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Fallout 4! In like 4 1/2 months, its real.


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Posted

Is it just me or are these perks pretty much copy/pasted from FO3?

Cant say im impressed so far, i mean i expected to see some of them, but looks like they didnt really bothered with new perks at all.

Posted

Run it frame by frame, there's a lot of new perks actually.

 

Well i did, good 80% of them i recognize from FO3 pretty much just by name, i would really like to see some more active perks that add some unique abilities, the passive stuff is getting boring, both FO3 and Skyrim were full of them.

Posted

A lot more so than in Fallout 3 probably. Remember a lot of perk mods didn't even have vault-boy graphics for a long time, just an X.

 

Also I was thinking, the moddable weapons system, those are going to make it intimidating for modders to add new weapons when these kinds of weapons exist in game. I think we'll see a lot fewer weapons being added. But maybe some industrious and clever bastards can add new moddable weapons like in vanilla, and probably add a lot more variations to the stuff that can be crafted.

 

This, the voiced protagonist, and Skyrim's animation system forcing Fore to step up... Bethesda talks a good game about loving mods but more and more hurdles show up every game.

Posted

A lot more so than in Fallout 3 probably. Remember a lot of perk mods didn't even have vault-boy graphics for a long time, just an X.

 

Also I was thinking, the moddable weapons system, those are going to make it intimidating for modders to add new weapons when these kinds of weapons exist in game. I think we'll see a lot fewer weapons being added. But maybe some industrious and clever bastards can add new moddable weapons like in vanilla, and probably add a lot more variations to the stuff that can be crafted.

 

This, the voiced protagonist, and Skyrim's animation system forcing Fore to step up... Bethesda talks a good game about loving mods but more and more hurdles show up every game.

 

Totaly agree with you here, for all the love they apparently have for mods, they do throw lots of obstacles at modders with each release, ...either they are being completely lazy or they are turning into complete control freaks.

 

Posted

 

 

...

 

Also I was thinking, the moddable weapons system, those are going to make it intimidating for modders to add new weapons when these kinds of weapons exist in game. I think we'll see a lot fewer weapons being added. But maybe some industrious and clever bastards can add new moddable weapons like in vanilla, and probably add a lot more variations to the stuff that can be crafted.

 

...

 

About the "moddable weapons" I will not be so sure. If you look at the E3 presentation, in FO4 you can do a huge amount of weapons by selectiong the different parts.

And the result looks as a single object.

 

Now, how this is done? Sub-meshes for the different parts? A mesh for every possible combination? (I don't think so.)

So, we have to see how it works, but for sure somebody will do something.

Posted

Now, how this is done? Sub-meshes for the different parts? A mesh for every possible combination? (I don't think so.)

So, we have to see how it works, but for sure somebody will do something.

My guess is nodes in the mesh (like how weapons are placed in PC hands) and standardised 'connection points'.  

Posted

 

My guess is nodes in the mesh (like how weapons are placed in PC hands) and standardised 'connection points'.  

 

 

 

Good guess.

I think there will be also some sort of "WeaponSlots" (Like the body slots used in Skyrim) to specify which mesh goes to which place.

Posted

Seeing some straight up damage +x% and defense =x% perks already, that takes over the gradual skill up and damage up climb, a functional set up I guess.

But limiting perks base on special? Are there ways to level up special then? If not then your entire character is determined as soon as you start the game.

Posted

You'll notice that the first line of the perk trees, the SPECIALs? They're perks too, and have ranks, I couldn't see how many but at least 5 so you'll be able to add that many extra points to each stat. I have a very strong suspicion that multiple perks per level mods will be some of the first to come out. Second after replacing undies with very ugly tits.

Posted

Seeing some straight up damage +x% and defense =x% perks already, that takes over the gradual skill up and damage up climb, a functional set up I guess.

But limiting perks base on special? Are there ways to level up special then? If not then your entire character is determined as soon as you start the game.

This explains pretty much everything about perks. It should have been posed alongside the video, but I had to be linked to it, because I wasn't aware of Bethesda even having a blog, much less one they actually post information to.

 

For people that don't want to click the link above (it's a rickroll, so I don't blame you, here's the real link), the lowdown is that perks actually provide more interesting things as you improve them, like Gunslinger starting with a damage boost, but then improving your ability to shoot guns out of people's hands, increasing the range of pistols and so on, or Stealth providing the old Silent Running and Light Step perks as you level it up. The 270 perks mentioned include the combined 70 levels of Intense training for your special attributes, so there's actually only 200 perks on that chart. Oh, and the old skill magazines? Those provide unique perks that are leveled by finding more of those magazines (Grognak the Barbarian gives the Berserker perk, and it has 10 levels, so there are ten issues of the magazine out in the wastes).

Posted

That looks Interesting. Trading in perk points can be use to leveling up special stat. With what they said about limit less leveling that sounds like it essentially let you cap all special in the long run and then perks (no more almost perfect and bobble head).

Wonder what they mean by keeping the challenge up also. I fear Oblivion style, but I am somewhat confident it will be better than that.

Posted

Now this is interesting indeed;

 

 

 

Additionally, whereas Fallout 3 had an initial level cap of 20, Fallout 4 has no level cap, and we’ve balanced the game to keep the content and challenge going for higher levels.

 

I wouldn't put much stock in their ability to balance the game for a level 100 character, but that opens up for some high level mods... but I'm guessing we'll see a rebalance ala Project Nevada coming along in not too long. I'm going to make sure to finish the game without such a mod first however.

 

Also the Endurance video featured the character eating a lot, so primary needs may be a part of the base game, or an option, or Endurance lets you get more health regain for eating food. Probably the latter to be honest.

Posted

Iv been wondering about something since they announced FO4 using an upgrade version of CK.

 

Wouldn't converting mods from skyrim to FO4 be relatively easy seeing how FO4 is using an upgraded version of the creation engine? 

Posted

Relatively is a relative term indeed. :P Certain Oblivion outfits were imported into Fallout 4. But with relatively few exceptions there's not much that can. And even then you're talking meshes and textures mainly, scripts like that of Sexlab Framework is an almost guaranteed no, they probably changed the Papyrus system quite substantially this time around is my guess, so all scripted mods have to be redone from scratch. For meshes and textures, not even a fraction of Skyrim's stuff is going to fit into the world. But the same engine being used will probably mean that you'll see nude bodies based on Skyrim bodies like CBBE, Sevenbase, etc. pretty fast.

Guest toymachine
Posted

Fallout 3 has small references about The Institute and androids, but not enough to actually have to play Fallout 3 to get into Fallout 4. There are a few NPCs that mention Commonwealth/The Institute that takes place in Fallout 4. Those NPCs might be in this next chapter of Fallout including the radio disc jockey from Fallout 3,

 

New Vegas has nothing to do with these two games.

Posted

 

 

I was expecting something bigger, at least around 50gb like GTA or Arkham City.

 

I hope there's hi-res dlc for PC users like skyrim.

 

 

Remember skryim was around 6gb when It first was released, Bethesda knows how to compress data for large worlds.  The new Metal Gear Solid is 27gb and its a large open world game.  GTA 5 has more dialog, about 40% more however from what people have said its uncompressed data making it vastly larger then normal.  Now will the compressed data hurt the quality in the end?  If so, MODS!

Posted

Does anyone know if you need to have played the previous fallout games in order to enjoy or understand the latest release?

 

Almost certainly not. You will miss a few references like who this Three-Dog guy is, but your character has no idea who he is either. It's a near guarantee this is aimed as much if not more towards new players as faithful fans who can tell you the true name of the Master.

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