/fog/ - Fallout General

A thing

>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

Dolphin Porn
my.mixtape.moe/mmieqs.7z

Pre-War thread:

Other urls found in this thread:

nexusmods.com/fallout4/mods/1958/?
nexusmods.com/fallout4/mods/23556/?
fallout.wikia.com/wiki/Fallout_4_perks
twitter.com/NSFWRedditVideo

T-51B master race reportin'

>pic of nexus character
>neck is long as fuck and contorted at an angle

being a neckfag is suffering

>not the west tek classic paintjob
nexusmods.com/fallout4/mods/1958/?

Vault Girl is the bestest waifu.

i just listened to fallout 4 soundtrack, might come back to this game tomorrow.

>butterposting

i swear you make her uglier with every new picture.

...

Why do you post your ugly-ass character?

How awful do you have to be at FO4's character creation to make a character that looks far worse than mine made in New Vegas?

Granted though, Elizabeth looks very good.

>people replying to bait

there's a certain style i like, i don't think she's that good looking either but she still looks nice. i made a better Elizabeth in sims though.

How's that mod coming along /fog/?

>Granted though, Elizabeth looks very good.
You are very far up your own ass.
tbhwy I think she looks actually rather pretty, just change her hair to something non-raidery.

because i feel like it.

i'm serious about her style.

Quake champions one looks better

I still want to make a Legionary companion in 4.

I don't play New Vegas anymore (though I still saved her face preset for future playthroughs), but the vanilla hairs look very bad, and there are no good hair mods on Nexus either. I would love to give her long hair, but the vanilla hairs are just... eugh.

Yeah, that Elizabeth looks better than your FO4 Elizabeth.

>not crash look

HERESY

>people replying to Cait

>because i feel like it.
Hmh. Okay. At least you don't succumb to peer-pressure.

>I would love to give her long hair, but the vanilla hairs are just... eugh.
Eh, Wendy the Welder is bretty gud, but alright.

wendy the welder and pretty puff are the only good vanilla hairs, aside from the one bittercup and sydney had in FO3
>mfw all the hair mods are weebshit or terrible sims ports

it's probably a game engine issue then.

Yeah, Wendy the Welder is good (don't remember pretty puff), but I kinda wanted something more unique for my character.

Still would love long pretty hair, though.

Oh fuck yes, someone's making one of my favourite guns.
Curious how it's going to reload though.

I was thinking about modding pic related into FO4.

What do you guys think?

Would be neat. Don't have any of those in the mod scene.

Well Fallout Suite user, it's been a while and still no reply from the guy. R I P me soul

lmao

Too late my dude. There's now two dedicated AKM mods out there.

>>reputation and disguise systems are half-baked
>Covering your face would help, also more speech options that take advantage of disguise. Reputation is fine, just fix it so not everybody insta knows i stole a pencil
>Covering your face
With your hand? Is this related to sneaking past some raider NPCs?
Anyway, I don't see how "privacy" would be fun in dialogues (skip skip skip).

>skill related mods. High sci, dude can make plasma and laser mods while guns man can mod regular guns etc
>skill
Now user let's be serious.
Though I have an idea, what about Special Perks.
Unlike perks these Special Perks would level up with your character.
What do you think?

I'm thinking about replaying the series this fall. In what order should I do it? I'm thinking I might do NV before 3 if only because NV is more of a sequel to 1 and 2, and 3 is a prequel to 4.

Going from NV to 3 will make you wish for NV's refinements.

Are you being retarded on purpose?

Are you?

With custom animations maybe?

Does the lack of an energy weapon perk in fallout 4 imply they are treated like bullet weapons and gain benefits from the same perks like commando?

yes

everything has been condensed yet you have morons saying you have more specialization somehow

Yep. Fallout only has quick shooties, small shooties, single shot shooties, and big shooties. Can't scare off core consumers with complicated skill sets!

I have mixed feelings about this honestly, on one side I hate the lack of depth, on the other I like the idea of using both energy and bullet weapons on a playthrough without having to vendor good weapons that don't fit my build

The other two anons were being a bit hyperbolic about the change being a dumbing down of things. Weapons being separated as they are in 4 is a massive improvement over the categories of 3/NV.

It's terminal, kiddo.

That's the thing though; they're not separated at all. Hell it's even more streamlined than Skyrim's system.

well, skyrim is more of an rpg than fallout 4, and that's not saying much

it's important to have energy weapons distinguished from regular weapons because they're supposed to be very complex, coupled with their relative rarity means that most people don't even get a chance to learn. Just putting energy and regular pistols together because you hold them the same way is silly because at this point they're basically an elemental reskin

>muh dumbed down and streamlined memes
No. Stop this nonsense.

Fo3 had the weapons separated into small guns, big guns, explosives, and energy weapons, and NV dropped big guns but was otherwise the same. The skills did nothing but increase damage and improve accuracy and the only perks that ever did anything interesting for the weapons were the shotgun perks in NV.

Fo4 on the other hand, does away with the distinction between energy weapon and ballistic weapon (which neither of the previous 3d titles did much of anything with) in favor of separating the weapons into archetypes based on their firing modes and way they are held, as well as having big guns and explosives. The perks for each of these not only increase the damage and accuracy as the skills they replaced do, but also add some extra benefits.
I'm not saying that it isn't important, but 3 and NV didn't do shit to distinguish the two. Hell Fo4 does more by having both ballistic and energy defense stats on top of making plasma a hybrid weapon.

The benefits for separating the weapons into rough categories so that pistoleers can just use whatever pistol is best for the situation is better than the super broad small guns and energy weapons categories that make a pistoler build in 3/NV equally good with a rifle instead of sucking with them because their thing is pistols.

Shame the double mag doesn't use a separate reload animation. It's really nice otherwise.

>technology is highly inefficient in fallout universe
>codsworth lasts 200 years without refueling

how did they run out of resources again?

I guess, but it'll make more sense storywise.

Shhhhhh

I want to vouch for this to be added to the OP's pastebin
nexusmods.com/fallout4/mods/23556/?

tryed it myself this evening and it works perfectly smooth

though I skipped Step 1 (only used optimized vanilla textures which isn't listed, and Vivid fallout al in one), Step 5 (because I don't give a shit about waifus and in general the appearence of who I shoot at, fallout 4 models aren't that bad) and added a few mods that only changes slightly the gameplay section which I found lacking. But otherwise it's a pretty good way to get started on fallout 4 modding, also all the mods recommended are up to date

Not interested in discussing how realistic things are in an alternate universe post-apoc game w/ talking mutants and ghouls

You have fuel in the house before everything is blown

considering billions died it's a matter of course that he can simply scavenge more fuel from around the area BECAUSE EVERYONE'S DEAD. Why are you retarded?

>mr handy fuel laying around everywhere
>curie and codsworth are around and kicking 200 years without refueling.
Also how do you think mr handy on miss nanny sex would work?

Not interested in discussing how realistic things are in an alternate universe post-apoc game w/ talking mutants and ghouls

Hilarious. I'm reinstalling fo4 and googled "fallout 4 modding guide" before checking out the current /fog/ thread and saw this post. I'll give it a go before taking a dig at the pastebin

>of course that he can simply scavenge more fuel
Except no, not really.
Mr.Handys seem to use combustion to float, which means fossil fuel.
There wasn't even a small amount of fuel around BEFORE the war, let alone 200 years after.

'Mr.Handy fuel' makes no fucking sense.

Funny. Going through this, and a lot of it is stuff I already used when I manually sorted through mods.

>My nuclear core

i would say you'd need to take the handy in to a specialist to get the nuclear fuel replaced every few decades, depending on how inefficient stuff is in fallout of course.

except curie was locked in a small room was she(it) not?

50's SCIENCE! is clearly the answer to why robots are all still running.

You lot are getting worked up over shit that's been around for the entire series.

>The skills did nothing but increase damage and improve accuracy

Wow, it's almost like it's a system of progression or something that caters to character skill instead of player skill.

>the only perks that ever did anything interesting for the weapons were the shotgun perks in NV.

This one seems more like a personal taste issue. I myself liked Friend of the Night for its nightvision enhancement, Rad Child, Pack Rat and a couple of others that haven't immediately jumped to mind. They all had what I would coin "interesting" effects but whether something is interesting is entirely down to the subject.

>Fo4 on the other hand, does away with the distinction... ...The perks for each of these not only increase the damage and accuracy as the skills they replaced do, but also add some extra benefits.

>add extra benefits.

This is an outright lie though, as they actually have much less of an effect on firearms than the player skills in 3 and New Vegas did, with them only benefitting the player's damage with guns in that fire mode. Fair enough if you like the change from FO3/NV's weapon categorisation to 4's but don't pretend there's more depth, they're just damage modifiers.

I don't get what conclusion you're trying to reach by outlining all of this, whether you're saying that Fallout 4 wasn't streamlined or that the streamlining was neccessary and didn't take away from the experience.

It's only a problem when Bethesda does it

Bethesda were the only ones dumb enough to make the fuel a miscellaneous item in the game, which is the root cause of the problem.

>The perks for each of these not only increase the damage and accuracy as the skills they replaced do, but also add some extra benefits.
I invite you to take a look at Fallout 4's perks:

fallout.wikia.com/wiki/Fallout_4_perks

And realize they are basically the same for all weapon types. They are so similar it's not even funny. The reason why Perks in Fallout 4 are shit is because Bethesda had this brilliant idea to combine a very basic system with a pretty cool systen. Before, you knew skills were just that, skills. How good you were at something. And Perks were extra benefits.

Now the "extra benefits" are shit that may as well be skills: "more damage", "higher critical chance", "higher chance to cripple", and shit like that. I don't want to know what the fuck Bethesda did to the cripple mechanics if there is just a thing as "higher chance to cripple" now. If a gun used to deal 20 damage and now deals 100, you fucking bet the chance to cripple will obviously be higher.

>Now the "extra benefits" are shit that may as well be skills: "more damage", "higher critical chance", "higher chance to cripple", and shit like that. I don't want to know what the fuck Bethesda did to the cripple mechanics if there is just a thing as "higher chance to cripple" now. If a gun used to deal 20 damage and now deals 100, you fucking bet the chance to cripple will obviously be higher.
Can you list some examples were extra benefits are anything more than that?

The perk system of Fo4 achieves the same thing as the skill system of 3/NV in more manageable chunks that sidestep the issues found the skills such as lock picking and equally represents character skill.

You're only listing perks that have nothing to do with the weapon skills. Which was the entire fucking topic.

Also the perks in Fo4 for weapons do have extra benefits. What the actual fuck are you smoking to make you think that they don't? Rifles ignore armor, pistols can disarm, and automatics can stagger.

The changes are a sidegrade at worst and their greatest benefits are admittedly not found in the treatment of weapons, but in the treatment of other skills as well as the player's ability to specialize their character. Lock picking is no longer a skill where literally only 4 of the points you ever stick in it matter and the other whatever the fuck many depending on how you start being pure filler. Science has been split into a number of disciplines so a character doesn't just throw points into one thing and magically get good at a whole bunch of different things. And while I'll admit that the slapping plasma/laser/ballistic guns into categories based on firing mode and grip is hardly the ideal solution, it is preferable to be able to play a gunslinger who is good at pistols even if it doesn't matter if it's plasma or a traditional pistol over one that is good at traditional pistols as well as sniper rifles.
You're forgetting the main extra benefit for the weapons, which are armor pen/disarms/staggers depending on the weapon. You are also mistaking the extra damage as something that is supposed to be a perk rather than the way that the new system covers what the old system did. Again it's not perfect, but as I said above, the benefits are better seen in other skills, but weapons still do alright.

It's pretty obvious thats for the flamethrower.

...

Same way he got polish to have polished the floors for years.

He had free reign of sanctuary and those houses would be full of mundanes like handy fuel. Plus he knew about concord and lexington and who lived there, meaning he ventured a bit considering no one swung by to inform him of the details of these places. His self-preservation routines probably compelled him to expand his area of search over time.

He could also trade with carla and the diner trading family who are both near by and within that area of exploration.

Not to mention the buildings themselves in lex/con. They would have had mr handys and parts/fuel for them.

>the only perks that ever did anything interesting for the weapons were the shotgun perks in NV
There's a lot of perks that do things that aren't just damage upgrades. Run 'n Gun makes it easier to shoot while moving, Super Slam adds knockdown chances to melee, Concentrated Fire stacks VATS hit chance when aiming at the same place, etc.
Hell, even the straight up damage upgrade perks are more interesting because they usually promote a specific playstyle. Like Commando and Cowboyworking with roleplaying those archetypes, likewise with Fight the Power and Sneering Imperialist.

>You're forgetting the main extra benefit for the weapons, which are armor pen/disarms/staggers depending on the weapon.
I didn't forget them. I'm saying that they may as well be part of skills: do I REALLY need to choose a Perk for my rifle to have a "chance" to stagger someone? Really?

>You are also mistaking the extra damage as something that is supposed to be a perk rather than the way that the new system covers what the old system did.
I'm not. I'm saying that Bethesda decided to merge the two, completely oblivious to the fact that skills and Perks were separate things for a good reason. Perks were meant to be a treat, Skills were meant to be the base progression system.

Bethesda didn't really do anything with the Perk system. It only took away choice, because if you wanted significant progression in a skill in New Vegas or Fallout 3, guess what: allocate all your points to the skill in question.

>Also the perks in Fo4 for weapons do have extra benefits
>Lists basic things that were inherent with the weapons then taken out and repacked as perk bonuses for FO4
Who remembers when you could target a weapon in VATs and disarm someone

Post something nice and something mean about Piper

Post something nice and something mean about Cait

Post something nice and something mean about Curie.

...

Okay

>Player comments and headtracking
Yeah, I tolerated this for about a minute before alt-f4ing.

Head tracking has been a thing since Morrowind and was only toned down in Skyrim.

That's why they're called Perks, you aren't forced to take anything that causes your rifle to stagger anybody. It's an optional benefit. I don't know why you're so upset about this, the old system worked fine and the new system works fine as well.

That said, I'll be the first to say that the idea of Perks to begin with is flawed because no Fallout game has consistency made the system live up to its name. Perks should be something unique to the character that he cannot achieve simply by raising his skills.

For example, take the FO1 Perk "Master Thief" (+10% to skills: Sneak, Lockpick, Steal and Traps). This simply doesn't work. This isn't a Perk, this is blatant skill increase. To achieve the same effect as the Perk just raise your skills. On the other hand, "Animal Friend" (Animals will not attack on sight) is a pretty cool Perk because no amount of raising your skills will let you achieve that effect.

IMO, Perks should be things that make your character stand out in a way. And it's impossible to stand out by having Perks that very much work like skills, but with a different name.

On another note, I heavily dislike Fallout 4's bloated Perk system. People talk all the time about how "it is impossible to have every single Perk", and it is true that it is impossible to get them all on a "normal" playthrough. Then again, that is in part because Bethesda decided to nerf previous Perks into several levels, sometimes in nonsensical ways.

>Mysterious Stranger: Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency...
Sounds good.

>The Mysterious Stranger appears more often in V.A.T.S.
Okay...

>The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled.
What

>The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled.
STOP

Head tracking was half of the mod. The other half I couldn't stand.

I feel like not being able to get every perk/skill/whatever on the same dude is a good thing, generally speaking

I don't think combining the skills and perk systems is inherently bad, it's just that Bethesda used it as an excuse to be lazy. It's the exact same thing in skyrim. Very few perks actually do something interesting mechanically, and the vast majority are just numerical buffs.
The new perk system also suffers from the strict perk chart structure (you MUST have perks in each grid slot, and perks can only be locked behind SPECIAL and level, nothing else) and the fact that you can level up SPECIAL at any time.
Each flaw by itself is minor but it adds up to an uninteresting experience

/tesg is getting about 10x more posts than /fog

>F4SE still not finished
>took over a year to implement custom animations
>modding scene so dead they rereleased skyrim to make money off of mods

Definitely. I'm just saying that the whole "the system is great, you cannot get everywhere" is true but at the same time exposes that most of the Perks in Fallout 4 are kind of shitty because Bethesda subdivided them in a lot of ways.

Like says. It has too many flaws that add up.

Seems to be like /xivg/ with just character posting everywhere.

First time trying one of the season mods and I'm enjoying the extra frames.

Moon mod with no trees or vegetation of any kind for MAXIMUM SPEED when?

Knowing /tesg/ it's all shitposting about someone posting a character someone else didn't like and the whole thread being autistic over it.

speaking of perk, which is the To go perk mod for skyrim and SE, im not going to ask on /tesg/

> I put a spell on you
> Kill Curtis acquire activation code
> Go to disarm the bomb
> Train leaves as I walk up to it.
> Exit game to see if it's a bug
> Quest is absolutely laden with bugs
> Decide to setstage
> restart game
> crash during splash screens
> Won't stop crashing
fucking kill me.

pretty much this

Ordinator last time I checked

The train leaving thing happens if you talk to the colonel first rather than dashing straight for the station.

Unless you didn't talk to him in which case yea something's probably fucked

Y'know, for a bunch of men in their 30's and 40's they can be such clique-y teenagers about the dumbest shit. At least all we get here is obnoxious obsidian posters.

Bethesdrones ree

Skyrim is unironically a much less enjoyable game than Fallout 4, even with the thousands more mods it has over us.

And it's been out since forever, anyone who still plays it now is... Probably not all there mentally.

Not muh fallout why am i playing the role of a person in a roleplaying game reeeeee backstory

I wouldn't go that far. I have an assortment of mods that make Skyrim enjoyable for me and I can play for hours on end. In FO4 I have to force myself to do things or I just Alt-F4 due meandering around accomplishing nothing. Partly why I want TESVI already.

>enter ultraluxe to make some dosh
>guy enters conversation to take my weapons
>only options are 'where did you take my weapons' and 'goodbye'
>every time I say goodbye he renter's conversation with me with the same options
>trying to walk back to the door and keep getting turned around to talk to him
>he won't let me leave he just keeps talking to me

Help me /fog/

I think the big deal with Nate is that they kept trying to make him a player avatar rather than his own character and it comes off being really fucking shitty.
Not only that but RPGs are about making choices and you make maybe one single actual choice in all of 4.
Otherwise its all
Yes
Yes
Sarcastic yes
No (yes)