Fallout 3
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rhagz
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Posts: 1017

PostPosted: Wed, 24th Jun 2009 16:00    Post subject:
Frant wrote:
AnimalMother wrote:
With all 5 DLC's I can see this game being truly epic. Smile


Indeed. I've often wondered how the original experience would have been if Fallout 3 had contained all 5 DLC expansions when it was released. It would have been so much more epic than it already was. Wouldn't surprise me if they had all the plans and ideas laid down, then sat down to see what they could turn into DLC's. DLC = more money for less content. Which is fine by me even though I'd rather see they put more effort into the core experience than fiddle with DLC's.


If they waited to release the game with all 5 DLCs we would still be waiting for the game to release. There is only so much they can do. Yeah, it's more money.. but it's also more gaming for us. FO3 shipped with more content than 99% of the shit that comes out these days.
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FireMaster




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PostPosted: Wed, 24th Jun 2009 16:09    Post subject:
Reklis wrote:
I'm not sure what to think of Mothership Zeta.. I mean, Alien abduction? O.o
The alien Crash sites were always a funny encounter but that might take it a bit too far...


remember it's a sci fi game
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CookieCrumb




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PostPosted: Wed, 24th Jun 2009 16:14    Post subject:
FireMaster wrote:
Reklis wrote:
I'm not sure what to think of Mothership Zeta.. I mean, Alien abduction? O.o
The alien Crash sites were always a funny encounter but that might take it a bit too far...


remember it's a sci fi game

Well but aliens and space and stuff? It is a sci-fi game but all the other stuff is at least half way plausible and gets explained somewhere along the line.... but I'm nitpicking, gonna play it anyway Laughing
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FireMaster




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PostPosted: Wed, 24th Jun 2009 16:17    Post subject:
Well at first I thought it was stretched too, but then I realized if that it'd be a nice addition at least to explain the UFO crash, if it has gone as far as ghouls, supermutants and energy weapons then why not aliens and UFOs, not really that far fetched
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Paintface




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PostPosted: Wed, 24th Jun 2009 16:33    Post subject:
any issues with the new 1.6 patch? will ALL DLCs work? and no new bugs with the vanilla game?
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2bits




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PostPosted: Wed, 24th Jun 2009 16:35    Post subject:
aliens have been in previous fallout games aswell. And the alieins fro mmars idea was a big part of the sci fi version of the 1950ies.
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madness




Posts: 13321

PostPosted: Wed, 24th Jun 2009 16:58    Post subject:
FireMaster wrote:
Well at first I thought it was stretched too, but then I realized if that it'd be a nice addition at least to explain the UFO crash, if it has gone as far as ghouls, supermutants and energy weapons then why not aliens and UFOs, not really that far fetched



I've always found it funny how some people are fine with zombies, lasers, mutants and what not..but when aliens pop up, it's all "WTF is this shit ? This doesn't make sense at all!!!" Very Happy
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JBeckman
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PostPosted: Wed, 24th Jun 2009 16:58    Post subject:
http://www.bethsoft.com/bgsforums/index.php?showtopic=984389&st=120&p=14554282&#entry14554282

Early version of the script extender with 1.6 support, from the same thread it's also been mentioned that it fixes most problems that 1.5 introduced.
(You still can't target grenades and missiles via VATS like you could in 1.0.0.35 though.)
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madmax17




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PostPosted: Wed, 24th Jun 2009 17:02    Post subject:
madnessnaab wrote:
FireMaster wrote:
Well at first I thought it was stretched too, but then I realized if that it'd be a nice addition at least to explain the UFO crash, if it has gone as far as ghouls, supermutants and energy weapons then why not aliens and UFOs, not really that far fetched



I've always found it funny how some people are fine with zombies, lasers, mutants and what not..but when aliens pop up, it's all "WTF is this shit ? This doesn't make sense at all!!!" Very Happy
Should be the other way around, aliens do exist unlike zombies which don't and never will.
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CookieCrumb




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PostPosted: Wed, 24th Jun 2009 17:04    Post subject:
JBeckman wrote:
http://www.bethsoft.com/bgsforums/index.php?showtopic=984389&st=120&p=14554282&#entry14554282

Early version of the script extender with 1.6 support, from the same thread it's also been mentioned that it fixes most problems that 1.5 introduced.
(You still can't target grenades and missiles via VATS like you could in 1.0.0.35 though.)


Hm. I'll still hold off on installing 1.6 for now at least until people are sure it doesn't add new bullshit bugs...
And I like to target my grenades in mid air Very Happy
But if 1.6 is ok than I guess I'll have no other choice than installing it because then the fake patch will probably be discontinued...
(and I wanna play Point Lookout ^^)


Super Mutants are explained almost completly iirc virus experiment gone bad yada yada (not that far fetched), ghouls are people who were exposed to high radiation over a longer time (I'm not sure but I don't think any people have been exposed to high radiation for decades right? So again, fictional but not impossible) and energy weapons. It's not like they're not trying to make something like that.
Point is that all the stuff except the Aliens is explained but then they go "hey, yep, there are aliens and they're gonna abduct you."
And the alien encouters always were just special random encounters, like the giant footprint or the phone booth from doctor who and stuff and now they trying to make it part of the canon game.
It's probably gonna be fun but I'm not all that happy to see aliens in Fallout that aren't already crash landed Very Happy

But then again, why am I even discussing video game logic? That's like... I can't even think of some stupid comparison.
Let's all just deal with it. In fallout there are mutants, ghouls, aliens, energy weapons and what now. Laughing
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Karmeck




Posts: 3349
Location: Sweden
PostPosted: Wed, 24th Jun 2009 18:41    Post subject:
oh how i wish in fallout 2 that you could fly to space in the space shuttle you fix fuel for, but o no they had to blow it up.


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AnimalMother




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PostPosted: Wed, 24th Jun 2009 18:48    Post subject:
Reklis wrote:


Super Mutants are explained almost completly iirc virus experiment gone bad yada yada (not that far fetched)


Yeah it's the FEV (forced evolutionary virus), which is found to enhance the body at the expense of the mind. Fawkes, an ally you find along the main quest, is one of it's only successes.


"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D

"Faith without logic is the same as knowledge without understanding; meaningless"
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CookieCrumb




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PostPosted: Wed, 24th Jun 2009 19:16    Post subject:
AnimalMother wrote:
Reklis wrote:


Super Mutants are explained almost completly iirc virus experiment gone bad yada yada (not that far fetched)


Yeah it's the FEV (forced evolutionary virus), which is found to enhance the body at the expense of the mind. Fawkes, an ally you find along the main quest, is one of it's only successes.


Yep although I don't know... I mean looking at him I still think it kinda went wrong somewhere Very Happy
Oh, and I'm not sure that infertility was a goal they tried to accomplish with the FEV Laughing
But the meanest, strongest super mutant must have been Frank Horrigan from F2 and he wasn't excatly dumb either.
Hm, although nobody except the scientists of the West Coast Enclave knew that he was a super mutant but whatever
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Slizza




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PostPosted: Wed, 24th Jun 2009 22:15    Post subject:
Point lookout is tuff, everybody takes ALOT of shooting to kill and they are devistating when they hit you.


Corsair 750D :: 750W DPS-G:: Asus x370 PRO :: R7 1800X ::16gb DDR4 :: GTX 1070::525gb SSD::Coolermaster 240MM AIO::
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FireMaster




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PostPosted: Wed, 24th Jun 2009 22:22    Post subject:
^what's your level?
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Karmeck




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PostPosted: Wed, 24th Jun 2009 22:26    Post subject:
Im lvl 24 and I agree


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CookieCrumb




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PostPosted: Wed, 24th Jun 2009 22:40    Post subject:
Karmeck wrote:
Im lvl 24 and I agree

are you using any mods that make the game harder anyway?
Or yet better, out of curiousity.
What mods (if any) is everybody using?
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Slizza




Posts: 2345
Location: Bulgaria
PostPosted: Wed, 24th Jun 2009 22:40    Post subject:
Also lv24
Everything in the main game is peice of cake to kill, come to point lookout and get a shock.
Great DLC though.


Corsair 750D :: 750W DPS-G:: Asus x370 PRO :: R7 1800X ::16gb DDR4 :: GTX 1070::525gb SSD::Coolermaster 240MM AIO::
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Karmeck




Posts: 3349
Location: Sweden
PostPosted: Wed, 24th Jun 2009 23:05    Post subject:
Reklis wrote:
Karmeck wrote:
Im lvl 24 and I agree

are you using any mods that make the game harder anyway?
Or yet better, out of curiousity.
What mods (if any) is everybody using?


Using only 1 mode to make the flash light stronger. Other then that all is original.
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CookieCrumb




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PostPosted: Wed, 24th Jun 2009 23:46    Post subject:
Hm. that means I'm probably gonna get my ass handed to me in my heavily modded game Very Happy
btw. got a link to that flashlight mod? because that little shine is annoying as hell Smile
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VGAdeadcafe




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PostPosted: Thu, 25th Jun 2009 00:26    Post subject:
Is there a mod that makes the flashlight like a normal flashlight ? You know, light in front not around ...
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Fercyful




Posts: 250

PostPosted: Thu, 25th Jun 2009 02:16    Post subject: 1.6 nice!
I can confirm that with 1.6 (with new FOSE beta8 ) ALL the problems I have with 1.5 AND mods are gone ! All work nice here, no more hangs, etc... seems they FIX the compatibility problems with fan mods... so here I have the game updated and with ALL the official DLC installed + plenty of fan mods, nice night! Smile
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cybtropic




Posts: 382

PostPosted: Thu, 25th Jun 2009 03:02    Post subject:
If you REALLY want to make this game awesome, then use the following mods:

Fallout 3 Wanderer's Edition (FWE) (or you can use another balance mod like XFO)
Mart's Monster Mod
FallOut Overhaul Kit (FOOK)
Weapon Mod Kits (WMK)

FWE adds A TON (and I mean a TON) of realism enhancements, makes the game alot harder. Mart's mod adds monsters and also makes game harder. FOOK adds about 100+ new weapons, with new ammo types. WMK allows you to find/buy enhancements like extended mags or scopes and modify weapons.

You also need FOIP which is a set of compatibility mods that make all of the above mods work together.

It takes a while to set all the mods up, but it is worth it.

Also I play the game like an FPS, I never used VATS which also makes the game soooo much better.
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CookieCrumb




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PostPosted: Thu, 25th Jun 2009 03:07    Post subject:
cybtropic wrote:
If you REALLY want to make this game awesome, then use the following mods:

Fallout 3 Wanderer's Edition (FWE) (or you can use another balance mod like XFO)
Mart's Monster Mod
FallOut Overhaul Kit (FOOK)
Weapon Mod Kits (WMK)

FWE adds A TON (and I mean a TON) of realism enhancements, makes the game alot harder. Mart's mod adds monsters and also makes game harder. FOOK adds about 100+ new weapons, with new ammo types. WMK allows you to find/buy enhancements like extended mags or scopes and modify weapons.

You also need FOIP which is a set of compatibility mods that make all of the above mods work together.

It takes a while to set all the mods up, but it is worth it.

Also I play the game like an FPS, I never used VATS which also makes the game soooo much better.


I use the excat same mods (though I read that MMM causes some trouble with Point Lookout) and there is one thing I really dislike about FWE. I'm okay with higher spawn rates for animals and stuff but the amount of raiders that spawn and track you over half the wasteland is just ridiculous.
When I was going to the Super Duper Mart near Megaton there were about 8-10 Raiders in front of the Mart. No way to get in there without getting shot to hell...
I'm pretty sure you can change that but I don't understand enough about modding in F3 to do that myself.
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cybtropic




Posts: 382

PostPosted: Thu, 25th Jun 2009 03:11    Post subject:
Reklis wrote:
cybtropic wrote:
If you REALLY want to make this game awesome, then use the following mods:

Fallout 3 Wanderer's Edition (FWE) (or you can use another balance mod like XFO)
Mart's Monster Mod
FallOut Overhaul Kit (FOOK)
Weapon Mod Kits (WMK)

FWE adds A TON (and I mean a TON) of realism enhancements, makes the game alot harder. Mart's mod adds monsters and also makes game harder. FOOK adds about 100+ new weapons, with new ammo types. WMK allows you to find/buy enhancements like extended mags or scopes and modify weapons.

You also need FOIP which is a set of compatibility mods that make all of the above mods work together.

It takes a while to set all the mods up, but it is worth it.

Also I play the game like an FPS, I never used VATS which also makes the game soooo much better.


I use the excat same mods (though I read that MMM causes some trouble with Point Lookout) and there is one thing I really dislike about FWE. I'm okay with higher spawn rates for animals and stuff but the amount of raiders that spawn and track you over half the wasteland is just ridiculous.
When I was going to the Super Duper Mart near Megaton there were about 8-10 Raiders in front of the Mart. No way to get in there without getting shot to hell...
I'm pretty sure you can change that but I don't understand enough about modding in F3 to do that myself.


The spawning problem was with marts mutant mod. There is an updated version that fixes this and an updated FOIP for compatability.

http://www.bethsoft.com/bgsforums/index.php?showtopic=1004374

Also you need to really read all the nfo files and make sure you have the mod order just right. I played the game without the latests Marts mod and I never had problems with tons of enemies spawning. I didnt use any increased spawn mod from Marts Mutant mod, I just used what was added in FWE.
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CookieCrumb




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PostPosted: Thu, 25th Jun 2009 03:20    Post subject:
I used that guide
http://thenexusforums.com/index.php?showtopic=125185
which looked pretty decent so don't think there's a problem there?
Maybe it was just a one time thing, so I thought, but then I entered Springvale School through the lower door and was immediately swarmed by 5 raiders and above in the library were again like 10 or so.
I just don't like the amount of spawned raiders that's all. Maybe I can change that, don't know
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cybtropic




Posts: 382

PostPosted: Thu, 25th Jun 2009 04:36    Post subject:
I used a different FWE version, the one that basically has all the mods combined into one, not separately. But overall the website you posted has good mod order so I am not sure why you have a prob. Like I said though I never had respaws like that. I mean the respawn rate that FWE uses is every 7 days or so I think.
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CookieCrumb




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PostPosted: Thu, 25th Jun 2009 04:46    Post subject:
Well it's not as much the respawn rate as more the amount of mobs that spawn.
Like I said, I'm cool with a higher amount of critters and stuff but human enemies shouldn't be affected (as much) by the higher spawn amounts.
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FireMaster




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PostPosted: Thu, 25th Jun 2009 05:54    Post subject:
VGAdeadcafe wrote:
Is there a mod that makes the flashlight like a normal flashlight ? You know, light in front not around ...


you mean an actual flashlight spot instead of starlight spell from oblivion? Very Happy
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rhagz
Banned



Posts: 1017

PostPosted: Thu, 25th Jun 2009 06:36    Post subject:
You don't have a flashlight. You just turn the screen of your pipboy up real high. Ever used your cell phone to light up something in the dark? Kinda like that.
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