Fallout 4


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My impression at this point is that Bethesda's head honcho of development (or whatever title it is that does the scheduling stuff) has their mindset locked firmly on "20 years ago we did things this way, we're not changing our Way. Rawr."


I think the "big but not up to its potential" is why Bethesda games are so popular with the modding community. They SEE what could have been, and go ahead and do it themselves.

The older games were more sandbox-y, and that also lent itself to less story, more cool stuff to play with. (Well, you're a writer - you know.)

Bethesda certainly gave us a big box to play in with FO4! I'd love to know why they decided to release it when they did rather than give themselves time to polish things up more. So much material half-cut, things left incomplete and then sort of jammed together so hopefully people won't notice until it's too late, "we can always add it back in DLCs," that sort of thing.


After repeated experiences with Peter Molyneux games, Bethesda's cut, unfinalized, or rough work doesn't bother me much. At least they don't spend the year before the game is out talking about all the cool things it'll have only to do less than 10% of those things.

RPG Superstar 2015 Top 8

Fair enough, Scythia!

I think it's hard for me to see unfulfilled potential... but the game's also in its early life and I'm looking forward to DLC and such as well. I don't know if we'll ever see the game as they really envisioned it but there's still stuff to look forward to.

RPG Superstar 2015 Top 8

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Covenant Convalescent Home for Deluded Synths is up and running. (That is Danse and he is wearing an eyebot helmet because I make him wear stupid hats.)

Current occupants are Danse, X6-88, and a random settler. Ada is their provisioner (her homebase is my main HQ at Starlight). I couldn't bring myself to send Curie there, even though it was more for her to look after the others (which is all of course the story in my head and doesn't matter a whit in terms of game effects--but much of the Fallout experience IS the story in your head, so there). I just plan to send a couple more people there to operate the clinic and the cafe. They should be comfortable and safe, and in my head we can use the horrible research done by the original residents to apply to more genteel psychoanalysis of synths in hopes one day they may be able to interact in normal society once more.

I misplaced Deezer. I hacked him to do something for me, and then somehow he followed me when I fast traveled (although the current active command was "stay here") and then when I fast traveled back to Covenant he was gone. Ah well.

I also finished turning Egret Marina into a fully operational crafting and trading center. I really like that place--the standing buildings are quite usable with a bit of work (although irritatingly there's a couple fallen shelves you can't scrap), and it's large. I like that it has a little diner and the dockside scenery is nice. I've maxed out build limit there, although I of course have some extraneous protective walls I could always scrap if I decide to invest more in decorative items. I named the marketplace "Daily Deals" for Phyllis.

I think some of the lighting actually uses up a lot of size count--I guess because the lighting effects take more juice to render.


DeathQuaker wrote:
Covenant Convalescent Home for Deluded Synths is up and running. (That is Danse and he is wearing an eyebot helmet because I make him wear stupid hats.)

LOL I love it!


Had a random observation come up today, and I figured I would ask to see if anyone else can make a reasonable go of it:

How does lightning become irradiated?

My housemate pointed out that the radstorms didn't make much sense because the glowing sea isn't an actual sea and thus it doesn't follow to think that highly irradiated water is becoming vapor to build the clouds that carry radstroms. I pointed out that it was the lightning strikes conveying the radiation, which made even less sense. Does it make sense to anybody?

RPG Superstar 2015 Top 8

While I don't know if this would stand up under real science, my understanding of the in-world physics is there is still loads of fallout and radioactive dust in the Glowing Sea. Storms that pass through the Glowing Sea pick up this radioactive debris and carry it. It's not the rain or the lightning, it's the fallout being trapped in the clouds and being carried along with the wind.

Probably that the radiation spikes along with a lightning strike is more a meta event than intended to suggest the lightning causes the rads to spike--it's just a noticeable visual effect to make the player pay attention.


^ +1

Of course, laser weapons having recoil is just as believable as lightning somehow spiking up the rads in the environment.

RPG Superstar 2015 Top 8

Fallout physics are shaky at best -- at times one has to remind oneself that the world is the future as envisioned by 50s pulp sci-fi, not a realistic interpretation (to the best we know) in the slightest.

After all, the world 200 years after nuclear war and little human maintenance should 1) actually have far fewer standing buildings in it (not to mention, the buildings that are lived in by humans should in fact look much better maintained), and 2) have a lot more natural vegetation and fauna that have returned, even if mutated (and the mutations realistically would be much more subtle). Rule of cool manages a lot of what happens.

Sczarni

Whelp.

Blew up the Institute yesterday.

Now I kinda feel bad, and kinda don't.

Maybe when Survival comes to console version, I will restart & go with an Institute Ending playthrough.

Although those BOS boys are gonna be tough to kill, I fear...


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psionichamster wrote:

Whelp.

Blew up the Institute yesterday.

Now I kinda feel bad, and kinda don't.

Maybe when Survival comes to console version, I will restart & go with an Institute Ending playthrough.

Although those BOS boys are gonna be tough to kill, I fear...

I'm looking forward to the mods and Creation Kit being available on console. Maybe then those Vertibirds can be made a lot tougher!

Although... That explains why the Power Armor lets you fall from any distance and not take damage. They knew their air transport was their weak point!


psionichamster wrote:

Whelp.

Blew up the Institute yesterday.

Now I kinda feel bad, and kinda don't.

Maybe when Survival comes to console version, I will restart & go with an Institute Ending playthrough.

Although those BOS boys are gonna be tough to kill, I fear...

Ramp up Demolitions Expert to 4 and invest in Heavy Weapons = targeting missile launchers are Your Friend. Especially the human killing unique. You'll asplode BoS members in no time. ;)


Otherwhere wrote:

I think the "big but not up to its potential" is why Bethesda games are so popular with the modding community. They SEE what could have been, and go ahead and do it themselves.

The older games were more sandbox-y, and that also lent itself to less story, more cool stuff to play with. (Well, you're a writer - you know.)

Bethesda certainly gave us a big box to play in with FO4! I'd love to know why they decided to release it when they did rather than give themselves time to polish things up more. So much material half-cut, things left incomplete and then sort of jammed together so hopefully people won't notice until it's too late, "we can always add it back in DLCs," that sort of thing.

So far, though, I've found the DLCs to be even worse than the main game (which is impressive in its own way). I gave FO4 a lot of passes for being the first time in a long time Bethesda has even tried to really do a real story in one of their games (rather than string together some loosely themed vignettes that sort of vaguely relate to a terrible central plot).

And while parts of the story were really satisfying, they choose a really limited story to tell, with harsh self-imposed restrictions on character creation/origin. It also just... sort of burns out, and nothing really takes the place of the story. There should be a lot of side plots that develop (like the institute scientist who wants to do something besides synths, or even the synths in general), but instead it is 'random mission to go kill/collect' forever.

Sczarni

Turin the Mad wrote:
psionichamster wrote:

Whelp.

Blew up the Institute yesterday.

Now I kinda feel bad, and kinda don't.

Maybe when Survival comes to console version, I will restart & go with an Institute Ending playthrough.

Although those BOS boys are gonna be tough to kill, I fear...

Ramp up Demolitions Expert to 4 and invest in Heavy Weapons = targeting missile launchers are Your Friend. Especially the human killing unique. You'll asplode BoS members in no time. ;)

Funnily enough, I had modded up a Quickdraw Quad-Barrel missile launcher, had Demo Expert 4 & Heavy Gunner 3, and never used it in that last push against the institute.

My Two-Shot Gauss Rifle (even with Rifleman 2 only) was doing more than enough, and when I got swarmed Kellogg's Pistol (with Gunslinger 4, Gun-Fu, and lots o' chems) basically made all the synths go poof plenty quick.


Voss wrote:
Otherwhere wrote:

I think the "big but not up to its potential" is why Bethesda games are so popular with the modding community. They SEE what could have been, and go ahead and do it themselves.

The older games were more sandbox-y, and that also lent itself to less story, more cool stuff to play with. (Well, you're a writer - you know.)

Bethesda certainly gave us a big box to play in with FO4! I'd love to know why they decided to release it when they did rather than give themselves time to polish things up more. So much material half-cut, things left incomplete and then sort of jammed together so hopefully people won't notice until it's too late, "we can always add it back in DLCs," that sort of thing.

So far, though, I've found the DLCs to be even worse than the main game (which is impressive in its own way). I gave FO4 a lot of passes for being the first time in a long time Bethesda has even tried to really do a real story in one of their games (rather than string together some loosely themed vignettes that sort of vaguely relate to a terrible central plot).

And while parts of the story were really satisfying, they choose a really limited story to tell, with harsh self-imposed restrictions on character creation/origin. It also just... sort of burns out, and nothing really takes the place of the story. There should be a lot of side plots that develop (like the institute scientist who wants to do something besides synths, or even the synths in general), but instead it is 'random mission to go kill/collect' forever.

They don't really seem to know how to structure a story. Which is understandable as they were trying to be very sandbox in their games when they started out.

In this one, you're given a very strong motivation: find my infant son &/or kill the people responsible for murdering my wife/husband. But then you get thrown so much other stuff - most of it quite good and understandable - that you quickly lose the overarching Main Quest drive. They need to learn to weave the MQ in so that these other elements support your quest to retrieve/avenge. Just making that one change, knowing that when you're done you would then be free to tackle all the other stuff, would have made a huge difference. But, too railroady?

I'm really spending a lot of time in FO4, but I do miss the rp elements from the earlier versions. The "go kill" quests are fine for a FPS, which this largely has become, but for RPG's you need better story arcs/ideas. You have to be more creative and look at many possible outcomes. Not easy, I know, but it can be done.

The Exchange

Finally....I finally got a really good weapon off of a Legendary Critter (mirelurk). An Exploding 10mm pistol, and early enough in the game that that is going to be my go-to weapon for a good long time. Currently does more than my fully tricked combat shotgun. What are the good silenced pistol perks I should get?

Sczarni

RE: pistols.

Obviously, Gunslinger will increase your damage output.

Gun-Fu is quite awesome, so long as you find large groups of targets to shoot. Auto-Crit attacks are great, especially on headshots.

Explosive weapons are affected by the Demolition Expert perks, which are great in and of themselves, TBH.

Finally, Gun Nut will let you mod that 10mm up to quite a significant weapon, especially for the early game. Put a reflex sight on it, with the long-light barrel, advanced receiver, and extended quick change magazine with the sharpshooter grip & it'll handle pretty much anything not heavily armored.


Ninja is a valuable component of any silenced weapon "build".


~laughter~ I just had to share this. A Mutant Slaying Gamma Gun and an Irradiated Gatling Laser.

Dark Archive

Don't really know why lightening would do that. The glowing sea is understandable as there was more there than just bombs blowing up there, but also a nuclear melt down at the power plant there.

Question: Isn't "Go, Collect, Solve, Kill" or some variant literally every quest in all games ever made?


NenkotaMoon wrote:
Question: Isn't "Go, Collect, Solve, Kill" or some variant literally every quest in all games ever made?

Except that in FO4, there isn't much variant.

Not only do the vast majority of missions end up with you "clearing an area" by killing every enemy there, there's no long term consequence as a result of it. There's no strategic reason to do a lot of these missions. You go; you kill; you return and turn in the quest - done. And nothing really changes.

In a more RPG game, you get "go convince" or "negotiate," although you may consider those falling under the umbrella "Solve". And, yes, "go, kill." But there'd be consequences based on success or failure, beyond just death & reload. You'd lose faction, standing, develop negative reputation - something - not the "meh - so what?" that results from most quests in FO4.

Now don't get me wrong, I'm spending a lot of time playing FO4. It's packed with a lot of things to find and encounter. But it is lacking a sense of role-play, of making a difference, despite completing the various quests.

RPG Superstar 2015 Top 8

I think some of that is a side effect of wanting to have a functional world even after the endgame.

Compare to say, New Vegas, where many of the quests are more nuanced, but after the endgame, the game is over--you can't keep playing. That's because the developers did not have the time and resources to try to program in ALL the permutations of what the world should be like depending on how you finished things. BUT a lot of people were annoyed you couldn't play after--you had to be sure you had done EVERYTHING you wanted to do before you finished the main quest.

To me, it's a tradeoff. And it's weird--storywise, I'd say New Vegas is head and tails above Fallout 4. But I've put more time into Fallout 4 overall because I find the exploration and building aspects continually compelling, and some of the quests are good enough to keep me interested.

I think the key difference is Radiant Quests, which were introduced in Skyrim (post-dating New Vegas or Fallout 3). Radiant Quests are supposed to keep giving you something to do if you've done everything else. The problem is, because they have to be able to pop up at any time in the game, they cannot have any story ramifications. So they are all entirely kill [thing] or find [thing] or a bit of both. This was as true in Skyrim as it is in Fallout 4 -- kill the same f!%!ing giant umpteen times, kill the same band of super mutants in Breakheart Banks umpteen times. And if you've got a bunch of Radiant Quests in your log at once, it feels like all you have to do are chores rather than real quests.

Sadly, I think Bethesda's super proud of their radiant quest system so they aren't going away---and I think they dilute and undercut what could be a better game without them, or at least without so many of them.

There ARE some good, at least slightly more nuanced quests in Fallout 4. For example, there's a few ways to resolve The Big Dig, IIRC, including diplomatic options. The chem deal quest can go a lot of different ways (although trying to predict the consequences of your actions can be hard). Some of the Institute quests can be dealt with via varying levels of diplomacy or brute force. And so on. There's not a LOT of them, and I think the glaring omission is that there is a remarkable lack of options for diplomacy in the Main Quest--which IS an absolute first for the Fallout series, which became famous back in 1998 because it was one of the first where you could talk down the Big Bad. That said, it's not like Fallout 3 had much in the way of diplomacy, and at least compared to pre-DLC Fallout 3, I certainly VASTLY prefer Fallout 4's Main Quest and ending to Fallout 3's--there are a lot more shades of gray in the factions, and you never feel railroaded into a given decision. It is obnoxious that it seems the only way to beat the Institute, if you want to do that, is blow it up, which if nothing else is just such a tragic waste of the resources the Institute has. In particular, dialogue with Father is incredibly lacking--you have little to no way to convince him to see your side of things if you're sympathetic to the people of the Commonwealth, and I expect that's where a lot of people are especially disappointed. And, well, in real life, some people just can't be convinced.... but in Fallout, it feels like there should be more choice.

BUT... I actually feel like I have more freedom and roleplay options in the main quest especially, and generally overall, in Fallout 4 than Fallout 3. Radiant quests dilute the effect, but if you wipe those from the equation, I see a massively better game (and RQs at least are something to do). Which is to say, I believe Bethesda is improving upon itself. It just hasn't gotten to Black Isle/Obsidian levels of storytelling, and given their design strengths, I feel I'd be foolish to expect them to.

(Now if they would just f%+@ing do a collaboration already, we'd have the best RPG in existence....)


As an aside, Obsidian teamed up with Paradox on a game called Tyranny. You're a minion of a victorious BBEG. Check it out if you like Obsidian's storytelling.

Dark Archive

I'm still not the biggest fan of Obsidian story telling to some respects.

RPG Superstar 2015 Top 8

It's just different. Black Isle/Obsidian did Fallout 1, 2, and New Vegas. Bethesda has different strengths than they do, and different weaknesses. Hoping to see Obsidian elements in a Bethesda game, or vice versa, is fruitless.


So, May 19th for Far Harbor - getting close...


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Matt Filla wrote:
So, May 19th for Far Harbor - getting close...

With a new trailer!

RPG Superstar 2015 Top 8

Sweeeeet. It really looks like they've done a fantastic job creating post-apocalyptic Mount Desert Island. The dock scenes really did have an echo of reminiscence of Bar Harbor. The standoffishness of the locals to tourists is right on the money too. ;)

Looks like Nick gets an upgrade? And it looks like we go with him to Far Harbor. Shame if we can't bring one of our other companions, but I'd rather have Nick (or someone we already know) than a new companion. That was one thing I disliked about the New Vegas DLC was I'd rather have taken my friends with me to those places than get DLC-only companions that likewise we couldn't take back to Vegas afterward. (Mind, I would like to marry Christine Royce (me, not my PC), but that's where the "sucks they exist in this limited place/story only" comes in.)

Really looking forward to this.

Dark Archive

Going on that same line, I felt like I enjoyed everything around the end of Dead Money then what led up to it. That and hated the fact that both Dead Money and Honest Hearts became literally nothing once finished. Lonsome Road became rather okayto that end and Old World Blues hit it out of the park.

Doc looks great BTW.


Jam412 wrote:
Matt Filla wrote:
So, May 19th for Far Harbor - getting close...
With a new trailer!

Nice trailer! Really sets a mood!


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Pathfinder Roleplaying Game Superscriber

Seeing some cool Lovecraftian elements there as well.

Rumor is that the Survival Mode patch will hit consoles on Friday.


I started a melee play through and while the first few levels were quite difficult, things are really starting to hit their stride.

Only thing I really worry too much about is Super Mutant Suiciders (which I hit VATS for that sweet 90% damage reduction) or other explosive weapons. I take a lot of damage running from enemy to enemy, but usually I can just heal through it without too much difficult. Playing melee I use a lot more healing then I did while using guns. I barely took damage on my gun character, so I was always lugging around tons of healing items I never used. My melee character is always sucking down food and water for HP.

I also started downloading and using mods to help with some things I just found annoying in the game, and that has breathed some new life into it.

The Armorsmith Extended Mod has been great, now I can wear my Minutemen General's outfit while wearing actual armor.

I also added a mod for longer power lines because I thought the default was just too short.

I added another that gives companions infinite ammo (like settlers) and prevents power armor from being damaged when they wear it. I like to upgrade my companions, but it was honestly super annoying to have to repair their power armor after practically every fight and add ammo to their inventory (when I give them guns). This was mostly precipitated by the fact that I had Cait along with me using melee weapons (like myself) and my ripper was chewing through the power armor in every combat (because she'd run between me and the enemy or near the same enemy once I got the perk that allows me to hit everyone in front of me).

Overall, melee is a lot more fun if also more challenging than guns.

RPG Superstar 2015 Top 8

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Suiciders were tough for my melee character as well. I had her carry a laser rifle to shoot suiciders' arms so they would blow up far away, and or sometimes just resorted to sprinting as far away from them as I could if I saw them coming (often they'd blow up behind me and I was enough ahead of the blast radius I survived, or my companion would get to them).

On the other hand, the same character could easily one-shot deathclaws with a super-sledge--whereas while my guns character can handle deathclaws as long as they don't get too close, she burns through massive amounts of ammo to do so.

I strongly recommend on a melee build to definitely have a companion equipped with a rifle to support you, rather than a fellow meleer--indeed, they too frequently get in the way and you hit them instead, and this problem is exacerbated if you have a high enough melee perk that you deal AOE damage when you hit something.

I found that a melee character also needs better rad resistance (via clothing/armor/perks/whatever) because of ghouls and various irradiated creatures. (Although I preferred the Army Fatigues for the Strength boost, upgrade Vault 111 gear with decent rad resist and similarly upgraded armor on top is helpful.)

RE: settlers and ammo: as long as they have SOME ammo, they never actually run out. I.e., if you give a settler a .45 weapon and about 10 .45 bullets, if you check their inventory after a fight, you'll see they still have 10 bullets even though they must have fired their weapon. They do use up grenades, missiles, and mini-nukes.

My 2 cents.


DeathQuaker wrote:

RE: settlers and ammo: as long as they have SOME ammo, they never actually run out. I.e., if you give a settler a .45 weapon and about 10 .45 bullets, if you check their inventory after a fight, you'll see they still have 10 bullets even though they must have fired their weapon. They do use up grenades, missiles, and mini-nukes.

Oh I know, which is why I downloaded a mod to make companions work the same way.


Melee characters can be tons of fun to play, especially if you take BLITZ. It can turn your melee character into nearly a ranged one, teleporting you short (to long if you invest further) distances. Since you teleport in VATS, taking out Suiciders can become pretty reliable.

I've got one with Grognak's Axe, and they are one-shotting most things, and can line up multiple one-shots in VATS.

BLITZ plus ROOTED = melee fun!

Claxon: does the Armorsmith Extended allow you to put ballistic weave on the Grognak armor?

I'm on console, eagerly awaiting mod goodies!

The Exchange

Jam412 wrote:
Matt Filla wrote:
So, May 19th for Far Harbor - getting close...
With a new trailer!

Nice...got a Cthulhu-ish feel to the monsters that is gonna make this pretty fun.


Otherwhere wrote:

Melee characters can be tons of fun to play, especially if you take BLITZ. It can turn your melee character into nearly a ranged one, teleporting you short (to long if you invest further) distances. Since you teleport in VATS, taking out Suiciders can become pretty reliable.

I've got one with Grognak's Axe, and they are one-shotting most things, and can line up multiple one-shots in VATS.

BLITZ plus ROOTED = melee fun!

Claxon: does the Armorsmith Extended allow you to put ballistic weave on the Grognak armor?

I'm on console, eagerly awaiting mod goodies!

Melee characters are way more fun to play! I have Blitz and the first stage of the perk doesn't give great "dash" range but the 2nd one does and it's amazing. I've also gotten a weird bug a couple times where my character doesn't move but does deal damage at that distance which has actually been hilariously awesome against things like turrets.

Yeah, once I got Blitz suiciders were easy. You just need to notice them and execute VATS Blitz before they explode. The VATS damage reduction really allows you to tank nearly anything.

As for the Armorsmith Extended mod, it does allow you to put ballistic weave on all helmets, I'm not sure if you can put it on the Grognak outfit though. I'm unsure if the outfit original counts as an outfit or armor in the game. If it counts as an outfit you can add the ballistic weave to it in the base game. If it counts as armor, then I don't think you can. BUTTTTTTTT! Armorsmith Extended lets you wear any clothing under armor pieces, so I'm betting you could wear the Grognak outfit and have all the armor pieces from your favorite armor set on, though I haven't personally tried it. (Normally you can wear all armor pieces except the chest piece with Grognak outfit). Anyway, I highly recommend the mod in general because it allows you to do thing like wear the General's outfit with armor, which has been awesome. Because I always wanted to BE the Minutemen's General, but couldn't wear their outfit because its stats sucked and couldn't be worn with armor. Now it's not a problem.

RPG Superstar 2015 Top 8

Grognak's outfit is not ballistic weave-able in the base game.

I don't really want to wear the General's Outfit with armor (it looks like it's designed to look like you're already wearing armor pieces), but I've always wanted to ballistic weave it--especially since you can ballistic weave Maxson's Coat, which is similar.

The General's Outfit was poorly thought-out. The problem with it is by the time you usually get it, you have way better armor available to you. It should have been an upgradeable suit of armor that Preston gives you when you join the Minutemen, that would have been an early alternate choice to the Vault Suit.

I gave the General's Outfit to Preston Garvey. He's obviously wanting to order everyone around, me included, so let's not be deceptive about who's really in charge. (And since companions are immortal, I don't really care about how good their armor is.)

While I'm kvetching, I wish you could put faction paint on all models of power armor. I hate that the Minuteman paint job is limited to T-45.


Yeah, there are a lot of odd choices about armor and outfits in this game.

Like, why can't you add mods to the general's Armor at least? Even if you can't upgrade it or add pieces, why not make it Leaded or whatnot?

And certain outfits, like Hazmat suits, are meant to be worn over other clothing, not instead of.

Mods. Mods to the rescue!


Otherwhere wrote:

Yeah, there are a lot of odd choices about armor and outfits in this game.

Like, why can't you add mods to the general's Armor at least? Even if you can't upgrade it or add pieces, why not make it Leaded or whatnot?

And certain outfits, like Hazmat suits, are meant to be worn over other clothing, not instead of.

Mods. Mods to the rescue!

Armorsmith Extended literally does the things you just mentioned.

You can wear the Hazmat suit with your armor pieces over it, that's what I plant to do when I go to the __________. Though I don't know if you actually continue to wear your other clothing under it.

And you can totally add mods to the general's outfit. Like leaded. And gloves. Which can add to melee damage.


That's one mod that I hope makes it to console.

Also some of the texture mods I've seen.


Scythia wrote:

That's one mod that I hope makes it to console.

Also some of the texture mods I've seen.

I'm honestly not sure what is required to make a lot of the mods available on PC work for console.

Almost all the mods that exist currently were developed using FO4Edit, which creates new .esm (and maybe other file types).

In theory, they should be able to simply offer an option to download those files and install them on console. But you would probably want a mod manager program like Nexus Mod Manager to do most of the heavy lifting of installing the files in the right places and getting the load order of files right.

I honestly don't know enough about how the console games are encoded to really know what the significant differences are.

I do know that modding of Bethesda games (specifically Elder Scrolls and Fallout games) are why I ended up a PC gamer and haven't touched my old consoles in years.


Supposedly, FO4 will have its own built-in mod manager similar to the Nexus Mod Manager. Necessary as many mods require a certain loading order to work correctly.


Otherwhere wrote:
Supposedly, FO4 will have its own built-in mod manager similar to the Nexus Mod Manager. Necessary as many mods require a certain loading order to work correctly.

I believe that it's already the case on PC versions, but that it hasn't been released to console yet (it was released with the Creation Kit). Because my PC save have specifically started sorting themselves into modded and unmodded games (older save games I haven't played since modding). Still I haven't actually paid much attention to the in game mod manager because I like Nexus Mod Manager better and am already familiar with it.

I hope for all the console players that they can soon enjoy the options that PC does.

And that you all could get the command console. I mean, it doesn't make sense that you can't access the command console.

RPG Superstar 2015 Top 8

Otherwhere wrote:

Melee characters can be tons of fun to play, especially if you take BLITZ. It can turn your melee character into nearly a ranged one, teleporting you short (to long if you invest further) distances. Since you teleport in VATS, taking out Suiciders can become pretty reliable.

I've got one with Grognak's Axe, and they are one-shotting most things, and can line up multiple one-shots in VATS.

BLITZ plus ROOTED = melee fun!

Problem with my melee character is I largely dumped Agility, not feeling it was a priority SPECIAL (and not realizing at first that Blitz was up there at Agility-f$+&ing-8). Concept was a engineer type who liked to hit things with a hammer, so priorities were Strength and Intelligence, and I also built up Charisma quite a lot for all the settlement options. (She was also a good'un so it was nice to have stuff like Intimidation so she didn't have to kill everyone she came across.)

At some point down the line I've been thinking of a Black Widow type (though more Dottie Underwood than Natasha Romanov) that would be both Str and Agility for good melee and gun performance--and sneaking--and Blitz would be appropriate. That playthrough probably won't come for awhile though. Kind of stuck on being completionist with my master thief, Jinx (high agility, but no melee skill whatsoever).


Ultimately, you can buy up every stat to whatever you want and build the character completely how you want, if you level up the same character long enough.


DeathQuaker wrote:

Problem with my melee character is I largely dumped Agility, not feeling it was a priority SPECIAL (and not realizing at first that Blitz was up there at Agility-f!*%ing-8). Concept was a engineer type who liked to hit things with a hammer, so priorities were Strength and Intelligence, and I also built up Charisma quite a lot for all the settlement options. (She was also a good'un so it was nice to have stuff like Intimidation so she didn't have to kill everyone she came across.)

At some point down the line I've been thinking of a Black Widow type (though more Dottie Underwood than Natasha Romanov) that would be both Str and Agility for good melee and gun performance--and sneaking--and Blitz would be appropriate. That playthrough probably won't come for awhile though. Kind of stuck on being completionist with my master thief, Jinx (high agility, but no melee skill whatsoever).

That's what I did with my cannibal, Kali. She's STR- and AGI-based for both Rooted and Blitz, plus END to get Cannibal.

I thought I'd create her for the new Survival mode, but then they made Cannibal more of a nerf than a boon. She's level 37 right now, and I just got the new mode on console today. Not sure what I'll do now. Probably start a whole new character just for new Survival mode this weekend, and maybe play around with it on my others, but it feels like cheating to have progressed so far before changing modes.

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Claxon wrote:
Ultimately, you can buy up every stat to whatever you want and build the character completely how you want, if you level up the same character long enough.

Yes, but one doesn't always want to play every single character through to that point. :) I had stopped around level 54 on that character, and given I'd prioritized a lot of settlement and crafting, that took up a lot of my build points. Her agility I think was about 3, with Bobblehead, and it would take six more levels to get blitz, presuming I didn't want other perks first. Not interested enough in getting back into that playthrough at the moment to toy with it.

It's also fun sometimes to, indeed, have different build starts and NOT play every character so long they all look identical. :) (Otherwhere I'm sure can speak to that far better than I can.)

Not playing on Survival mode until the GECK is out and there is a mod to write out save-on-sleep-only and disabling of fast travel and the dev console (both of which are sometimes needed to resolve as-yet-unfixed bugs, like Level 4 traders not showing up (I think that is supposed to have been fixed in 1.5 but I am wary) or weird stuff with settlements). Yes, I am aware some of those mods are out now, but I'm not installing mods until there is official CK support (it's still in beta IIRC) and more patches have come through (as patches tend to disable mods).


I have to give Bethesda their props on the various Fallout 4 trailers, especially the ones for the DLCs.

If Stellaris wasn't coming out on Monday, I'd be heading back in to prepare for heading to Maine.

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