/fog/ - Fallout General

Dean Domino was a Dick

>Fallout 1 and 2
>General Information etc:
pastebin.com/mtYCtDLV

>Fallout 3 and New Vegas
>General Information, Mod Recommendations & Run Ideas etc:
pastebin.com/u29WKkGy
>Babbys first modding guide
rpgcodex.net/forums/index.php?threads/fallout-new-vegas-sigourns-recommended-mods.114486/

>Fallout 4
>General Information, Mod Recommendations etc:
pastebin.com/2W7Dhy69

>/fog/ Asset and Mod Repository
>Steam Guide of good mods
steamcommunity.com/sharedfiles/filedetails/?id=752795517

>GUNetwork
>Rips (Primarily for NV):
drive.google.com/drive/u/0/folders/0B45SllNAhiQscHhxR28tZ1FwNTA

>How to Convert Skyrim / Oblivion / NV / FO3 etc. Models to FO4 & Bodyslide Guide:
pastebin.com/MWEPKj5m

>OP Pasta
>Please use the info from this link when creating new threads:
pastebin.com/raw/dFMpLWAX

pre-war thread:

Other urls found in this thread:

shamusyoung.com/twentysidedtale/?p=40009
youtube.com/watch?v=ma5NLWDeJmQ
nexusmods.com/fallout4/mods/7342/?
youtube.com/watch?v=1OBS9KQM61Y
youtube.com/watch?v=1hZ1O_Qzv8M
youtube.com/watch?time_continue=213&v=IL_y-urM9zU
nexusmods.com/fallout4/mods/10603/?
youtube.com/watch?v=bg-Mh0xFRF8
twitter.com/SFWRedditVideos

...

dead mods dead game

shamusyoung.com/twentysidedtale/?p=40009
post fo3/fo4 rewrites

So much rain.

>it’s uninspired for the charm perks to be exclusively heterosexual,
Stopped reading there

45 minute-1 hour intro pre-war, giving you time to actually get to know the characters and give a shit about your spouse/shaun

Cornflakes doesn't kill spouse, wounds them severely. Spouse has dying conversation with you.

While finding Shaun remains a priority you don't go screaming his name every 5 seconds to random strangers. You don't know who took him or who they were working for. Anyone could be a threat. Most of them are.

BoS Shows up, Prydwen actually flies around the map instead of sitting idle

Railroad are useful after giving them the Switchboard, they make it their main base

Minutemen do more than just protect settlements, minutemen NPC's actually protect settlements (Give minutemen troops a use in deterring random raiders and ghouls) instead of occasionally hanging around doing nothing

Institute is bigger, less dumb as shit.

Are there any tools other than the Fallout 4 CK to package or repackage ba2 archives?

Daily reminder synths do not walk around at night, they do not have more energy resistance than other people, and they do not draw their guns more or less than regular settlers.

These are urban legends spread from when the game was new.

People thought the resistances were an indicator, but it's actually from clothing and headwear, as seen here:

youtube.com/watch?v=ma5NLWDeJmQ

The actual way to tell is this mod:

nexusmods.com/fallout4/mods/7342/?

as seen here:

youtube.com/watch?v=1OBS9KQM61Y


Knowing is half the battle!

Also on the intro, starts the day before the bombs fall. You go to the veterans hall and give the speech/hear it, then go back home. You enjoy the day around the neighborhood, interact with neighbors before vault man shows up.

I have all my settlement with around 20 settlers and never had a synth.

>It's obviously the woman with the high DR/ER
>"lol it's just the coat bro"
>Purposefully skips her after killing everyone because it was her
Wow, this only proves the point.

Watch the video again. She does not have extra mr/dr, and was indeed the synth. When he kills her, she does have the component, and did not have extra dr/mr.

It actually was "just the coat bro".

And if you dont like this person, this experiment has been repeated countless times on youtube, I'm scrolling through them all right now. This should be common knowledge, but I guess much like real life urban legends, it's more fun to spread disinformation for amusement.

Just luck I guess. It's worth noting that this doens't mean anything, since most of these settlers will be railroad rescues.

I don't know the rates of an actual institute spy vs one who went through the rr.

10% of every settler (or brahmin) that spawns after the first 3 is a synth.

Here's how to tell if a settler is a synth if you're not planning on using a mod.
youtube.com/watch?v=1hZ1O_Qzv8M

It's odd that the coastal cottage says 3 people.

I'm willing to bet that when a synth settler is given the script to become an attacker, it overrides a lot of it's other normal routines and sandboxing. In this case, they act weird and don't go to a new settlement when you tell them to, but the game still tries to get them to do it (they walk up to the bed at night but then goes into combat mode, coastal cottage registers 3 people in the workshop mode but they never actually left). Because they have their "settler" scripts replaced/superseded by a "attack this settlement tomorrow" script.

But this only lets us know who is a synth after they're given that command and their normal scripts are superseded.

Are there more videos like this, showing these sorts of things?

Fah Hahbah can get quite pretty at the rare occasions the rain and fog clears up a bit.

How can It be disinfo when accurately guessing based on information at hand leads to correct outcome?

The only disinfo is settlers walking around at night because that's simply the effect of not properly placing beds.

If he shot the person who had the mr/dr, he would have been wrong in doing so. His method would have been unsound, and finding the component on her (that was there due to coincidence, not because of the mr/dr) would have only solidified his misconception that she was the synth.

If I see it rain, and I think it rains when I shake my ritual rattle, and it rains when I do so, I may feel like I'm right and that I've got it figured out. But really it's a coincidence, and my medicine man rattle has nothing to do with it raining. This is much the same thing.

The synth was wearing the jacket, so when people blast the person with the mr/dr and find the chip, they post about how their theory on synths having mr/dr is correct, look at this proof!

But the truth is that there is no correlation between stats and synthdom.

Now, I'm not sure about the guns and walking around, since () seems to indicate that synth settlers who have been triggered to be attackers soon in a few days do actually seem to act differently. Even though I suspect that they will not act differently until they get the hostility "command" (script).

>Recently reinstall FNV
>Go to download all of the "essentials"
>Get to that one shitty hair mod
>There's a youtube video on the page
>"Hi I'm the creator of this mod and I need your help I used to weigh 500 pounds..."

I haven't laughed this hard in some time, fuck. It's also kind of cool that he managed to get Veeky Forums.

The lab coat only gives an INT bonus. No DR/ER bonus. That'd be a good analogy if she didn't have the highest resists of all the people there but she does.

Watch the video again. She has no more or less resistances than any one else. When he removes the coat, she's identical. And he inspects the coat and finds that it was armored.

I bet you just skimmed the video and closed it before the end.

No, I saw that. I skimmed to the end where he kills everyone and checks them but curiously enough, skips her for the grand reveal that she was a synth all along.

Did she or did she not have the highest DR/ER of all the settlers there?

She did not. She had identical stats.

Identical to whom? No one else had even close to 30/30 before clothing was removed.

Just answer the question. Did she or did she not have higher DR/ER than the other settlers?

I did answer the question lol. There is nothing ambiguous about what I've said.

She does not have any more stats than the other people. They all had 0.

Anyone know where I can get the Modular Military Backpack without giving (((Bethesda))) money for a mod?

Theres still some hope for Fallout 4. Not saying this will be done anytime this century

Download the dolphin porn from a few threads back.

I was watching someone playing NV the other day and it reminded me of how insanely shit the majority of the voice acting is (and how there's only about five different voice actors).

If F4:NV ever actually comes out, I think some kind of community NPC revoice mod would (could) fix what is probably my only gripe with NV.

I agree that FNV voice acting wasnt great. Not even because of the re used voice actors, most of them just sounded like they were reading from a script for the first time. Can't say I'd prefer a community voice over though, dont want to hear mouse clicks or angry mothers yelling in the background.

NEVER
E
V
E
R

...

Were you stupid enough to buy FO4?
If yes just allow steam to update and fuck up your game, then download the plugins the buyfag gracefully shared.

It's not different from pirating the DLCs except Bethesda gives you all assetsexcept the plugins legally.
But from what i've heard the bodyslots and crafting recipes the backpack uses are fucking retarded and apparently fuck with Armorsmith too.

Community VA can in extremely rare cases be pretty good. Like in the guy from this mod youtube.com/watch?time_continue=213&v=IL_y-urM9zU (check the 3:30 mark).

Oh yeah, that's Jase.He's what i consider a Someguy2000's VA because he was in literally all of his NV mods.

I'm getting constant ctd's in Central Boston, nowhere else, knowing this area ingame I figured it would be a script or memory problem considering I have huge shit like WOTC. Anyone know how I would go about preventing this bar deactivating and re-activating mods (which I tried, never works)

You might be able to tickle a tiny bit of performance out of it with shadowboost but if you're just straight crashing that might not be enough.
If the CTD isn't caused by a dirty edit or broken record from a mod you may simply run out of memory in downtown, which is straining even in vanilla.

>considering I have huge shit like WOTC
Literal game killer right there

Post your potato user

Here is mine, and the game runs fine

Not bad at all

to bad that good VA was wasted one of the shittiest mods ever made

Why are the mods for FO so poor? Too many settlement mods?

FO4*

that is because FO is less interesting than do Slaaneshi mods for Skyrim and oblivion

in fact, the main reason that people keeps playing both games is because of LL and sex mods

Well, I'd agree just on the basis that only being allowed to be straight in 3 takes away from the roleplaying.

There are 0 cute guys in 3, but having that perk like we had in NV is good.

FO has always had a very poor modding community, it's all badly made guns or lewd mods

Where are the monster, armour, big weapon packs, project Nevada tier mods for FO4?

>play through Nuka World for the first time
>side with raiders because I thought it would be cool
>it feels entirely wrong
>I'm just destroying my own settlements
I've already killed Preston and that radio guy at the Castle. Is it too late for me to redeem myself or can I still turn on the raiders and rejoin the minutemen?

Fallout 4 will likely never get a porject Nevada tier mod because it already incorporates most of the bigger mods from Fallout 3 and NV as official content, either in the Vanilla game, or DLC.

I would be shocked if being as retarded as you had any consequences in FO4 but you may actually have found a way to fuck yourself.

>I'd agree on the basis that not being allowed to fuck children in New Vegas takes away from the roleplaying

It's because it's degenerate and shouldn't be in any game

None because Fo4 already has it in vanilla, expect TES6 be less moddable beceause they will add every popular shit into game like perkus, Fo4 settlements, and whatever else is Day1 DL for a modded skyrim gameplay

PN was a relatively big project that bundled up a bunch of gameplay "fixes" into one huge package.

You retarded argument really only stands if you think there's literally nothing to fix in FO4 because it's perfect.

link to youtube video?

>the only "raider" thing you're allowed to do is attack your own settlements and replace "regular" settlers with "raider" settlers.
We couldn't even raid things inside of Nuka World. It's a sad excuse for a "raider" DLC.

>FO4 only has 3 different colors of raiders and 4 different colors of bugs
>FO4 needs no monstermods

You can force raiders to grow their own food but apparently that makes them unhappy, so you have to force nearby settlements to give you supplies. Why the fuck would I want to replace hardworking settlers with these useless leeches?

Hey, man, whatever floats your Sexlab plugins list.

oy vey there's already infinite content to explore in Fallout 4 TM

Armor and Weapons are pretty much the only thing FO4 modding has going for it atm
Overhauls, Monstermods, Questmods, etc are comparatively dry

>You retarded argument really only stands if you think there's literally nothing to fix in FO4 because it's perfect.
Your*

And no, Fallout i4 a lot better then past games, but the fact that project NEvada exists is only becuase New Vegas was just so bokren it needed that large of a fix.

Fallout 4 only needs smaller fixes, since it already incorporates most of the larger fixes into it, and few people are motivated enough to combine a whole bunch of smaller fixes into a PN style mod without all the larger fixes PN also offered to serve as the core of the mod.

>project Nevada tier
All of what PN did is in the base game.
Grenade key
Sprint key
Visor overlay
Bulletime took over VATs

Weapon mods are already being made and same with new items and backpacks that it added.

these are on hold UNTIL the cascadia team releases the Classic Dialogue window mod

>implying

>is only becuase New Vegas was just so bokren it needed that large of a fix.
What in the fuck?
Project NEvada was mostly additions rather than fixes.
Fallout new vegas never required bullet time or sprinting or bio/mech implants or even 90% of the shit that it came with.

>few people are motivated enough
Yeah that's pretty much the only nugget of truth here.

>Project NEvada was mostly additions rather than fixes.
And as I said previously, most of those in the game already

Are you dyslexic user?

I honestly never use those mods in a bethesda game.

When ever i play a new bethesda game i do the following:

1. Locate the nude mod
2. Look for an armor replacer for all vanilla armors to make them fit the nude mod body
3. See if i can tolerate the base appearance of character customization (i really hate bloating things with billions of hairstyles/eye colors/etc)
4. Unofficial patch
5. UI mods and enhancements to make the game play better
6. Maybe clothing/armor mods but only if i really cant be happy with the base game (i usually can)

Thats it, game is now all modded up and good to go :^)

I have hundreds of hours in tes3/4/5 fo3/nv/4 using only the above things.

I will mess with sex mods sometimes for fun.

Anything that changes the balance of the game is cheating anonymous. You arent a cheater, are you?

Oh it's you again. Should have figured.

I'm not the one who can't write more than three words in a row without completely fucking up the grammar.

And nobody said "oh boy I wish they'd take the same shit from Project Nevada and put it in fallout 4", but rather "oh boy I wish they'd make more mods similar to Project Nevada for fallout 4"
Hint hint: Project Nevada added new shit that wasn't in the base game.
Fallout 4's "Project Nevada" wouldn't be the same exact feature but new features you dribbling moron.

>Hint hint: Project Nevada added new shit that wasn't in the base game.
Yes, and Fallout 4 added most of that, and most of the other major shit from past games, into the game already.

Meaning, these isn't much shit left for modders to add.

>or bio/mech implants
Fuck yes it needed that. They really needed some more creative implants beyond muh special and DT + health regen.

>bethesda games
>balanced

and by they i mean base NV obviously.

Still upset FO4 didn't have cybernetic implants. They probably tried but never got it working and figured since you can already boost SPECIAL it wouldn't mean much to the playerbase.

>Meaning, these isn't much shit left for modders to add.
You fucking what m8?
There isn't even a fucking manual reload mod for F4 yet.

Hey guys, just moving into my new apartment at the moment, and would like to leave a friendly reminder that Aliens almost caused The Great War

Thanks

> They probably tried but never got it working
Cybernetic implants are just perks given to you via a "quest" script when you buy the implants, which is the same shit things like companion perks do.

There is nothing to "get working"

>cascadia dialogue mod to be released soon™ three months ago
>requires F4SE to work
Oh i am laffin

>There isn't even a fucking manual reload mod for F4 yet.
Why on earth would someone make a manual reload mod?

Who honestly sits there and goes
>Yes, I want to have to press the reload button every single time the clip/mag/whatever is empty, instead of having the game do it automatically when i try to fire again like every other game made

No bored AIs did it this is canon.

...

They are often horribly shit balance, but you must stick to the base balance because that is the only static frame of refference. If people start modding the mechanics then they can do anything, there becomes no solid point of view to even discuss the game over. Magic in skyrim is shit, how to play a mage? "download mods :^)" is not an answer, an answer involves detailed minmaxing and powergaming of the games base system to do the best you can.

Restrictions are what make choices meaningful, with out restrictions choices mean nothing, there is only freedom when you are free to pick a path, if you can fly you are not truly free user, you can go anywhere you want, but everywhere is the same, and so you are nowhere.

By retaining the default balance mechanics you are grounded, you have a solid frame of reference with which to discuss the game, the game anonymous, its a set of mechanics, stats and rules, you could play it on paper if you wanted to take the time. Everything else is not the game, its just fluff. You can discuss fluff, but thats not a game discussion, thats a fluff discussion.

Stop posting.

>why would people want to fix weapons automatically reloading themselves when switched from the pipboy
>why would people want to create immurshuns
I bet you defended Killing floor 2's automatic reloading

tl;dr tbfh famalam

>this is the mad frame of mind of vanillafags

Smh

>why would people want to fix weapons automatically reloading themselves when switched from the pipboy
How is that a problem?

Most games do this because people find it annoying when it doesn't.

>I bet you defended Killing floor 2's automatic reloading
I never played KF2 because the game looked like ass like the first one.

Because there's a certain satisfaction for some people on resource management and manual control of these resources?

Why are you arguing about me wanting a mod of a certain type? "hurr durr nobody wants this"
hurr durr who the fuck wanted half of the shit in Project Nevada?

here's a hint: a lot of people

Weapons aren't auto-reloaded in KF2 though

But really Fallout 4 has
-Sprinting
-Grenade hotkey
-Weapon bashing
-ihud
-Wasteland Settler/feng shui(and by extension the settlement system also covers most home mods indirectly)
-WMX
-RobCo Certified
-Parts of Project Nevada not covered above such as power armor visor overlays
-Companion tracker
-A number of early Fallout 4 mods such as more powerful generators, planters, clean settlement objects, etc. added in the Workshop DLCs

Its really not a wonder why Fallout 4 doesn't have many big feature based mods, when it already does most of the big featured based mods from Fallout 3 and NV as official content, and rounded up many of the early Fallout 4 mods as official DLC to boot.

It's also not surprising that we aren't seeing any new "big ideas" because, if you look back all the way to Morrowind, modders have just been remaking the same fucking mods game after game, with little in the way of actually new ideas coming around each game.

I think the biggest thing to come out of Fallout 4 is Sim Settlements, which really isn't that new of an idea itself, its just one of the first times people have actually been able to get it to work.

They're automatically reloaded when you hit the fire key after your ammunition is below 1

Another early mod made DLC was Vault Tec.
nexusmods.com/fallout4/mods/10603/?

I counted that more as a mod taken from Fallout 3/NV since Vault house mods were always big back then.

Oh, I mostly play support and spam reload after every shot.

kf1 was a gem user.

I feel a bit suckered over kf2 so far but they're """not done with it yet""".

Fuuuck yes, finally got the best legendary prefix for one of these things.

>Clickbait video
>youtube.com/watch?v=bg-Mh0xFRF8
>doesn't talk that is SSD and not normal Hard drives

really it needs only 1 fuckup up that the worst scourge of youtubers shows up to grab some views

The EA for KF2 was a fucking mess and Survivalist being in the game still pisses me off when people made some great writeups for new perks and asked hundreds of times for them to use KF1 custom perks.

Still a decent game overall. Just less mechanical because it's not a jank piece of ass.

Yuck.

I love Fallout

Why do you love Fallout? Why are you frequenting the Fallout General? What attracts you to this game in particular?