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Author Topic: Fallout 4: It Just Works  (Read 811336 times)

umiman

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5460 on: February 19, 2016, 04:36:06 pm »

Anything good for the UI yet? Like commanding companions or sorting loot better.
AFAIK the only mods for that right now are the ones that rename items into something like "[junk] Piper's Supermutant Dildo" so they're sorted better.

SOLDIER First

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5461 on: February 19, 2016, 04:43:10 pm »

There a some silly mods, too. I think I remember one with The Moon from Majora's Mask (but I could be wrong)?
There are lots that change the XP gain "cha-ching" into something else or remove it altogether, I've noticed.
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Flying Dice

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5462 on: February 19, 2016, 04:47:13 pm »

There's a mod that plays this whenever you level up. It's great.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

KingofstarrySkies

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5463 on: February 19, 2016, 04:48:41 pm »

What noise does it play default? I've always liked New Vegas'.
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Re: Fallout 4: Robots, Cages and Islands
« Reply #5464 on: February 19, 2016, 04:52:37 pm »

It plays one of these. I think it's randomly selected.
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Putnam

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5465 on: February 20, 2016, 02:59:07 am »

there's the one that changes the dialogue to actually show what you're going to say, but it reveals that your dialogue options amount to "yes, yes, yes, yes"

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5466 on: February 20, 2016, 03:12:02 am »

simple: take the least polite "yes" and never do the quest
unless you mean minuteman assignments, because the fact that you actually travel to the settlement that needs help shows you're already committed to doing it
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Sergius

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5467 on: February 23, 2016, 10:49:22 pm »

Apparently if you complete a set of 7 Sentinel's armor pieces (and weapon), you become completely invulnerable while standing still... :o
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Grim Portent

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5468 on: February 24, 2016, 05:11:09 am »

Apparently if you complete a set of 7 Sentinel's armor pieces (and weapon), you become completely invulnerable while standing still... :o

At 15% damage reduction each that comes to a total of 105% damage reduction, so the numbers check out.

Not sure why I'd bother when I can just storm forward in power armour and unleash the PAIN TRAIN (perk) on my enemies though.
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Putnam

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5469 on: February 24, 2016, 05:12:13 am »

Fallout 3, Oblivion and IIRC Skyrim all had 85% damage reduction cap; you sure FO4 doesn't too?

Grim Portent

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5470 on: February 24, 2016, 08:28:33 am »

Fallout 3, Oblivion and IIRC Skyrim all had 85% damage reduction cap; you sure FO4 doesn't too?

That might not apply to the legendary modifier, though given the way that armour has been overhauled for FO4 it's possible that normal armour doesn't even have a cap anymore since the whole thing works differently.
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There once was a dwarf in a cave,
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Telgin

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5471 on: February 24, 2016, 09:41:05 am »

FO4 definitely has a scratch damage mechanic of some kind, but I think the cap is much higher than in previous games.  Maybe a minimum of 1 damage from an attack or something.  I know that standing around in power armor and eating pipe gun bullets still hurts me, despite the fact that my DT is many times that of the gun's damage, but it's insignificant damage.
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Reudh

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5472 on: February 24, 2016, 02:17:10 pm »

FO4 definitely has a scratch damage mechanic of some kind, but I think the cap is much higher than in previous games.  Maybe a minimum of 1 damage from an attack or something.  I know that standing around in power armor and eating pipe gun bullets still hurts me, despite the fact that my DT is many times that of the gun's damage, but it's insignificant damage.

That was in NV as well, I believe, though it applied more to enemies than to you. You'd still deal some damage if their DT exceeded your weapon's DAM, but it would be pretty paltry.

Teneb

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Re: Fallout 4: Robots, Cages and Islands
« Reply #5473 on: February 24, 2016, 05:57:04 pm »

So it seems the modding tools are coming out in April. Between the first two of the announced DLCs, which might make everything but the pokemon arena part of the second DLC redundant for PC.

And a reddit dataminer found the survival mode changes, which were confirmed by Bethesda. No date on it, though.
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Re: Fallout 4: Robots, Cages and Islands
« Reply #5474 on: February 24, 2016, 06:18:14 pm »

Survival Mode is PERFECT except for save points (what is this, 1995??) disabling fast travel, and disabling enemies on your compass.  Like, with all the quests that take you halfway across the commonwealth, why in god's name would they make you walk the whole way?
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