Fallout 4
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Stormwolf




Posts: 23692
Location: Norway
PostPosted: Thu, 18th Aug 2016 03:49    Post subject:
Man, either i suck or this game does Laughing Well, i did continue from a save. Level 2 and get 8 or so ghouls on my ass.. Can't do shit as they move as fast as quake 3 players, so i'm dead meat Laughing Doesn't help that i don't find a bed to sleep in :<

And Super duper mart in lexington is fucking bugged. Keep falling through the floor when entering.
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Interinactive
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Posts: 29448

PostPosted: Thu, 18th Aug 2016 03:57    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Stormwolf




Posts: 23692
Location: Norway
PostPosted: Thu, 18th Aug 2016 04:01    Post subject:
It's basically in the beginning. I don't have anything, I just ventured into Lexington to explore a bit. This game is all about exploring what you want when you want, so i thought i should go there. The biggest problem i have is that i have to find a non existing bed to sleep in. I liked the old system as it was.
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Interinactive
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Posts: 29448

PostPosted: Thu, 18th Aug 2016 04:06    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Stormwolf




Posts: 23692
Location: Norway
PostPosted: Thu, 18th Aug 2016 04:10    Post subject:
Super duper mart is bugged. I just keep falling through the floor over and over again :S
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Kanint




Posts: 2356

PostPosted: Thu, 18th Aug 2016 04:13    Post subject:
Don't forget to make use of your Critical bar when it's filled. You can use it to cripple the legs of the more dangerous enemies.
The first 10-15 levels in Survival are the most dangerous ones, but possibly also the most fun ones. After level 30, the player just gets way too strong. I actually recommend using a mod to reduce the rate of XP gained.

If you want, you can find a mod which changes the damage in the game so both the player and the NPCs do equal damage, instead of the current formula where the player does 75% of the damage they do in normal mode, and NPCs do twice the damage they do in normal mode.
The mod has a few variation (100%, 200%, 300%, 400%):
http://www.nexusmods.com/fallout4/mods/12268/?

I don't think it's required, I believe most players eventually figure out how to best deal with Survival (and that's a large part of the fun), but using 1x for both player and NPC could make the game feel better.


Last edited by Kanint on Thu, 18th Aug 2016 04:49; edited 1 time in total
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Interinactive
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Posts: 29448

PostPosted: Thu, 18th Aug 2016 04:16    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Stormwolf




Posts: 23692
Location: Norway
PostPosted: Thu, 18th Aug 2016 04:22    Post subject:
i can give it a shot
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Stormwolf




Posts: 23692
Location: Norway
PostPosted: Thu, 18th Aug 2016 04:25    Post subject:
couldn't hack the door :/ But now it's 04.25.. Time to hit the sack
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briangw




Posts: 1752
Location: Warren, MN
PostPosted: Thu, 18th Aug 2016 04:44    Post subject:
Interinactive wrote:
Not sure what you mean

I downloaded that + mods that support it, like backpacks, then I used that custom armor bench to create the backpack

Plus it adds a bunch of features for layered armour


Ahh, ok. When I saw "framework," I thought at first it meant mod authors for making mods, but then I saw that it had some mods built with it so I was confused as to what it did. Thanks for the explanation.
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inz




Posts: 11914

PostPosted: Thu, 18th Aug 2016 06:11    Post subject:
Interinactive wrote:

Did you try going through the back door?


Pffchh
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Interinactive
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Posts: 29448

PostPosted: Thu, 18th Aug 2016 06:18    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Sandro742...




Posts: 214
Location: CZ
PostPosted: Thu, 18th Aug 2016 13:54    Post subject:
is Nukaworld supposed to be the last DLC, so I can finally start to play this? ^^
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Interinactive
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Posts: 29448

PostPosted: Thu, 18th Aug 2016 13:55    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Sandro742...




Posts: 214
Location: CZ
PostPosted: Thu, 18th Aug 2016 13:57    Post subject:
yay! thx Very Happy
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r3dshift




Posts: 2818

PostPosted: Thu, 18th Aug 2016 13:59    Post subject:
inz wrote:
Interinactive wrote:

Did you try going through the back door?


Pffchh


I LOL'd at this.


Frant wrote:
Shitass games are ruining piracy.
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harry_theone




Posts: 11210
Location: The Land of Thread Reports
PostPosted: Thu, 18th Aug 2016 17:33    Post subject:
Nuka World started off well, it's fun for sure and the Park looks great. The puns are on point for most of this DLC as well Laughing
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Thu, 18th Aug 2016 17:47    Post subject:


Lutzifer wrote:
and yes, mine is only average
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 18th Aug 2016 18:41    Post subject:
@harry_theone
Your post sounds like it's missing a "But.." part.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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harry_theone




Posts: 11210
Location: The Land of Thread Reports
PostPosted: Thu, 18th Aug 2016 18:56    Post subject:
@Bob Barnsen How about "no"
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jackasshole




Posts: 1433

PostPosted: Sat, 20th Aug 2016 01:00    Post subject:
I haven't touched this game since completing the main vanilla campaign.

I'm seeing that there are a few DLC's out now. So, should I boot it up for a replay?

Do the DLC's added guns/items appear throughout the ENTIRE game or are they only found IN the DLC area's?

Is enough content added to warrant a full playthrough again in your opinion?
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 20th Aug 2016 01:24    Post subject:
Assaultron Workshop adds stuff to the base game, Nuka World and Far Harbor only have minor adjustments to the Commonwealth with most of the DLC content taking place in their own separate areas.

Vault 88 is technically also a small quest mod but it's mainly for Vault themed workshop building and the two other workshop mods just adds stuff to build without any additions to the game world at all.

Nuka World also does some weird edits to some areas of the base game so depending on mods used there might be conflicts, there's a quest one with the Unofficial Patch for the main Minutemen quest script for example.
(Do not remove a mod from a existing game and never remove a mod that relies on script, it's unsupported and will break things in the game, it might not be too bad if said mod only adds a new weapon or such but the more it edits the worse the consequences of removing it mid-game. - It's basically the same as Skyrim but somehow even more finicky.)
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jackasshole




Posts: 1433

PostPosted: Sat, 20th Aug 2016 02:18    Post subject:
Thanks JB.

I would assume the buildings, quests and NPC's that are added would only be found in the new locations.

I guess what I'm more concerned is if the DLC's added items (guns, ammo types, armor types, crafting parts, etc) would be able to be found throughout the entire game.
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JBeckman
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Posts: 34978
Location: Sweden
PostPosted: Sat, 20th Aug 2016 09:52    Post subject:
Most of the DLC content is only found in the actual DLC areas besides Automatron which allows you to loot some of the new robot designs from encountered robotic enemies and there's also a new raider group albeit both of these are mainly encountered in areas that the DLC added though you can encounter some of the new additions in other places though very infrequently.

For Far Harbor and Nuka World besides the short transition area where you travel to the DLC landmass they don't add anything to the base game world.
(And what they add is mostly decorative clutter and such or smaller misc items.)

New enemies and the few armor and weapons that each DLC bring are as far as I'm aware exclusive to the DLC areas, even the ammo for the new caliber weapons can be hard to obtain elsewhere.
(Well the two that they add, .45-70 for Far Harbor and 7.62 for Nuka World.)

Bethesda usually tries to limit changing the default game areas even back with the Morrowind expansions so modders have usually had to extend on this via mods further integrating the DLC's with the base game.
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inz




Posts: 11914

PostPosted: Sat, 20th Aug 2016 09:55    Post subject:
It's just a matter of adding the random enemies and loot to the game's leveled lists and they'd appear in the main worldspace, as well. No doubt someone'll make that mod if they haven't already, but I never minded the DLC enemies and items being unique to their areas - more fun that way.
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JBeckman
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Posts: 34978
Location: Sweden
PostPosted: Sat, 20th Aug 2016 10:46    Post subject:
If Fallout 4 had had some form of mudcrab type enemy type then that hermit crab in Far Harbor could have been integrated fairly nicely, it also uses ambient animals like rabbits, rats and hens which would work OK in the Commonwealth too whereas the swamp type enemies might be better off being limited to the Far Harbor area only. Very Happy
(It also has wolves although their design is a bit strange and the forested type of environment doesn't exist in the Commonwealth though mods took care of that pretty quickly.)

EDIT: I'm unsure what exactly Nuka World adds in terms of creatures although checking the ESM file via FO4Edit it doesn't add that much, mainly NPC's and a few new or re-textured critters.

EDIT: Oh yeah Fallout 4 does use a lot of sub-types for their creatures IE radscorpian -> glowing radscorpion -> albino radscorpiopn -> deathscorpion and so on so that would add some additional variety even if there's not too many base types as while there are the usual "palette swap" mobs there are also more unique variants though it's primarily seen with the Deathclaw.
(Sadly there's no deathclaw babies in Fallout 4)
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harry_theone




Posts: 11210
Location: The Land of Thread Reports
PostPosted: Sat, 20th Aug 2016 12:10    Post subject:
I found quite a few Far Harbour weapons (Hook) even in the Commonwealth and Far Harbour. Just the new Assault Rifle from Nuka couldn't be found anywhere outside the DLC area, so it took me quite a while to get that. With the tons of modded guns I rarely find anything besides the Modern Firearms stuff.

There are quite some new creatures in Nuka World as well. The themes are fun and play very differently, some real funny moments as well. The map is quite large, a bit barren (some might like that) outside the areas of the locations but still pretty cool. Did the Hubologists quest as well, highly recommended! There's just one new settlement though (which is a bit sad because the space certainly is there) but I heard the RR station was just as large as Sanctuary is, which is quite huge.
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inz




Posts: 11914

PostPosted: Sun, 21st Aug 2016 12:58    Post subject:
@harry_theone: Roughly how large is the Nuka World map, compared to the main Boston map and Far Harbor? And is it entirely explorable or is there mountains etc. blocking the way within the map boundaries?
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harry_theone




Posts: 11210
Location: The Land of Thread Reports
PostPosted: Sun, 21st Aug 2016 13:05    Post subject:
Smaller (just a tiny bit) than Far Harbour, there are a few mountains but the invisible borders are always there, just like in the rest. But you can go to 90% of the places you see on the map (just not the very outside, like the main game).
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jackasshole




Posts: 1433

PostPosted: Sun, 21st Aug 2016 20:23    Post subject:
Sandro742... wrote:
is Nukaworld supposed to be the last DLC, so I can finally start to play this? ^^


WUT?

I admit I haven't touched ANY of the DLC, but this one is the LAST one?

I've been sitting here waiting for the FIRST real dlc......

So, I hope I was wrong with assuming the DLC's didn't add much.....anyone?
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