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Ensign Expendable posted:I finally got around to buying this game, only two years late! Are there any mods that are absolutely mandatory to have? A lot of people are going to jump up and say that Fallout is absolutely unplayable without mods X, Y, and Z. Personally, I think Fallout 4 is the first Bethesda game that is totally playable right out of the box. The only real problem with FO4 the awful writing, and no mod can fix that (although a few have tried). The only thing that's close to a must-have is, if you're playing Survival, get a mod called Rulebreaker, which lets you tweak the Survival rules to your liking. Not letting the player save anywhere was an incredibly boneheaded decision. We're talking 'land war in Asia' levels of stupid.
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# ? Nov 24, 2017 02:24 |
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# ? Apr 26, 2024 02:01 |
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Edit : never mind
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# ? Nov 24, 2017 02:24 |
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Gynovore posted:The only thing that's close to a must-have is, if you're playing Survival, get a mod called Rulebreaker, which lets you tweak the Survival rules to your liking. Not letting the player save anywhere was an incredibly boneheaded decision. We're talking 'land war in Asia' levels of stupid. "Oh no a man with a bottle of flaming booze, better lose all progress!"
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# ? Nov 24, 2017 03:52 |
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bethsoft is the game devs. /thread
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# ? Nov 24, 2017 04:11 |
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i hate this loving game so much
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# ? Nov 24, 2017 04:23 |
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I'm glad it doesn't let you save anywhere. Survival separates the men from the boys and you babbies just couldn't make the cut.
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# ? Nov 24, 2017 09:19 |
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Volkerball posted:I'm glad it doesn't let you save anywhere. Survival separates the men from the boys and you babbies just couldn't make the cut. I agree, not being able to save anywhere is what makes survival Survival.
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# ? Nov 24, 2017 14:38 |
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TjyvTompa posted:I agree, not being able to save anywhere is what makes survival Survival. Same. You just have to plan your expeditions. Survival is fun because there is a risk. Take away the risk and you just have regular Fallout on hard mode
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# ? Nov 24, 2017 15:11 |
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Is there any way to pass an electric wire through a wall? I'm having trouble with getting a big enough power area inside all my rooms, but I don't want to create a circle of wires on the outside of my house. I like to keep my generators outside in a seperate small house, so I don't have to deal with a non-stop motor sound while crafting stuff.
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# ? Nov 24, 2017 15:28 |
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Psychedelicatessen posted:Is there any way to pass an electric wire through a wall? I'm having trouble with getting a big enough power area inside all my rooms, but I don't want to create a circle of wires on the outside of my house. mods
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# ? Nov 24, 2017 15:57 |
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Isn't there a conduit piece that can pass through walls in the vanilla game? I don't mess with settlements that much bit Ibseem to remember there being a few pieces and I don't use any mods related to settlement building. But maybe they got added in Far Harbor or Nuka-World or something.
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# ? Nov 24, 2017 16:47 |
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Volkerball posted:I'm glad it doesn't let you save anywhere. Survival separates the men from the boys and you babbies just couldn't make the cut. This attitude seems to fundamentally misunderstand what makes a game like Dark Souls enjoyable. I mean hey, if you enjoy it, you enjoy it and I'm not going to take that away from you. But calling other players names because they want to play Survival lite just makes you come across as kind of a prick. Plus: CTDs happen.
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# ? Nov 24, 2017 16:54 |
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There's an entire workshop category of conduits, including wall passthroughs. It might be a DLC addition, but what kind of weird mod-compatibility-issue-courting masochist would play a Bethesda game without all the DLC?
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# ? Nov 24, 2017 17:04 |
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Psychedelicatessen posted:Is there any way to pass an electric wire through a wall? I'm having trouble with getting a big enough power area inside all my rooms, but I don't want to create a circle of wires on the outside of my house. You can bypass the collision and distance checks on wires by grabbing the wire from the originating object in the right way. You need to be looking up at the object's connector, and past it, with your reticule not actually on the connector. If you hit space at that point you'll get the spark special effect and hear the sound, but won't be holding a visible wire. If you then go hit space again on another connector in your workshop the two will be linked without any checks. This is common knowledge I think?
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# ? Nov 24, 2017 17:24 |
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Ensign Expendable posted:I finally got around to buying this game, only two years late! Are there any mods that are absolutely mandatory to have? For convenience's sake, DEF_UI is basically SkyUI, in that it expands the amount of the game window dedicated to inventory items, and supports many different sorting mods. Psychotic Weasel posted:Isn't there a conduit piece that can pass through walls in the vanilla game? I don't mess with settlements that much bit Ibseem to remember there being a few pieces and I don't use any mods related to settlement building. But maybe they got added in Far Harbor or Nuka-World or something. Not in the vanilla game; it's in the Contraptions DLC. However, if you have a window in your generator shed, you can often run a wire through the window if it's at the right angle.
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# ? Nov 24, 2017 21:27 |
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blue squares posted:Same. You just have to plan your expeditions. Survival is fun because there is a risk. Take away the risk and you just have regular Fallout on hard mode yep
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# ? Nov 24, 2017 21:42 |
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Full Dialogue Interface would be my pick for a can't-live-without mod. The game's stupid HATE NEWSPAPERS dialogue choices can be pretty inscrutible at times. Full Dialogue Interface makes sure you always say what you mean to say. edit: Also console enabler for Survival Mode. Survival Mode is great, but being able to save before a buggy area transition, or tcl out of a sticky corner, is a sanity-saver. Trustworthy fucked around with this message at 23:26 on Nov 24, 2017 |
# ? Nov 24, 2017 23:21 |
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I don't mind the no-saving in survival because beds really are loving everywhere when you start looking for them, but the no-fast-travel isn't challenging at all, just tedious. Oddly, Skyrim's survival mod is a lot less tedious despite being slapped on seven years later because there's carriages and boats all over the place to mitigate it (even if you show up cold, hungry and exhausted when you arrive).
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# ? Nov 24, 2017 23:52 |
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Wolfsheim posted:I don't mind the no-saving in survival because beds really are loving everywhere when you start looking for them, but the no-fast-travel isn't challenging at all, just tedious. Oddly, Skyrim's survival mod is a lot less tedious despite being slapped on seven years later because there's carriages and boats all over the place to mitigate it (even if you show up cold, hungry and exhausted when you arrive). Vertibird signal grenades are a good way to keep well-traveled routes from getting too monotonous.
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# ? Nov 25, 2017 02:07 |
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now imagine if sleeping in a bed had the same risk of having your skull caved in with a pipewrench like neo scavenger
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# ? Nov 25, 2017 03:22 |
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Trustworthy posted:Vertibird signal grenades are a good way to keep well-traveled routes from getting too monotonous. Not in Far Harbour or Nuka World, trustworthy. No settlements in Nuka World either, at least not until the end. The trek back to Sunshine Co-op in power armor
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# ? Nov 25, 2017 03:30 |
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I don’t really care about hardcore deaths nor do I like to act like shuffling your inventory and paying attention to a food/water timer is anything more than tedious, but I really would like much tougher enemy encounters and something that incentivizes you to walk around the map more. And tougher encounters doesn’t mean lazily upping the stats on existing enemies and turning them into bullet sponges that 2 shot you, but adding more enemies and more “elite” enemies. Like going up in difficulty in the old Doom games.
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# ? Nov 25, 2017 03:36 |
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I don't know if it's possible in regular survival, but I have some many increase speed legendary effects that I can run too fast for the game to load cells properly.
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# ? Nov 25, 2017 07:32 |
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marshmallow creep posted:I don't know if it's possible in regular survival, but I have some many increase speed legendary effects that I can run too fast for the game to load cells properly. Unmodded? I don't remember ever getting that on PS4 after stacking the max amount.
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# ? Nov 25, 2017 14:47 |
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Oh I am modded. I believe it is really because the Unbogus Perks mod changes Blitz to increase movement speed too so even just two movement speed buffs (i reserve it for my boots usually) makes you faster than the game's ability to load unless you keep your finger off the sprint button. It is fun being that fast but the game can't handle it very well. So unfortunately it wouldn't make a good fast travel option in Survival to just Go FastTM.
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# ? Nov 25, 2017 15:45 |
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I really wish the game pointed at the crafting system more. I didn't even know that the little mechanic shop you come across on your way to Concord was special in any way, let alone that it lets you do all the cool crafting poo poo. I probably spent an hour breaking down all the junk I made my dog carry and tripled the protection of my armour.
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# ? Nov 25, 2017 17:57 |
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Armor especially seemed a little neglected. Four ranks in a perk to get you a minor boost when you can always just throw on a set of power armor. I wish there was a little more story behind the recipes too. How is the player supposed to have come out of the vault and just known how to make jet?
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# ? Nov 25, 2017 18:50 |
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Ron Jeremy posted:Armor especially seemed a little neglected. Four ranks in a perk to get you a minor boost when you can always just throw on a set of power armor. FO4 is weird in that regard. There's Jet found in areas of the game that haven't been touched since before the bombs fell but there the drug is.
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# ? Nov 25, 2017 22:34 |
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Ron Jeremy posted:I wish there was a little more story behind the recipes too. How is the player supposed to have come out of the vault and just known how to make jet? The entire Fallout series has had this problem. You crack open a safe that was sealed before the bombs fell, and find Jet, bottlecaps and bobby pins. Best to just not think about it.
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# ? Nov 25, 2017 23:42 |
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Gynovore posted:The entire Fallout series has had this problem. You crack open a safe that was sealed before the bombs fell, and find Jet, bottlecaps and bobby pins. Best to just not think about it. I don't remember that happening before Fo3.
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# ? Nov 26, 2017 01:06 |
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Gynovore posted:The entire Fallout series has had this problem. You crack open a safe that was sealed before the bombs fell, and find Jet, bottlecaps and bobby pins. Best to just not think about it. You can crack open pre war safes in FO4 with pipe pistols in them too. Bethesda doesn't seem to have much concern about continuity.
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# ? Nov 26, 2017 13:18 |
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gently caress you GOTY edition that has only 5 gigs of data, CD Projekt Red has you eating dust in customer satisfaction. What is the best mod for fixing the dialogue? What is the safest mod that disables all the radiant quests? Is there a fix for the alt-tab glitch?
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# ? Nov 26, 2017 13:49 |
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Someone up thread had a bat file that auto-completed the radiant quests rather than using a mod. edit: Liquid Communism posted:Save the following into a txt file called whatever you'd like in your Fallout 4 folder, then run 'bat <name>' in console.
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# ? Nov 26, 2017 16:40 |
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Floppychop posted:You can crack open pre war safes in FO4 with pipe pistols in them too. Wasn't there a magazine that talks about making pipe pistols? Basically handwaving it as a 'prepare for the RED MENACE by making your own guns!' deal. Or maybe that was a fan rationalization that I saw later.
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# ? Nov 27, 2017 01:59 |
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isndl posted:Wasn't there a magazine that talks about making pipe pistols? Basically handwaving it as a 'prepare for the RED MENACE by making your own guns!' deal. Or maybe that was a fan rationalization that I saw later. I'm pretty sure that exists in Fo4. Doesn't make it any less stupid IMO.
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# ? Nov 27, 2017 02:16 |
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isndl posted:Wasn't there a magazine that talks about making pipe pistols? Basically handwaving it as a 'prepare for the RED MENACE by making your own guns!' deal. Or maybe that was a fan rationalization that I saw later. The magazine edition of Guns and Bullets that covered pipe pistols and other homemade weapons was called "Street Guns of Detroit". Which seems to indicate homemade weapons and gang violence was a serious problem in the pre-War world (what a surprise). I have no idea why someone put a piece of crap like that in a safe but the safe contents breaking lore has more to do with risk vs. reward than narrative. Why would anyone waste their time and select perks that only lead to you opening chests full of useless documents and worthless money? There has to be a reason you open the safe or no one would bother. I guess you could lock them to only pre-war pharmaceuticals and ammo or something but that would still pretty limiting. I think a bigger issue would be how people managed to jam miniguns, rocket launchers and long rifles into these safes.
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# ? Nov 27, 2017 02:16 |
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It's funny how when the game first launched I actually liked the pipe weapons because of all the customization options but slowly over time playing it I've come to not give a poo poo about the customization and hate the pipe weapons in general.
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# ? Nov 27, 2017 02:31 |
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Ron Jeremy posted:Armor especially seemed a little neglected. Four ranks in a perk to get you a minor boost when you can always just throw on a set of power armor. Armorer lets you improve your power armor too, which is arguably more important since power armor doesn't really spawn in the quantities required to get any upgrades naturally, and it also lets you use ballistic weave once you unlock that, which is a pretty considerable bump. Or are you talking about the various resistance perks? As far as Jet goes, from a strict mechanical perspective what you find and use in those pre-war safes is better thought of as... proto-jet, maybe? The actual +AP or +AP regen effects of Jet in previous games can only be acquired by getting a rank in Chemist and cooking "Jet" together with some flamer fuel.
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# ? Nov 27, 2017 07:19 |
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Psychotic Weasel posted:There has to be a reason you open the safe or no one would bother. I guess you could lock them to only pre-war pharmaceuticals and ammo or something but that would still pretty limiting. Put some antibiotics in there and it might be pretty attractive!
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# ? Nov 27, 2017 08:05 |
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# ? Apr 26, 2024 02:01 |
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Psychotic Weasel posted:Isn't there a conduit piece that can pass through walls in the vanilla game? I don't mess with settlements that much bit Ibseem to remember there being a few pieces and I don't use any mods related to settlement building. But maybe they got added in Far Harbor or Nuka-World or something. As already posted, the Contraptions DLC added a bunch of theoretically-useful metal conduit pieces. "Theoretically" because the long pieces won't snap to flat surfaces, as would seem to be logical. Also, the wall passthru conduit parts (two different ones) are finicky little bitches and only work on certain walls/materials - I've never gotten one to work with either concrete or Vault sections. I *have* lost a number of them because they're quite happy to install inside the walls of pre-existing houses in Sanctuary. There needs to be a simple connect-your-wire power conduit with a spike on each end, and the correct length of "connector" to match the wall-type - concrete needs more than metal, obviously. And in all three mountings - horizontal, vert up and vert down. There should also be a way to pass power through Vault sections, because I love making nice clean reactor sheds to keep my power sources in, but wait! Need to add on one last section to the doorway so I can hang a wire connection and run a dangling line to the power pole. That or trust Vault-Tec's waterproofing by having an open window/door/missing section of wall or ceiling, so the *bare high-voltage line* can exit the metal construct. (Note that Vault sections automatically pass power, for the most part, to each other. Apparently no one at VT thought about anything outside of the can, like turrets or lighting.) Mods are the path to success. poo poo works better once someone has fixed it properly.
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# ? Nov 27, 2017 21:23 |