Zor2k13 Posted September 5, 2016 Posted September 5, 2016 That would be pretty tough to do and the whole beginning thing is scripted a lot. Also it kinda ruins the start of the game but maybe someone can work that into an alternate start mod?
prinyo Posted September 5, 2016 Posted September 5, 2016 Has anyone become a raider before rescuing Preston at Concord? Apparently it is possible. https://redd.it/516fby Check one of the top replies there. This is in a thread I started there saying that there is a 3rd way to finish the DLC that will be the optimal for most players. Do all the "evil" quests in order to enjoy NW at it's best and at the end do the "good guy" quest if you want to restore your core game to normal.
DigitalP Posted September 5, 2016 Posted September 5, 2016 Has anyone become a raider before rescuing Preston at Concord? Apparently it is possible. https://redd.it/516fby Check one of the top replies there. This is in a thread I started there saying that there is a 3rd way to finish the DLC that will be the optimal for most players. Do all the "evil" quests in order to enjoy NW at it's best and at the end do the "good guy" quest if you want to restore your core game to normal. I'm curious because in general I have always sided with the Institute, kill the RR/BOS on site. so I have always been stuck with doing the bare minimum MM quests to get into the institute. Fuck helping people.
prinyo Posted September 5, 2016 Posted September 5, 2016 I'm curious because in general I have always sided with the Institute, kill the RR/BOS on site. so I have always been stuck with doing the bare minimum MM quests to get into the institute. Fuck helping people. The raiders will not help you travel to the Institute. :-) Also I suggest trying out the raider settlement stuff first before committing a full playthru to running with outposts and slave settlements.
DigitalP Posted September 5, 2016 Posted September 5, 2016 Just had a look. Even with Gage as a companion the scene in Concord doesn't play out any differently........still the same annoying crap.
Ernest Lemmingway Posted September 8, 2016 Posted September 8, 2016 Wow! If these posts are for real, then...I'm speechless. Did Bethesda really think one DLC where you had to be "evil" would counteract the total lack of choice in every part of the game? That's a horrible performance even for Bethesda. They must really be grasping at straws at this point to salvage this game.
Zor2k13 Posted September 8, 2016 Posted September 8, 2016 They just suck at writing and writing is everything! Even beth says to plan things out before you make a mod so you don't waste your time running around in circles with the CK. Well they should take their own advice when making a game lol. Now we have the whole game though, the whole dam game finally. The problem I am having with it is what to do with the dam thing? The game has so many directions to go and the paths are all screwed up. The biggest limitation is the settlement building shit. Once a mod comes out that auto builds a settlement and gives the xp for building it all at once that would fix this sims crap. Just have to auto manage the settlers too so they know what to do instead of standing around waiting for the player to tell them what to do. Get rid of the broken generator and npc is a synth crap then everything would be fine. Get a character through the game in a few days then start another instead of building shit over and over trying to live out the definition of insanity.
sashalag Posted September 9, 2016 Posted September 9, 2016 If I didn´t know that the DLC "Nuka World" was planned way long ago (based on old leaks and stuff), I should think that BS listen to the players when we complained about not being able to be evil in the vanilla game, and all the other complains we have. If I was that naive, I should think that they have learn the lesson for the next game, and they will make a mainquest in the line of the Far Harbor one, plus giving us the chance to be evil from the begining, oh, and no voice for the PC, and a better dialog system, and so on. That said, NW was fun for just one gameplay, but too much of a FPS to my taste, I can´t see any replay value on it, as I see in Far Harbor. There´s something that drives me nuts more than anything in this DLC, is just a little thing, but I think that it tells how BS works/thinks, and is this : why the f*** they call the new pistol "western revolver" and they didn´t use a real western model, like the Colts SAA or 1851 navy, or the remington 1858, or something that looks like those weapons and not like the fucking 44 magnum ??? I can only thing of lazyness... I want to learn how to mod the weapons in the game, just for replace that shit with the 357 revolver from New Vegas, at least that one is based on the Colt SAA....
Zor2k13 Posted September 9, 2016 Posted September 9, 2016 Yeah that revolver when I first saw it was like wtf? just a handle retex lol. I already added a mod for the magnum to make it chrome from last year I think it was and added a custom sound replacer from somewhere it sounds much better than default. That perk requirement to mod shit was annoying until someone made a mod that gets rid of it.
sashalag Posted September 9, 2016 Posted September 9, 2016 I hope that a good weapon modder feels the same with the fucking 44 "western" revolver and fix it with a good model of the SAA peacemaker, and a good holster for it I converted a holster from NV (modern holster) and it kinda works, but dissapears suddendly sometimes, and I also made a wearable Colt 1911 for Visible Weapons, and they both work, more or less, but I can´t do the same with the revolver model from NV, it does not want to use the correct nodes and the textures are not working fine... ( I am just noob at modding )
Benmc20 Posted September 9, 2016 Posted September 9, 2016 As for really good weapons, you can go with these : http://darkheartsdream.eu/ModernFirearms
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