff that isnt lore friendly, ( = Shiny and clean modern weapons, clean faces and nude bodys, squad/army mods, anime stuff etc. )

 

Of course everyone is free to make whatever they wish and I respect it. It is a singleplayer game after all.

 

Btw, there are some awesome mods that you might want to check out for immersion. ( Search for: XFO, Dusty Sky, Refuge, GNR Radio Fixed Extended. )

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