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


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Guest ...failure
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.

 

 

Good point

 

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!

 

 

28GB is actually a pretty good size considering how well BSA files are usually compressed (think 7zip ultra compression).

 

Uncompressed 20 some gigs of BSA texture and mesh files would probably consume a 128GB SSD with little room for anything else.... so be aware that if you unpack it, you'll probably want a lot of space available. 

 

I can see FO4 on a 240GB SSD with mod's taking up over 100 gigs of space (and that is without unpacking the 28 gigs of original game files).... Best make a backup of the base game files before you add mods. That way if you have to do a clean up and start from scratch you don't end up taking a day or two to re-download it off of bethesda.net or steam.

 

The questions I have:

How high a vertex/poly count are they taking the mesh/nif's?

Since the base games is designed for the PS4/XB1 I'm hoping vanilla body meshes will be close to SAM and CBBE at a minimum.

 

How high a quality level are they taking the textures?

Skyrim had what 512x512 texture sizes (due to xb360/ps3 limitations) and the Bethesda PC HD packs had some 1024x1024 textures.

Modded Skyrim PC users are used to 1k, 2k, and 4k texture sets. With some 8k sets being available for a few mods (and people who have cards that can handle 8k textures).

 

So what will be the base textures size for fallout 4?

1k, 2k, and/or 4k for everything?

Texture compression? DXT1 or DXT5 compression on the textures or raw R8G8B8 uncompressed textures?

For the consoles I can see 2k DXT5's to help reduce size of the texture bsa file. For PC's where 2GB vid cards are pretty much now standard and 4GB and multi card solutions are on the high end with 4k monitors. I could see 4k and 8k textures becoming the norm in a year or two of FO4 modding (and that is if vid cards and monitors stay at the UHD level, if they start to go higher then all bets are off).

 

Also will they limit the meshes to using square textures (like skyrim), or will that change?

Posted

28GB is actually a pretty good size considering how well BSA files are usually compressed (think 7zip ultra compression).

The nif format in its self has very good compression, if you export an obj from nifskope the size is often double the nif and doesn't even have skin data or links to textures etc stored in it.

 

The questions I have:

How high a vertex/poly count are they taking the mesh/nif's?

Since the base games is designed for the PS4/XB1 I'm hoping vanilla body meshes will be close to SAM and CBBE at a minimum.

 

If they reused assets from their other games then probably no change, the weapons and armour when used by the player might have a higher then average poly count.

But most likely only newly crated models will have a slightly higher poly count.

 

At least that's what i'm expecting anyway.

 

How high a quality level are they taking the textures?

Skyrim had what 512x512 texture sizes (due to xb360/ps3 limitations) and the Bethesda PC HD packs had some 1024x1024 textures.

Modded Skyrim PC users are used to 1k, 2k, and 4k texture sets. With some 8k sets being available for a few mods (and people who have cards that can handle 8k textures).

 

So what will be the base textures size for fallout 4?

1k, 2k, and/or 4k for everything?

Texture compression? DXT1 or DXT5 compression on the textures or raw R8G8B8 uncompressed textures?

For the consoles I can see 2k DXT5's to help reduce size of the texture bsa file. For PC's where 2GB vid cards are pretty much now standard and 4GB and multi card solutions are on the high end with 4k monitors. I could see 4k and 8k textures becoming the norm in a year or two of FO4 modding (and that is if vid cards and monitors stay at the UHD level, if they start to go higher then all bets are off).

With a jump from 512mb of ram to 6gb you would hope the textures get a bump in resolution.

One of the things bethesda did in skyrim was have a lower res normal map (when compared to the diffuse), i hope they don't do that in F4.

 

They also said they where using PBR, still not sure i believe them but if true i hope its not some half arsed implementation. But that alone will make it look much better.

 

And as for compression i see no reason they would stop using DXT5/1 for it, and doubt they would have any uncompressed ones.

 

For resolution my guess is 512 for pointless small stuff, 1024 for more important and bigger stuff and 2048 for the player and their gear. i see no reason they would go above 2k.

 

Also will they limit the meshes to using square textures (like skyrim), or will that change?

Circle textures?? or do you mean like 1x1? because skyrim has and can use 2x1/1x2 textures.

Posted

I think he is asking about rectangle textures because in skyrim some modders changed sword textures to use rectangle instead of square so they didn't have to chop the blade part of the texture in half so it would fit in the square shape.

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.

 

 

I already figured scripts were a no go. I was thinking along the the lines of textures and meshes mods specifically body mods. Im thinking that body mods will be the first to be made or converted for fO4.

Posted

Bingo bingo Bongo im so Happy in the Wasteland, Yes, Yes, Yes, Yes, Yes - Yeees! :o)

 

I wan't a Radio Mod like the GNR Extended for Fallout 4, yay all the Old Songs we need in Fallout 4, but well Atom Bomb Baby is also nice. :D

 

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.

 

 

I already figured scripts were a no go. I was thinking along the the lines of textures and meshes mods specifically body mods. Im thinking that body mods will be the first to be made or converted for fO4.

 

 

I have a feeling the bodies are going to be so different proportionally and uv wise that conversion would be more of hassle than it's worth.  It's like trying to convert Oblivion bodies into Skyrim.

Posted

From this perk website I read you can ride a Yao Guia, Chr 9 has "Wasteland Warrior"

Looks like mounts are in the game.

 

 

VATS would make a good mounted combat tool. Might actually be pretty cool.

 

Gamebryo + vehicles + Bethesda

 

I do not believe that.

Posted

Yeah the gamebryo engine doesnt take mounts well, hence why we had these useless horses in skyrim and if there gonna be mounts in FO4 they probably going to be exactly the same.

Posted

Yes I think from what I have read that the mounts are going to be just like Skyrim Horses.  Apparently its a thing and its a thing I'm thrilled to hear about.

 

Although it'd be all sorts of disappointing if its not in ): seriously I like mounted stuff in Skyrim and I'm not the only one by the looks of it.

 

Just saw that the Perk's list was overhauled so mounts idk.

 

Also I saw some speculation about how ghoulification might be treated like Vampirism is in Elder Scrolls that actually is possible to do with modding if it doesn't make it in and may add some interesting game play moments for some people, even if it isn't friendly for lore purist.

Posted

I looked and can't find any evidence that there will be mounts in the game, however I do remember that todd  said there would be no drivable vehicles in fallout 4 so I sincerely doubt they would have mounts. there is the wasteland whisper perk that seems to be similar to the animal friend perk only it affects creature like radscorpions and deathclaws.  

Posted

I looked and can't find any evidence that there will be mounts in the game, however I do remember that todd  said there would be no drivable vehicles in fallout 4 so I sincerely doubt they would have mounts. there is the wasteland whisper perk that seems to be similar to the animal friend perk only it affects creature like radscorpions and deathclaws.  

 

Vault111 website unfortunately the perks list is now overhauled with the SPECIAL videos going out it would seem I fell victim to speculation ><

Still hoping for mounts, it just makes since to me for it to be in the game.

 

On the plus side though its got STR, PER, END, and now CHR pretty much down pat, so its been fun having a look at how I might build a character for the upcoming game.

 

Posted

I'm holding out hope for FO4.   My worry is the modding.   I think Bethesda and Steam are going to pull one of their "PPM" Pay Per Mod, schemes.  

Lets be honest, Bethesda's games like Fallout 3, Fallout New Vegas and even Skyrim, might be fun to play, but without the Modding Community, those games wouldn't even be half as popular as they currently are.

 

I also don't think they would have lasted as long without Modders.   The console gamers fly through to the end content and they quit playing, PC Gamers can modify their game to suit their personal tastes...   (and many other games)...

 

 

 

Posted

I'm holding out hope for FO4.   My worry is the modding.   I think Bethesda and Steam are going to pull one of their "PPM" Pay Per Mod, schemes.  

 

Lets be honest, Bethesda's games like Fallout 3, Fallout New Vegas and even Skyrim, might be fun to play, but without the Modding Community, those games wouldn't even be half as popular as they currently are.

 

I also don't think they would have lasted as long without Modders.   The console gamers fly through to the end content and they quit playing, PC Gamers can modify their game to suit their personal tastes...   (and many other games)...

I think FO4 is going to be spared of it, if anything they might test the waters again, but TESVI is probably going to have all the money grabbing schemes.

Posted

Lets be honest, Bethesda's games like Fallout 3, Fallout New Vegas and even Skyrim, might be fun to play, but without the Modding Community, those games wouldn't even be half as popular as they currently are.

True, except, none of those games are "fun" to play without mods. They are not only ugly as hell, but also riddled with zillions of bugs (both related to game content and the engine used) and performance issues. I don't even need to talk about idiotic stories and dumbed down game mechanics. Some people play these games with no less than 200+ mods and then praise Bethesda for creating great games. It's a joke.
Posted

I have 100+ hours of gameplay with Fallout 3, Oblvion and Morrowind on the X-Boxes. They're not that bad. They're just vastly better modded. When you get to my modded time, add a zero to get closer to my playtime.

Posted

I got into TES with Oblivion, played it a ton on the Xbox, then moved to PC. Steam doesn't have stats for Oblivion or Morrowind, but it says that I've got over 2500 hours of time spent in Skyrim and 1400 in FO: New Vegas.  Do I expect Beth to do something dumb with modding? Yes, maybe not right away, but eventually.  

Posted

Gotta be honest here,

 

New modders will likely have to step up and fill in the shoe's of those that have moved on likely to paid jobs.  Its just the nature of the beast in current conditions of the world and the offerings available.

 

I'd like to see a PN or MCM equivalent or heck a FORES for Fallout 4 but realistically those types of mods will have to fall on new shoulders.

 

I'm not familiar with that sort of programming, the background I have is in fine arts, the sciences, and well now its creation of art assets that can be used in games.

 

All that said I've seen enough about the game to get really exited for it and I'm sure its going to have a very fun first person shooter centric feel that may be off-putting for some whereas others might think its long over-due.

 

Here's a fun link for making character plans.

http://vault111.com/character/

 

It's got a SPECIAL calculator and the whole Perks chart with some of the details that have been dropped already.

 

I might play a character with all 4's across the board.

Guest toymachine
Posted

I think it'll be more of a problem not worth the effort. There are just too many negatives I see in this for it to actually ever work.

 

Donations are and have perfectly worked fine. If people are not donating, or if you aren't content with the amount of donations you have, what can you do?

 

  1. You can start off by not being such a prick to the people who follower your work.
  2. You can engage more with them and be more helpful instead of treating them like a dumb ass. Modding isn't something that you learn in one day, and not everyone is on that same level of experience. Same goes with the toolkit, 3d software and other various programs. Hence why I bitched about this on rant thread. Some people feel the need to be arrogant pricks with their tutorials and expect everyone to be on the same page. That kind of treatment is and should not be tolerated.
  3. Keep your mod updated unless it's already on the final version. If so, continue to use step 1 and 2.
  4. Have them engage in beta testing your work to help find any bugs.

And those are all exceptional, but necessary if you want to have the respect not just in your work but as a modder that could increase your chances of having people donate to you.

 

 

But who am I kidding? Logic doesn't work with the many and all the crap I say is just jibberish. Now lets see that same method applied to paid mods. and you have you equation

 

Posted

Well the games have been getting better playing, they are getting closer to making a game that is valuable without mods.

Just have to wait and see where it ends up at the end. Again the cloud of paid modding is already looming how that will affect the actual modding scene will be interesting to see.

Guest toymachine
Posted

If I were to get into this game at an early start, I'd definitely spend most of my time traveling around and building stuff.  What we saw from the E3 showcase was pretty amazing and I wonder how far your imagination can go on building things.

Posted

Well the games have been getting better playing, they are getting closer to making a game that is valuable without mods.

Just have to wait and see where it ends up at the end. Again the cloud of paid modding is already looming how that will affect the actual modding scene will be interesting to see.

I would actually welcome this, a game where i wouldnt feel i need 50 mods just after 2 hours of playing.

If atleast half of what Hines says is true, i might actually buy the game and not wait for the modding tools to be released, but im pretty skeptical so far.

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