anything involving crits is insane in the luck tree btw
it doesnt say this but crit attacks in vats cannot miss - this means you can take a very low hit chance attack, convert it to a crit and just nail somebody from across the map with a shit pistol
the ability to bank crit hits is also turbo stronk
with gun fu and sneak attacks the damages rapidly get out of control
Good news for my one handed luck build.
I would like some money because these are artisanal nuggets of wisdom philistine.
anything involving crits is insane in the luck tree btw
it doesnt say this but crit attacks in vats cannot miss - this means you can take a very low hit chance attack, convert it to a crit and just nail somebody from across the map with a shit pistol
the ability to bank crit hits is also turbo stronk
with gun fu and sneak attacks the damages rapidly get out of control
This post makes me want to mash the awesome button.
I can't believe I'm seriously considering buying the game on Steam right now when I have a collector's edition being delivered tomorrow, I have all day Wednesday off from work due to Veterans Day and even if I started playing tonight when it unlocks I'd only have at best three hours or so to play and that's if I wanted to stay up late and make work suck horribly tomorrow but...... the steam store page is taunting me
I think I need to fire up Tale of Two Wastelands and pretend I can't even buy it on Steam right now.
HappylilElf on
+1
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
also weapons reload automatically when you switch them and reload automatically on entering vats
I can't believe I'm seriously considering buying the game on Steam right now when I have a collector's edition being delivered tomorrow, I have all day Wednesday off from work due to Veterans Day and even if I started playing tonight when it unlocks I'd only have at best three hours or so to play and that's if I wanted to stay up late and make work suck horribly tomorrow but...... the steam store page is taunting me
I think I need to fire up Tale of Two Wastelands and pretend I can't even buy it on Steam right now.
Your'e going to be playing this game forever...just wait.
Can someone check if these Legends are random spawns (early game):
Legendary Radroach at USAF Satellite Station Olivia. If you go North East of Red Rocket you'll hit it. Quest there from Abernathy's South West of Red Rocket.
Legendary Bloatfly South East of Tenpines Bluff.
"Get the hell out of me" - [ex]girlfriend
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited November 2015
I tried Dragonborn as a name, amazingly it didn't work.
can you still look at people in first person for conversations? the new cinematic third person thing is nice, but I like the feeling of looking directly into an npcs eyes
'Doctor' not being on the list is a shameful omission.
Doubly so given that 'Venkman' is right there.
With Love and Courage
+10
Zilla36021st Century. |She/Her|Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered Userregular
Just some random thoughts I posted elsewhere on people's complaining about jank/bugs and BGS needing a totally new engine, going to re-post it here:
The trouble is that all of the things a BGS game needs to do requires a very specific type of game engine/architecture. Stuff like cell-based asset streaming, storing where hundreds of dead NPC's lie and the contents of their inventories, thousands of containers all over the game world that can contain huge lists of objects for the player to store things in, having the time/day of the week actually matter (as well as the day/night cycle) etc etc. I could go on.
Modifying an engine like Unreal to do all this *might* be possible, but extremely difficult, and it seems people tend to really under-estimate just how *difficult* it would be even for the most talented of engine programmers in the industry.
Tldr: You can forgive the jank once you understand why it exists, and can therefore accept it as a reasonable trade-off, to some extent.
Like of course we dont want jank, nor are we giving bethesda a "free pass", its just there is obvious differences between what its trying to do and what other games, even superficially similar games like Witcher 3 are trying to do. And I love those things, and also accept that those things that bethesda games try to do are objectively nuts and no other game company attempts them. And I love them for that and thats why theyll always be my favourite type of game, because id rather they reach for the stars and miss occasionally and we get some jank, as long as the jank doesnt get egregious, than just have a safe and static world with zero bugs
Just some random thoughts I posted elsewhere on people's complaining about jank/bugs and BGS needing a totally new engine, going to re-post it here:
The trouble is that all of the things a BGS game needs to do requires a very specific type of game engine/architecture. Stuff like cell-based asset streaming, storing where hundreds of dead NPC's lie and the contents of their inventories, thousands of containers all over the game world that can contain huge lists of objects for the player to store things in, having the time/day of the week actually matter (as well as the day/night cycle) etc etc. I could go on.
Modifying an engine like Unreal to do all this *might* be possible, but extremely difficult, and it seems people tend to really under-estimate just how *difficult* it would be even for the most talented of engine programmers in the industry.
Tldr: You can forgive the jank once you understand why it exists, and can therefore accept it as a reasonable trade-off, to some extent.
...That doesn't sound like an impressive list of features, though?
I mean, Minecraft can do that (albeit you have to use chunk loaders to prevent it from just dumping distant chunks to preserve memory), and it's not exactly held high as a marvel of software engineering.
The Ender on
With Love and Courage
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I guess Venkman is okay. Stanz and Spengler not being on it is sad.
Generator connected directly to purifier but it still says it needs power.
I know this is pretty basic advice, but have you tried turning on the generator?
Yup. On and off and on and off and on just trying to get the purifier to work.
I can say, watching Dansgaming, he connected his generator to a pylon, then his pylon to a switch mounted on a house, and then the lights inside were powered. Maybe the pylon or switch are necessary?
GnomeTankWhat the what?Portland, OregonRegistered Userregular
Here's to hoping MTUI's successor is out fast. It doesn't require mod tools to mess with the UI, so provided this is mostly the same game system (hint: it is), then we should see the FO4 version of MT (or whatever it ends up being called) sooner than later.
Generator connected directly to purifier but it still says it needs power.
I know this is pretty basic advice, but have you tried turning on the generator?
Yup. On and off and on and off and on just trying to get the purifier to work.
I can say, watching Dansgaming, he connected his generator to a pylon, then his pylon to a switch mounted on a house, and then the lights inside were powered. Maybe the pylon or switch are necessary?
I have my generator hooked straight up to flood lights without an issue. Only other thing I can think of is maybe the purifier needs to be deeper in the water.
Just some random thoughts I posted elsewhere on people's complaining about jank/bugs and BGS needing a totally new engine, going to re-post it here:
The trouble is that all of the things a BGS game needs to do requires a very specific type of game engine/architecture. Stuff like cell-based asset streaming, storing where hundreds of dead NPC's lie and the contents of their inventories, thousands of containers all over the game world that can contain huge lists of objects for the player to store things in, having the time/day of the week actually matter (as well as the day/night cycle) etc etc. I could go on.
Modifying an engine like Unreal to do all this *might* be possible, but extremely difficult, and it seems people tend to really under-estimate just how *difficult* it would be even for the most talented of engine programmers in the industry.
Tldr: You can forgive the jank once you understand why it exists, and can therefore accept it as a reasonable trade-off, to some extent.
...That doesn't sound like an impressive list of features, though?
I mean, Minecraft can do that (albeit you have to use chunk loaders to prevent it from just dumping distant chunks to preserve memory), and it's not exactly held high as a marvel of software engineering.
Minecraft cheats, first and foremost. It has an incredibly limited set of resources it ever needs to load, and you can watch the Minecraft engine choke and die if you try and load too many different resource packs on a server.
Cell based asset streaming for complex resources, while relatively common in this day and age, is an incredibly complicated software problem. Even Unreal requires the end developer to implement A LOT of the system, because they can't make broad sweeping generalizations about how you want things loaded. Just look at all the "texture snap" problems UE3 is famous for, for an easy to see example of the complexity of stream loading in general.
That's not to say Bethesda can't create a new engine, or that they don't need one...but as a developer who has worked in extremely complex systems like this in the past, I know the appeal of using what works until you're squeezing blood from a turnip. It would take 18+ months, and millions of dollars of development, for Bethesda to port all their specialized RPG tools to something like Unreal. They don't stick to GameBryo because they are lazy, but because the cost to switch is ridiculously prohibitive. It's not just the engine code that has to change, but the entire working tool chain.
If you have two names on the list does it say both or just the first.
First name it parses from your name. So if your first name is recognizable, he'll use it. At least that's the pattern I've seen. He may alternate if he can speak both, but I've never seen it.
Just some random thoughts I posted elsewhere on people's complaining about jank/bugs and BGS needing a totally new engine, going to re-post it here:
The trouble is that all of the things a BGS game needs to do requires a very specific type of game engine/architecture. Stuff like cell-based asset streaming, storing where hundreds of dead NPC's lie and the contents of their inventories, thousands of containers all over the game world that can contain huge lists of objects for the player to store things in, having the time/day of the week actually matter (as well as the day/night cycle) etc etc. I could go on.
Modifying an engine like Unreal to do all this *might* be possible, but extremely difficult, and it seems people tend to really under-estimate just how *difficult* it would be even for the most talented of engine programmers in the industry.
Tldr: You can forgive the jank once you understand why it exists, and can therefore accept it as a reasonable trade-off, to some extent.
...That doesn't sound like an impressive list of features, though?
I mean, Minecraft can do that (albeit you have to use chunk loaders to prevent it from just dumping distant chunks to preserve memory), and it's not exactly held high as a marvel of software engineering.
Yeah, but (vanilla, AFAIK) Minecraft doesn't have a quest system though, and (in Gamebryo/Creation/two gamebryos duct-taped together) that ties in massively with every other system in the engine. NPC AI is also a lot simpler and less inter-connected in Minecraft.
Like @Prohass says, I'd rather have them 'shoot for the stars and only miss by a little', as when it does (sometimes) come together they make some of the most immersive game-worlds in the industry.
Posts
Good news for my one handed luck build.
pleasepaypreacher.net
This post makes me want to mash the awesome button.
My unpack was around 5 min I think.
@surrealitycheck
Because it's you scheck my immediate thought was how in the world did you already mod the game to say "Twat"
Glad to see my name is in there.
Generator connected directly to purifier but it still says it needs power.
I think I need to fire up Tale of Two Wastelands and pretend I can't even buy it on Steam right now.
so
i guess improved reload perks are garbooje
it is a mystery
Your'e going to be playing this game forever...just wait.
DREDD NOT INCLUDED PREORDER CANCELLED PC THROWN IN TRASH
GG $$ETH$$OFT
Legendary Bloatfly South East of Tenpines Bluff.
Seriously, Bethesda?
It's comforting to know that I could name my character 'Tallahassee Titties' and Codsworth would totally say it.
I was so fucking annoyed that "Bell" is a name but "Belle" is not.
PSN: ShogunGunshow
Origin: ShogunGunshow
I know this is pretty basic advice, but have you tried turning on the generator?
Doubly so given that 'Venkman' is right there.
Yup. On and off and on and off and on just trying to get the purifier to work.
...That doesn't sound like an impressive list of features, though?
I mean, Minecraft can do that (albeit you have to use chunk loaders to prevent it from just dumping distant chunks to preserve memory), and it's not exactly held high as a marvel of software engineering.
I can say, watching Dansgaming, he connected his generator to a pylon, then his pylon to a switch mounted on a house, and then the lights inside were powered. Maybe the pylon or switch are necessary?
;.;
I have my generator hooked straight up to flood lights without an issue. Only other thing I can think of is maybe the purifier needs to be deeper in the water.
is it providing enough power? thats the only thing I can think that might be wrong
Minecraft cheats, first and foremost. It has an incredibly limited set of resources it ever needs to load, and you can watch the Minecraft engine choke and die if you try and load too many different resource packs on a server.
Cell based asset streaming for complex resources, while relatively common in this day and age, is an incredibly complicated software problem. Even Unreal requires the end developer to implement A LOT of the system, because they can't make broad sweeping generalizations about how you want things loaded. Just look at all the "texture snap" problems UE3 is famous for, for an easy to see example of the complexity of stream loading in general.
That's not to say Bethesda can't create a new engine, or that they don't need one...but as a developer who has worked in extremely complex systems like this in the past, I know the appeal of using what works until you're squeezing blood from a turnip. It would take 18+ months, and millions of dollars of development, for Bethesda to port all their specialized RPG tools to something like Unreal. They don't stick to GameBryo because they are lazy, but because the cost to switch is ridiculously prohibitive. It's not just the engine code that has to change, but the entire working tool chain.
I REALLY don't like them being on the same key as the melee bash.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
First name it parses from your name. So if your first name is recognizable, he'll use it. At least that's the pattern I've seen. He may alternate if he can speak both, but I've never seen it.
Time for one last bittersweet romp for Lady Dredd & Veronica in the Mojave. We've been through a lot together.
Just be Zdana. Scully's Slovakian cousin.
kind of makes sense since he says it like a last name, ie "mr morrison" etc
Yeah, but (vanilla, AFAIK) Minecraft doesn't have a quest system though, and (in Gamebryo/Creation/two gamebryos duct-taped together) that ties in massively with every other system in the engine. NPC AI is also a lot simpler and less inter-connected in Minecraft.
Like @Prohass says, I'd rather have them 'shoot for the stars and only miss by a little', as when it does (sometimes) come together they make some of the most immersive game-worlds in the industry.
Edit: @GnomeTank already said it better.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.