PsychoMachina Posted December 16, 2015 Posted December 16, 2015 ...equipped your companion with a rocket launcher when indoors knowing there are enemies in the area. ...establish a supply line to another settlement that's surrounded by super mutant, raider, or gunner encampments and equip your provisioner with a fat man. ...pickpocket Paladin Danse and slip a grenade down his metal skivvies (does that still work?). ...construct missile launchers in your settlements and try to launch fire extinguishers. WTF, I posted this in the Skyrim section?!!
RitualClarity Posted December 16, 2015 Posted December 16, 2015 ...equipped your companion with a rocket launcher when indoors knowing there are enemies in the area. ...establish a supply line to another settlement that's surrounded by super mutant, raider, or gunner encampments and equip your provisioner with a fat man. ...pickpocket Paladin Danse and slip a grenade down his metal skivvies (does that still work?). ...construct missile launchers in your settlements and try to launch fire extinguishers. WTF, I posted this in the Skyrim section?!! ...ever post your post in the wrong section
RitualClarity Posted December 16, 2015 Posted December 16, 2015 For the OP.. I did do #1 once. It was funny.. You'd think they would be smart enough not to use that weapon.
Akzyra Posted December 17, 2015 Posted December 17, 2015 #1 is worse when they pick up some weapons on the floor, like a fatman. Nice that NPCs can do that, but please be smart enough to have some choice of weapon for ranges or something. Indoor? -> No launcher
PsychoMachina Posted December 17, 2015 Author Posted December 17, 2015 #4 works (somewhat) with those large, red propane (?) canister, though you can't add those to your inventory when you find them. The fire extinguishers merely explode.
PsychoMachina Posted December 17, 2015 Author Posted December 17, 2015 #5 Add your own mods to the power armors. Warning: You can nearly cover the armor with those lights and you can get in the armor, but once inside, you can't move or get out of the armor.
nIn nIn nIn Posted December 17, 2015 Posted December 17, 2015 #5 Add your own mods to the power armors. pa2.jpg pa1.jpg Warning: You can nearly cover the armor with those lights and you can get in the armor, but once inside, you can't move or get out of the armor. Do the lights work if there is a fusion core installed? What a brilliant idea - street lights. I've collected so many useless PA suits at Sanctuary. Most of them incomplete.
PsychoMachina Posted December 17, 2015 Author Posted December 17, 2015 #5 Add your own mods to the power armors. pa2.jpg pa1.jpg Warning: You can nearly cover the armor with those lights and you can get in the armor, but once inside, you can't move or get out of the armor. Do the lights work if there is a fusion core installed? What a brilliant idea - street lights. I've collected so many useless PA suits at Sanctuary. Most of them incomplete. It didn't work when I tried it, probably because the lights are meant to receive power from generators. You can place connectors on the armor (tried to give the pa some metal nipples), but I did not see if it can be wired to a generator. If it does work then you can use your extra power armors as decorative lighting.
Caffeine Addict Posted December 23, 2015 Posted December 23, 2015 Have you ever sped up the dialogues with the right arrow key? I realized that it is very funny when you do it two or more times during a conversation, since the character starts to sigh, mutter something like "whatever" or makes a joke about the person. I had it with Nick Valentine that my female character snorted and said "Nice hat". This is more of an internal voice, the opposite doesn't hear or react to it, but it is funny nontheless.
cossayos Posted December 24, 2015 Posted December 24, 2015 ... ...pickpocket Paladin Danse and slip a grenade down his metal skivvies (does that still work?). Last time I did that was wth threedog in FO3. T'was a frag mine and his tap dance before the thing went off was pretty hilarious. It's still supposed to work, from what I read.
Revuu Posted December 24, 2015 Posted December 24, 2015 Last time I did that was wth threedog in FO3. T'was a frag mine and his tap dance before the thing went off was pretty hilarious. It's still supposed to work, from what I read. I tried to put a frag grenade in the pocket of a Savenger on the USS Constitution questline. To my great disappointment, it did not work.
Ernest Lemmingway Posted December 25, 2015 Posted December 25, 2015 Tried #2. My guy used up all his mini nukes on the raiders while they were attacking the settlement. Can you say, "bad timing?" I wish I'd taken screenshots before I hit reload. Saaaayyyyy...settlers turning into ghouls if they're hyper-irradiated. Now that would be an interesting mod.
Revuu Posted December 25, 2015 Posted December 25, 2015 Saaaayyyyy...settlers turning into ghouls if they're hyper-irradiated. Now that would be an interesting mod. Oooh, good idea. Maybe if they're in a settlement near the Glowing Sea for too long? Or, a settlement IN the glowing sea? Ghouls only. It produces Nuclear Material for you.
ButchDiavolo Posted December 25, 2015 Posted December 25, 2015 ... shot Dogmeat because he keeps blocking your path?
PsychoMachina Posted December 26, 2015 Author Posted December 26, 2015 Lorenzo's Artifact Gun. Piper and I was on top of a bus, fighting off some raiders when one of them wearing raider power armor jumped on top with us. Fired the artifact gun at him and the camera went crazy because I got staggered from the blast (he was almost in my face). Fired the second time and the power armored raider flipped up in the air and fell on his backside. I damn near pissed myself from laughing so hard. ... shot Dogmeat because he keeps blocking your path? Accidentally shot Dogmeat quite a few times whenever I try to click a dialogue option because he kept moving around.
rubberbutt Posted December 27, 2015 Posted December 27, 2015 what about... ..Slaughtered everyone in Sanctuary because Preston gave you ANOTHER redial (and that's not a typo) quest because you didn't realize he was close enough to talk to you while you were working on a workbench? and I mean slaughtered, popped the console open to make them non essential if you had to and used every melee weapon you had just to make it an even bigger bloody mess, then dragged Preston's severed head over to the pile of corpses and plunked it right on top of the mini-nuke you had all set up to snipe from across the bridge for gigglolz?
PsychoMachina Posted December 27, 2015 Author Posted December 27, 2015 what about... ..Slaughtered everyone in Sanctuary because Preston gave you ANOTHER redial (and that's not a typo) quest because you didn't realize he was close enough to talk to you while you were working on a workbench? and I mean slaughtered, popped the console open to make them non essential if you had to and used every melee weapon you had just to make it an even bigger bloody mess, then dragged Preston's severed head over to the pile of corpses and plunked it right on top of the mini-nuke you had all set up to snipe from across the bridge for gigglolz? Create workbenches somewhere else like the Red Rocket station. I built all of the workbenches at the Star Light Drive-in because I'm using it as a central hub for all of my settlements. Also, if you finish one of those radiant quests, you don't have to speak with Preston. Eventually, the game will automatically mark it as complete. Just so you know, if you go to one of those settlements for whatever reason, a radiant quest can still happen like someone getting kidnapped at Abernathy farms. Quite annoying if you go there buy shipments of supplies from the wife only to find out she got kidnapped...again.
Arhon Posted December 28, 2015 Posted December 28, 2015 I did all of them. I loved the 4th more, these fireworks were wonderful.
Ernest Lemmingway Posted December 28, 2015 Posted December 28, 2015 what about... ..Slaughtered everyone in Sanctuary because Preston gave you ANOTHER redial (and that's not a typo) quest because you didn't realize he was close enough to talk to you while you were working on a workbench? and I mean slaughtered, popped the console open to make them non essential if you had to and used every melee weapon you had just to make it an even bigger bloody mess, then dragged Preston's severed head over to the pile of corpses and plunked it right on top of the mini-nuke you had all set up to snipe from across the bridge for gigglolz? There is a mod on the Nexus to disable Minuteman Radiant Quests, though without the GECK it's impossible to completely eliminate them. The producers had no clue about quest structuring or timing, so what the hell are they doing working on something that's nominally an RPG (in reality, more like a survival game)?
cossayos Posted December 29, 2015 Posted December 29, 2015 The producers had no clue about quest structuring or timing, so what the hell are they doing working on something that's nominally an RPG (in reality, more like a survival game)? Nowadays it's business as usual. Game companies take what I use to call the FedEx approach when they're too lazy to compile real quests. Go there, kill this or fetch that, repeat. It's in most games these days to give the appearance of having an endless string of sidequests. To tell the truth, FO4 is all about killing and fetch, with a select few exemptions. But thanks to the fully voiced approach, these exemptions are extremely rare. Probably because they couldn't or wouldn't afford several options for dealing with certain situations. Voice acting is expensive, after all. That's one of the reasons why I'm so opposed to that new trend.
Ernest Lemmingway Posted December 29, 2015 Posted December 29, 2015 Nowadays it's business as usual. Game companies take what I use to call the FedEx approach when they're too lazy to compile real quests. Go there, kill this or fetch that, repeat. It's in most games these days to give the appearance of having an endless string of sidequests. To tell the truth, FO4 is all about killing and fetch, with a select few exemptions. But thanks to the fully voiced approach, these exemptions are extremely rare. Probably because they couldn't or wouldn't afford several options for dealing with certain situations. Voice acting is expensive, after all. That's one of the reasons why I'm so opposed to that new trend. I know all too well about the cookie cutter side quests--er, "Radiant Quests." And that full-voice acting is a huge hit on the budget and increase in the game's final size. What I mean is that Bethesda's producers aren't even trying anymore. Skyrim, although hideous and full of bugs at the start, at least showed effort in plotting things out and having player choices matter. This feels more like RPG Maker, sans RPG, with a base game that forces us to work within to make anything, and they've delayed releasing the official tools to make anything. The plot is weak, the controls are terrible for those of us that don't use controllers, but worst of all, it just doesn't feel like Fallout anymore. I liken this to Phantasy Star III: a nice game but only lightly brushed with the themes of a particular series and made worse for it. Fallout 4 is like a cake that wasn't baked thoroughly: on the outside it looks good, but stick it and it implodes.
RitualClarity Posted December 29, 2015 Posted December 29, 2015 The producers had no clue about quest structuring or timing, so what the hell are they doing working on something that's nominally an RPG (in reality, more like a survival game)? Nowadays it's business as usual. Game companies take what I use to call the FedEx approach when they're too lazy to compile real quests. Go there, kill this or fetch that, repeat. It's in most games these days to give the appearance of having an endless string of sidequests. To tell the truth, FO4 is all about killing and fetch, with a select few exemptions. But thanks to the fully voiced approach, these exemptions are extremely rare. Probably because they couldn't or wouldn't afford several options for dealing with certain situations. Voice acting is expensive, after all. That's one of the reasons why I'm so opposed to that new trend. This trend works well with games like Mass Effect and the like. Games that are fully fleshed out with no intent to allow changes. Games like Fallout which are by the nature intended to be more flexible and open.. I don't think it works well and agree that the money could have been spent elsewhere. Namely in better more fleshed out characters, backstories and quest. What a RPG should have.
sen4mi Posted December 30, 2015 Posted December 30, 2015 what about... ..Slaughtered everyone in Sanctuary because Preston gave you ANOTHER redial (and that's not a typo) quest because you didn't realize he was close enough to talk to you while you were working on a workbench? and I mean slaughtered, popped the console open to make them non essential if you had to and used every melee weapon you had just to make it an even bigger bloody mess, then dragged Preston's severed head over to the pile of corpses and plunked it right on top of the mini-nuke you had all set up to snipe from across the bridge for gigglolz? There is a mod on the Nexus to disable Minuteman Radiant Quests, though without the GECK it's impossible to completely eliminate them. The producers had no clue about quest structuring or timing, so what the hell are they doing working on something that's nominally an RPG (in reality, more like a survival game)? The problem with those minutemen quests is that when you are given one of them that should lock out additional quests of that style either until you finish the quest or until some significant period of time elapses. Currently, though, you can turn in a batch of them and preston will give you a new matching quest for each one you turn in - and that just feels wrong. Anyways, the problem is a coding problem, I imagine.
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