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AnvilOfWar
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Decker wrote:

Decker wrote:

 

What indeed does not make any sense is why would the Institute Director allow - even demand - that the FEV experimentation (with the original raw FEV only) on involuntary human subjects would continue decade after decade .. So far, I've been unable to find any logical explanation for this, other than the Institute Director being quite insane.

 

 

I have an answer for that, it's Bethesda's piss poor "reason" for why there are so many super mutants in the Commonwealth. Cause otherwise there is no reason at all that I have found in game for -any- super mutants to be there otherwise. Made even more silly by the fact that 1 in about 6 seem to want to blow themselves up, and since super mutants are sterile and mono-gendered, the quantities of them in the Commonwealth are unrealistic at best.

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chucksteel wrote:

chucksteel wrote:

Don't get me wrong I in no way hate the game and am enjoying it even with all of it's flaws. I still have yet to finish it because I keep starting over. (this is not the games fault it's me and how I tend to play new games, I get a feel for them in a test play or two then start a real play with a build or style that fits me.) 

I think the true gripe is they took this long to release a game they could have polished more and keep consistent with the previous two. The other problem is the game is designed to be easily ported to the game console and I think they should have kept the systems separate.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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AnvilOfWar wrote:

AnvilOfWar wrote:

 

I have an answer for that, it's Bethesda's piss poor "reason" for why there are so many super mutants in the Commonwealth. Cause otherwise there is no reason at all that I have found in game for -any- super mutants to be there otherwise. Made even more silly by the fact that 1 in about 6 seem to want to blow themselves up, and since super mutants are sterile and mono-gendered, the quantities of them in the Commonwealth are unrealistic at best.

 

This aspect could have easily been handled so much better.. Me personally, if I was making those kinds of plot decisions, I would have gone the way of an institute mad scientist working on improving FEV going rogue, and instead of being the good guy in hiding, this rogue scientist would turn himself into a supermutant, take over a pre-war water purification plant in the Commonwealth and modify it into a proper fortified supermutant conversion facility, with several vats of glowing green FEV goo.

For bit of a new twist, there could be two castes of supermutants, the improved FEV elite (leaders, elite troops, more like the smarter west coast supermutants) and the raw FEV insane rage monsters as a more numerous cannon fodder army. Improved FEV would be a limited resource (difficult to manufacture by just the one rogue supermutant scientist with limited stolen lab equipment), but the raw stuff would be plentiful and simply extractable from the environment (raw FEV is spread all around the planetary ecosystem) - This would also explain the long term affordability of suicide bomber muties, for replacements they would simply go grab some more people for dipping.

Supermutants could easily have been a more or less complete faction in F4 you could perhaps even join by volunteering for the FEV dipping (as a 'prime normal' the Sole Survivor would be deemed eligible for the improved FEV version). Hopefully this is one area that will be improved upon with future mods; In Skyrim your character could become a werewolf or a vampire, so in F4 perhaps your character could get turned into a supermutant, ghoul or a generation 3 synth.

 

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Or Soul Essence Transferred

Or Soul Essence Transferred or Fuzzy AI Robot.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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There are no words to express

There are no words to express how disappointed I am in this game. They removed everything that made it Fallout and replaced it with dumbed-down Skyrim mechanics (it appears that it is actually possible to dumb-down Skyrim... You do miracles Bethesda!). There is no content to the game other than "Go kill this" quests and minecraft time waste. The only real choice the player has is whether to shoot, explode, stab or bludgeon his/her problems. Have you noticed how there are only 2 actual settlements in the whole Commonwealth (Diamond city which is smaller than Whiterun in Skyrim and Goodneighbor which is even smaller)! How is that an improvement!!!! Not that there is anything to do there either except shopping and the 2-3 measly fetch quests. The companions are the dumbest bunch of one-dimensional clinches which where not even consistent with their stereotypes. For example Piper is all about the truth but her first act in the game is to lie to the guard and there is no option to even confront her about that. Infarct the only info you will get on any of them is what they will say to you when their affection reaches certain level. Nothing else! 
I can probably go on like this for several hours, but I am sure that most of you already know what my opinion of the changes to the karma and repair systems is (they certainly needed an overhaul, but complete removal was just uncalled for). Personally I think that the claim that Bethesda needed 7 years of development to create this peace of c*** is just a lie and they had to rush everything within just one year. The heartbreaking thing is that most of this s*** could not be fixed by the modding community as the mechanics were just removed. My only hope for now is that there may be a very small chance that the engine of TESF (short for The Elder Scrolls Fallout a.k.a Fallout 4) could be used for TTW, as it seems that if Bethesda does not suddenly give the IP to Obsidian again we will never see another Fallout game.

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Personally I believe Bethesda

Personally I believe Bethesda sacrificed a lot so they could easily have the game ported to the game console.   So once a mostly PC game has been converted to a console game for the sake of convenience on their side while they reap the profits from both mediums.   However in Bethesda's defense, their role playing games have been no where near other game company's abilities.  The talent that made Fallout 1 and 2 are either at other companies or attached to another division such as David Zeb Cook, the original creator of DnD Planescape and assisted with Fallout 2 is attached to ESO.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Although Bethesda handed off

Although Bethesda handed off development of Elder Scrolls Online to Zenimax, it's not hard to believe that ESO was a major distraction during the development of FO4.  OTOH, it's nearly impossible to believe that FO4 has seven years' work in it. Looks more like they started working on it, were interrupted, and then rushed the thing to publication in a year or less. Most of the work seems to have been devoted to removing game elements and straightlining the plot even more than in FO3 or FNV. Calling FO4 "Skyrim with guns," is actually a compliment; Skyrim with guns would have been a better game.

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Some of you guys are now

Some of you guys are now failing to realize that Bethesda stopped porting to consoles long ago. The game is probably designed with the xbox dev kit and then ported back to PC, if I had my guess. 

This article explains everything, for those that actually doubted:

http://www.wired.com/2015/12/todd-howard-profile/

 

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Makes more sense to me TJ.

Makes more sense to me TJ.  The game is very playable on the Xbox which is the medium form I received for Christmas but looks like I will be getting the PC version too ... lol.

 

My big disappointment came to me last night when I defeated a Legendary Deathclaw and only received a lousy Vicious Rolling Pin.   I am sure the rolling pin does decent damage but I could not bring a rolling pin into the apocalypse as a primary weapon in real life.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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My big disappointment came

My big disappointment came the first time I saw anything "Legendary"!!!!!!! Fallout is not Boarderlands!!!!!!!

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Never played Borderlands ...

Never played Borderlands ... lol

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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KeltecRFB wrote:

KeltecRFB wrote:

 

Never played Borderlands ... lol

You have now . Fallands .

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Don't get me wrong I like

Borderlands + Fallout + Fallout Shelter + Skyrim= Fallout 4

 

Don't get me wrong I like Fallout Shelter. But it's a mobile game and too many things have bled over to Fallout 4, or vice versa. Games trying to blend genres/style is what killed Castlevania for me. 

I haven't gotten much time with F4 and the little I have is on the Xbone (I don't do consoles so..) So I can't comment in depth, but have noticed that it is lacking quite a bit compared to TTW Fallout environment/story. We'll have to see how modding magic transforms it.

Although I did like the test to enter Coventry

If life is but a test, where's the damn answer key?!?!?

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As said, I like the game a

As said, I like the game a lot (doing my 3:d playthrough ATM), but I do agree on some mentioned gripes. The leveling up, for instance. It happens that I forget to even choose perks after c. Lvl 10 or so. Also, many perks are centered around V.A.T.S., which I don't use, so all of them are wasted on me. It would be nice if they had some function for non-V.A.T.S. players as well. And speaking of V.A.T.S, I miss chance based critical hits.

But my main niggle is an issue I've had since starting the game, namely that switching weapons often lead to an invisible (and often unusable) weapon, which I haven't found a solution for. This is truly annoying as it basically means my char is without a weapon for ten seconds or so during fights if switching weapons - and I'm also annoyed that it (and other bugs) hasn't been addressed in a patch yet (the bug is listed here). "Luckily", the game isn't that hard so I can apparently live with the bug, but if the game was as hard as a modded out TTW on lower levels, it would basically be game breaking.

»You're no match for science!« Doctor Mobius

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KeltecRFB wrote:

KeltecRFB wrote:

 

Personally I believe Bethesda sacrificed a lot so they could easily have the game ported to the game console.   So once a mostly PC game has been converted to a console game for the sake of convenience on their side while they reap the profits from both mediums.   However in Bethesda's defense, their role playing games have been no where near other game company's abilities.  The talent that made Fallout 1 and 2 are either at other companies or attached to another division such as David Zeb Cook, the original creator of DnD Planescape and assisted with Fallout 2 is attached to ESO.

I'm told by my console playing grandsons that the game was actually developed by console gamers for consoles and then just poorly ported to the PC.  I have no idea why they would know this other than it's something they read on some forum or magazine, but I have to admit that's how it's seemed to me since the day it came out.  Everything was done with consoles in mind and the PC version is kind of like an afterthought.

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IIRC it has been like that

IIRC it has been like that since Oblivion, where the PC players complained about how "console-y" the game was and the HUD and pretty much everything .

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Risewild wrote:

Risewild wrote:

 

IIRC it has been like that since Oblivion, where the PC players complained about how "console-y" the game was and the HUD and pretty much everything .

It's the way a lot of games are developed these days. Theres more money in consoles is the most likely reason.

At least Bethesda didn't screw up the PC version so badly that it is broken beyond repair. (See Batman: Arkham Knight)

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Arkngt wrote:

Arkngt wrote:

But my main niggle is an issue I've had since starting the game, namely that switching weapons often lead to an invisible (and often unusable) weapon, which I haven't found a solution for. This is truly annoying as it basically means my char is without a weapon for ten seconds or so during fights if switching weapons

I've encountered this sort of thing as well. But when it happens to me the weapon I have chosen still fires ok. I just don't see it. How I get it to be visible again is to go from 1st person to 3rd and then back to 1st and it becomes visible again. Or at least it does for me...

The one thing that bugs me the most though from a bug standpoint is the disappearing of the hud when I bring up the pipboy. Can't select or see anything. I have to do a save, quit the game and then restart the game from that save and it shows up again....

Finally the thing I'm curious about is whether or not many of you are getting into the settlement building aspect of the game? I've messed with it a bit but find it sort of a pain in the ass to use even with some of the avaiable mods. But it just doesn't feel like fallout to me. Feels like a poor version of Sim City. So I find myself only constructing when absolutely needed like prepping to go to the institute. The rest of the time right now I'm just exploring the whole map and playing the game as a 1st person shooter while doing some side quests. Not really even trying to complete a play thru at this time.

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Royhr wrote:

Royhr wrote:

 

Arkngt wrote:

But my main niggle is an issue I've had since starting the game, namely that switching weapons often lead to an invisible (and often unusable) weapon, which I haven't found a solution for. This is truly annoying as it basically means my char is without a weapon for ten seconds or so during fights if switching weapons

 

I've encountered this sort of thing as well. But when it happens to me the weapon I have chosen still fires ok. I just don't see it. How I get it to be visible again is to go from 1st person to 3rd and then back to 1st and it becomes visible again. Or at least it does for me...

Sometimes it still fires, but as often if not more often, it's just bugged out and won't fire. I've tried just about all recommended solutions I've seen. It seems to be connected to FPS somehow as I almost never get the issue indoors, but almost always outdoors, plus the only thing that works is iPresentInterval=0 and iFPSClamp=60 (or 59), but that leads to other issues so can't use it. With iFPSClamp I have no issues at all when switching weapons.

»You're no match for science!« Doctor Mobius

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Risewild wrote:

Risewild wrote:

 

IIRC it has been like that since Oblivion, where the PC players complained about how "console-y" the game was and the HUD and pretty much everything .

 

I actually like "console-y" UI's for certain genres (including RPGs), as I prefer to play most games sitting back with a controller.  Alot of the other stuff though...

 

I do love me some good Borderlands LAN nights, but I'd rather not have it cross pollinating Fallout.

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Risewild wrote:

Risewild wrote:

 

KeltecRFB wrote:

 

Never played Borderlands ... lol

 

You have now . Fallands .

LOL, I must admit, the Glowing Sea was awesomely disturbing. 

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Royhr wrote:

Royhr wrote:

Finally the thing I'm curious about is whether or not many of you are getting into the settlement building aspect of the game? I've messed with it a bit but find it sort of a pain in the ass to use even with some of the avaiable mods. But it just doesn't feel like fallout to me. Feels like a poor version of Sim City. So I find myself only constructing when absolutely needed like prepping to go to the institute. The rest of the time right now I'm just exploring the whole map and playing the game as a 1st person shooter while doing some side quests. Not really even trying to complete a play thru at this time.

I had originally done something similar, and now for my second attempt at a completed game. Yes second in total since the story is so lackluster it's sad. I've been messing with the "Fallcraft"™ ;) builder. My experience is mixed, the game itself doesn't really come to grips with how much defense for how small or large the area is, ie a 2 settler camp has about 50 defense including rocket turrets and level 2 machine guns. Both Settlers are armed with complete combat armor and -miniguns-, but i still get "yeah we are having problems with raiders from some site on the other side of the map, can you help us out?" ..... It was then, that I wanted to take back their guns, and kill them both, and strip the camp bare myself.

Honestly a Minecraft with a coat of apocalypse paint does not make for a fun time, it seems that Fallout 4 tried to be so many things, instead of focusing on what made Fallout great. I mean can you see if Skyrim had a similar system of farm building? I'm the Dovahkiin I'm out here killing dragons, you peasants can make your own crops! The fact that Todd went on to say that "it's an optional part of the game" is pretty much a straight lie, The minutemen basically require you to spend time doing this, and several quests in the game also require you to build things. Substituting building and micro management as a series of quests, this "optional" you use, I do not think it means what you think it means.

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In principle I like being

In principle I like being able to craft settlements, but I feel that in F4 this could and should have been done in a more plausible and lore friendly way - For one, the turrets are way too easy to build in large numbers (automated turrets are actually not too common in previous Fallout games, mostly only used by technologically advanced factions, or left overs from pre-war times). Instead, I would prefer manned defensive positions with pintle mounted weapons (miniguns, flamers, LMGs, laser rifles etc) as the initially unlocked defense solutions - You would need to allocate settlers for these armed positions at one per each basis, and ideally at first you would need to acquire the actual weapon placeable into the pintle mount of a defense post to begin with, unless your character really has high level gun nut, demolitions and science perks to actually build the weapons from scratch..

Also another obviously lore friendly settlement defense solution would be woodframe guard towers, into which one could assign a sniper or a few - While this is already possible to build piece by piece, a ready made guard tower model would make perfect sense, simply plop the whole thing down in one go. Indeed, sorely missing is a feature of player created saveable/loadable building templates - Create a small building, guard tower or whatever, then save it as a template, allowing one to place entire buildings with one click. This kind of feature could streamline the settlement building process a lot, making it much less of a chore, dunno why it was not included in the game to begin with.

 

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I think thats a misconception

I think thats a misconception. Mods cant fix narrative. There is no narrative in this game. Mod's polish, they dont create.

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Salem952 wrote:

Salem952 wrote:

I think thats a misconception. Mods cant fix narrative. There is no narrative in this game. Mod's polish, they dont create.

I disagree. Mods can definitely create.

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Not as much with a voiced

Not as much with a voiced main character though (because it breaks "immersion" for some people) .

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Yeah I dunno how someguy is

Yeah I dunno how someguy is going to handle it.

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Bethesda knows that mods and

Bethesda knows that mods and modders bring in income, and they always support the modding community by making games easy to mod, giving the CK's for free and supporting the modders with tutorials and stuff.

But now they make a game with a voiced main character that I bet they know will f*** with anyone that wants to make any mod tha twill add main character dialogue... I wonder if Bethesda thinks modders only make new world spaces and items and don't make any quests or stuff that requires dialogue?

To me it seems that voiced main character is a shot in their own foot in terms of modding.

It seems like the ywant people to mod their games but not alter the main quest or add/alter other quests. I wonder if they think they achieved perfection in that departments and want no one spoiling it.

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If you do go back to Skyrim,

@RoyBatty-If you do go back to Skyrim, take a look at the Requiem Overhaul. It is much more of the morrowind strain.

(this contains major spoilers)

I guess I have a lot to say about fallout4 but I will try and not be too long-winded. When I play, I tend to play a lot and have just south of 100hours sunk there. I am honestly not sure how that happened. Long nights, I suppose.

I found that, frankly speaking, the graphics are fine for a base game. With texture packs and some standard things, it can look quite nice. I definitely prefer my FNV or Skyrim, visually, but credit should be given where due.

Beth overhauled a few things which definitely help. I definitely enjoy ghouls which move faster and the physics involved. Certain robots have also been rebooted and that also is pretty sweet. I kept pressing the spacebar to enter Bullet Time. They did not implement that, however, which I find to be a total fail, but I digress.

Sadly though, there are very few enemy types in the game and since I stopped playing it in December and moved back to a new MO profile for FNV I definitely do not miss it.

I find it unlikely that it took Beth 4 years to make this game. Perhaps the world artist and landscape devs were working for several but the story plot lacks basic backbone which even poor literature possesses. For my first playthrough I attempted to heavily RP as a father whose son had been taken(I am a financial analyst and am not terribly creative and if someone took my daughter from me you bet your ass there will be consequences) so I lock and load and bust ass to get my son back and shoot the bastard who killed my wife. The latter completed, I manage to find my son locked in a glass case, a boy of 8 or so. Sadly, the door opens, and an elderly man enters whose primary motivation, it seemed, was to gauge my reaction to the revelation of the replicative robotic child presented me. I almost shot him. It turns out(and this is where the story totally collapsed) that he is my actual son, but still wants to know how I feel about the robot. NOT what I have to say about him, or our relationship, or my lack of presence in his life, or his character development-by which is mean his personality, ethical practices, etc. At this point, if the gamer was in any doubt, all acknowledgement of choice, implication of moral behavior, impact on the worldspace, interaction with other people, all things that help build a true RPG, totally melt.

You could 'finish' the game and the worldspace is not actually changed much. (!) I am aware that I wiped out complete factions but my character was told to do this. In this world of no consequences, no moral or ethical implications for my misdeeds, no judgement from on high, there is literally no meaning to my murder of others.

! I was never able to tell my morally infantile adult child that the murder of others is wrong or that treatment of humans as such, or treatment of others who are capable of empathy or human behavor, as such, has actual meaning, NEVER occurs. I attempt to 'confront' my son on the roof(late scene in game) but instead am TOLD what to do. I am now the child, receiving instruction from another in hopes of expecting the obvious. This never occurs.

The worldspace has great potential. The story does as well. But why were basic notions of moral placability never explored or consequenced upon us? It seems as if those modders courageous enough to mod fo4 will not only have to implement weapons(there are literally 3 guns in the game-assault rifle, combat rifle, pipe rifle- I am excluding snipers and pistols and energy weapons as well as melee) but they will have to implement quests, because 8 QUESTS is not enough for 4 years of development.

I realize this has disintegrated into a serious rant. Suffice it to say that morality, or any notion of consequence for your actions/person, is totally absent from the game. (along with quests, guns, and screws)

I regret putting fo4 onto my ssd and moving tesv and fnv onto my hdd. I feel sadness at what could have been. I would have gladly payed £100 or more for a great game and probably will not both with dlc for fallout 4. I hope Dark Souls 3 has life, at least.

a note: I am aware that improper use of caps and exclamation marks simply denotes my poor use of English. But I am attempting to be informal, and to use them to provide emphasis to what my shitty writing cannot convey. apologies.

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Arkngt wrote:

Arkngt wrote:

But my main niggle is an issue I've had since starting the game, namely that switching weapons often lead to an invisible (and often unusable) weapon, which I haven't found a solution for. This is truly annoying as it basically means my char is without a weapon for ten seconds or so during fights if switching weapons - and I'm also annoyed that it (and other bugs) hasn't been addressed in a patch yet (the bug is listed here). "Luckily", the game isn't that hard so I can apparently live with the bug, but if the game was as hard as a modded out TTW on lower levels, it would basically be game breaking.

This actually seems to be fixed with the Beta 1.3 patch. Knock on wood. At least I haven't had the issue since updating the game. Nice patch otherwise as well - it fixes the issue with (some) textures not loading correctly and adds HBAO as well.

 

»You're no match for science!« Doctor Mobius

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Arkngt wrote:

Arkngt wrote:

This actually seems to be fixed with the Beta 1.3 patch. Knock on wood. At least I haven't had the issue since updating the game. Nice patch otherwise as well - it fixes the issue with (some) textures not loading correctly and adds HBAO as well.

Well it still happened to me once yesterday. Weapon disappeared but I was able to bring it back by going into 3rd person and then back into 1st.

The one thing that has been bugging me lately is that I will start getting very jittery or sluggish responses moving the mouse  like low FPS which is normal in areas of the game. However I've been seeing this at times even with FPS at around 60. I tried consoling pcb to see if maybe that would stop it but it doesn't help. Only way to get it to stop is to do a save and then restart the game after which all is good. This has been happening only for maybe the past week. Before that I never had the issue. Anybody else seen this happen?

Edit: OK forget what I said above about the disappearing weapons. I realized that I wasn't running the 1.3  beta. I just activated it so I'll see if I have any issues. Maybe the issue with the lag issue will also be better. We'll see...

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I haven't had the diapering

I haven't had the diapering Weapons issue with 1.3, also lag seems to be improved but I do have long load times when I first launch the game. I can live with that though! 

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Seems they released another

Seems they released another patch that now is supposed to fix the load time issue.

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I know and my load times are

I know and my load times are not bad once the game is loaded for the first time. For example if I have the game loaded and re-load a save but when I first launch the game and load a save it takes a few min. Sometimes up to five or more. 

This could be because I have low specs and I am not complaining, the update does help with the lag in high density areas. 

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I haven't had much issue with

I haven't had much issue with the 1.3 Beta aside from some load time issues they say they are working on. The additions have been nice (new weapon debris effects, settler icons) and I'm glad they are finally fixing some of the bugs (Thicket Excavations being jacked up.)

I haven't experienced the disappearing weapon issue in 1.3 either so I'm hoping they got that fixed.

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Hi all.

Hi all.

I know and my load times are not bad once the game is loaded for the first time. For example if I have the game loaded and re-load a save but when I first launch the game and load a save it takes a few min. Sometimes up to five or more.

Happens to me as well even this the patch, usually during an active phase of a quest. Found a temporary fix: quit to the Main Menu and only then reload your savegame.

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I am not having any issues

I am not having any issues unless it is the PC version only?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Risewild wrote:

Risewild wrote:

But now they make a game with a voiced main character that I bet they know will f*** with anyone that wants to make any mod tha twill add main character dialogue... I wonder if Bethesda thinks modders only make new world spaces and items and don't make any quests or stuff that requires dialogue?

Can this be avoided by just having the main character speak in dialogued format during modded quests or use voice clips already used which I assume the latter would be a pain?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Well the 1.3 update seems to

Well the 1.3 update seems to have fixed the disappearing weapon issue. Have played for a bit now with the update and it never occurred where in the past it would happen pretty regularly for me. And also the lagging issue seems to be much better now. Hardly see any lagging at all unless I hit an area with bad FPS.

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I only finished the game a

I only finished the game a couple days ago and I had to force myself to do so.  The first 10% of the game is boring as hell; the middle ~60% is actually kind of fun despite the recycled enemies, respawning loot, and braindead dialogue; but that last 30%, my god, it's so contrived and forced... and all those radiant quests... it was a madrush to the finish line before my irritation fully took hold.

I don't foresee myself replaying this bore of a game any time soon.  Instead, I look forward to yet another FNV replay once the Frontier gets released [hopefully] in a couple more months.  Additionally,  I don't expect much in the way of the FO4 modding scene; FNV has flourished because, in my opinion, there's real substance at the core of the game.  In contrast, it's hard to be motivated as a modder when you trying to find motivation to polish a shallow, generic turd.

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Drithius wrote:

Drithius wrote:

Additionally,  I don't expect much in the way of the FO4 modding scene; FNV has flourished because, in my opinion, there's real substance at the core of the game.  In contrast, it's hard to be motivated as a modder when you trying to find motivation to polish a shallow, generic turd.

I'm pretty sure the modding scene for FO4 will thrive and surpass not only FNV but also Skyrim. Let's get back in one year or so and see which prediction that was closest to the mark.

There are already +7000 FO4 mods on Nexus, compared to c. 17000 for FNV - and that's in a couple of months, before the GECK is even released.

»You're no match for science!« Doctor Mobius

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I think Drithius means

I think Drithius means quality and not quantity when he/she/it said "I don't expect much in the way of the FO4 modding scene".

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Risewild wrote:

Risewild wrote:

 

I think Drithius means quality and not quantity when he/she/it said "I don't expect much in the way of the FO4 modding scene".

Isn't that rather insulting towards everyone who has and will make mods for 4 to treat their work so dismissively? 

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Zetman wrote:

Zetman wrote:

Risewild wrote:

 

I think Drithius means quality and not quantity when he/she/it said "I don't expect much in the way of the FO4 modding scene".

 

Isn't that rather insulting towards everyone who has and will make mods for 4 to treat their work so dismissively? 

Have you ever browsed Nexus in "newest first" mode instead of most endorsed or most downloaded?  There are thousands upon thousands of really terrible mods out there.

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thermador wrote:

thermador wrote:

 

Zetman wrote:

Risewild wrote:

 

I think Drithius means quality and not quantity when he/she/it said "I don't expect much in the way of the FO4 modding scene".

 

Isn't that rather insulting towards everyone who has and will make mods for 4 to treat their work so dismissively? 

 

Have you ever browsed Nexus in "newest first" mode instead of most endorsed or most downloaded?  There are thousands upon thousands of really terrible mods out there.

And there are loads and loads of really good mods for the games as well.  I prefer to focus on the positive.  And the only mods I would consider objectively bad would be any that are so bug filled that they corrupt your saves or prevent the game from functioning.  Except for those quality is in the eye of the beholder.  There plenty of very popular mods which I either have had no interest in trying, like FWE, or have issues with, like Alton, why can't I ask why the one group didn't help the people trapped in the vault, it made me want to just wash my hands of the whole situation.  So I did, I uninstalled Alton and went back to an earlier save. 

And there are plenty of mods which feel are underrated too, like WAC for Oblivion.  I don't think it gets near as much attention as it deserves. 

But the point is that just because you or I don't care for a mod doesn't make it objectively bad. 

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It doesn't matter if a mod is

It doesn't matter if a mod is good or bad, it matters if it is made properly and most are not.

For example most race mods for FO3  should have a child version associated to it, if it doesn't it can cause problems in certain parts of the game, but still most race mods for FO3 has no child version, it is lazy and affects quality, it doesn't matter how many people like it or not, it is still bad modding practice and poor quality. Same goes for pipboy replacers, some are well made, while others are not (and that is why the ones that are not well made cause problems for TTW for example), any mod that corrupt saves, crash the game constantly, unintentionally makes quests be impossible to finish, breaks or poorly overwrites essential scripts for the game to run properly etc, are poor quality mods.

Liking a mod is different from quality, plenty of mods are awesome and they still have poor quality, others might not be so awesome and still be well made and have good quality.

Beauty is in the eye of the beholder, quality is not.

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A lot of modders just do it

A lot of modders just do it for internet points these days and not because they love the game or the medium. It's become largely about ego and being the cool kid of the month. I don't have to mention all the sex mods either, which I find largely pathetic or plain silly... but to each his own.

I'll take a someguy and a chuck over 1000 crap modders ANY DAY.

Some folks might interpret it as "flourishing" but to me it's more like cancer taking hold... but in this case cancer can win because the host deserves it.

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I find it funny being I think

I find it funny being I think this is the first Bethesda game I doubt I will download a body mod for either gender.   Fallout 3, New Vegas were well unrealistically irritating to play, just by the physical look of the characters, not just textures but physiology.   This time around it's actually quite nice, and the variety among characters in game is wonderful, I mean there are fat people, FAT people, I got a chuckle.. Bethesda is finally learning how to make character models.  Hair isn't plastic anymore either, unlike all of the ones before... in fact some of the Hair mods from Skyrim that have been ported over recently in my opinion do not look as good still as the default hair's that exist on Fallout 4.  

"You are only lost if you give up on yourself." Hans-Ulrich Rudel

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The women still look like men

The women still look like men though, and the faces are very potato in a lot of cases. The lip sync is still horrible too.

I do admire the creature work this time round though, it's great for the most part , except the ghouls.

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My daughter likes TTW better

My daughter likes TTW better than Fallout 4 and this is only through observation ... lol.  Let's see what she says after I receive the PC game today and add a few of the current best mods from the Nexus to see if it is completely visual or her complete observations of me playing the game.   She may just like TTW better because I do.  There are a lot of things I like about Fallout 4 but they fell down hard on other things which pretty much have already been listed.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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