Fallout: New Vegas
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Divvy




Posts: 1452

PostPosted: Sun, 7th Nov 2010 20:58    Post subject:
Melee is retardedly overpowered against everything except deathclaws. Something that chews minigun bullets like candies will drop from 1-2 hits from a super sledge. Even sniper headshot crits pale in comparison, and this is for a character with a mere 50 melee skill and zero melee perks, all geared towards guns.
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pizz




Posts: 76

PostPosted: Sun, 7th Nov 2010 22:10    Post subject:
Boone likes to watch
http://img6.imageshack.us/img6/156/falloutnv20101107215638.jpg




Fractal Design Define XL Titanium Gray, XFX XXX 750W, ASR Z77 Extreme 4, Corsair Vengeance DDR3 16GB 1600Mhz, i7 3770K @ 4Ghz + Spire TherMax III, Gigabyte HD7970 OC 3GB GDDR5, OCZ Vertex 4 SATAIII 128GB SSD, WD Black 1TB SATA 6 GB/s SAAIII 64M and BLU-RAY DVD combo @ Windows 8 Pro + Samsung Es8000
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SANGEKi




Posts: 14

PostPosted: Sun, 7th Nov 2010 22:36    Post subject:
NVSE seems to work just fine with SKIDROW's exe and without STEAM even installed.
Just start the game with the nvse_loader.exe.

So far I've tested it with the sprint mod and the fire-selector of the M4A1.
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tonizito
VIP Member



Posts: 51399
Location: Portugal, the shithole of Europe.
PostPosted: Sun, 7th Nov 2010 23:15    Post subject:
pizz wrote:
Boone likes to watch
http://img6.imageshack.us/img6/156/falloutnv20101107215638.jpg
Red Lucy, eh? Very Happy
Seems that they censored some sounds when you sex her, according to the her Vault page.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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BearishSun




Posts: 4484

PostPosted: Sun, 7th Nov 2010 23:38    Post subject:
Ah finally finished it on Hardcore, Hard with 62 hours on the clock. I enjoyed this much more than FO3.

Extremely buggy though. First I had performance issues with water reflections. Then I got rid of that and most of the game was fine aside from stupid companion AI. However near the end I started experiencing slowdown, many CTDs, and a lot of the quests were either bugged so I couldn't complete them, or the characters were talking about stuff I never did.

Wished the level cap was higher than 30, I spent last 15 hours capped.

(And wheres my special reward for finishing on hardcore damn you!)
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 7th Nov 2010 23:41    Post subject:
BearishSun wrote:

(And wheres my special reward for finishing on hardcore damn you!)


It's an Achievement mate... that's the "reward" On the 360/PS3/Steam versions you'd get an achievement (or trophy Razz) popup.
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BearishSun




Posts: 4484

PostPosted: Sun, 7th Nov 2010 23:50    Post subject:
sabin1981 wrote:
BearishSun wrote:

(And wheres my special reward for finishing on hardcore damn you!)


It's an Achievement mate... that's the "reward" On the 360/PS3/Steam versions you'd get an achievement (or trophy Razz) popup.


I can't believe they lied to me! Crappy achievement but didn't even get that since I played neither of those versions Mad
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jackasshole




Posts: 1433

PostPosted: Sun, 7th Nov 2010 23:57    Post subject:
Bearish,

I just sent you 1,000,000 PC points. You can now go and download some trailers for games you are going to pirate.....and themes. No porn though Sad
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peter980




Posts: 1977

PostPosted: Mon, 8th Nov 2010 00:04    Post subject:
Divvy wrote:
Melee is retardedly overpowered against everything except deathclaws. Something that chews minigun bullets like candies will drop from 1-2 hits from a super sledge. Even sniper headshot crits pale in comparison, and this is for a character with a mere 50 melee skill and zero melee perks, all geared towards guns.


Well, minigun does pretty low damage per bullet, unlike slegdehammer per hit. Which makes minigun bad against heavily armored targets.

That's why you shouldn't use mini-gun against armored target but some rifle that does big punch. Like The Machine, Brush Gun or even Gauss Rifle. Weaker per bullet damage is only acceptable if you are using AP rounds that reduce armor effectiveness.
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Divvy




Posts: 1452

PostPosted: Mon, 8th Nov 2010 00:11    Post subject:
I always used AP rounds except the very beginning of the game. And as I mentioned, high powered rifles couldn't touch the sledge's utter domination. It must be quite ridiculous if you actually develop your character towards melee weapons.
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BearishSun




Posts: 4484

PostPosted: Mon, 8th Nov 2010 00:17    Post subject:
Hah, didn't notice any of the famous voiceovers. Now looking at the wiki, there were a lot. The only one I noticed was Worf from Star Trek.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Mon, 8th Nov 2010 00:41    Post subject:
Divvy wrote:
I always used AP rounds except the very beginning of the game. And as I mentioned, high powered rifles couldn't touch the sledge's utter domination. It must be quite ridiculous if you actually develop your character towards melee weapons.


The gauss rifle will 1 shot a lot of things, but it's hard to use close up.


intel ultra 7 265k, 64gb ram, 3070
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Mon, 8th Nov 2010 08:35    Post subject:
http://forums.bethsoft.com/index.php?/topic/1135390-wipzbeta-darnified-ui-nv/

Just a little note that Darnified UI is now at version 0.4 with some further fixes and improvements.
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Cabola




Posts: 132
Location: Denmark
PostPosted: Mon, 8th Nov 2010 08:41    Post subject:
BearishSun wrote:
Ah finally finished it on Hardcore, Hard with 62 hours on the clock. I enjoyed this much more than FO3.

Extremely buggy though. First I had performance issues with water reflections. Then I got rid of that and most of the game was fine aside from stupid companion AI. However near the end I started experiencing slowdown, many CTDs, and a lot of the quests were either bugged so I couldn't complete them, or the characters were talking about stuff I never did.

Wished the level cap was higher than 30, I spent last 15 hours capped.

(And wheres my special reward for finishing on hardcore damn you!)

Level Cap - 45:
http://www.newvegasnexus.com/downloads/file.php?id=35658

Level 60 Cap:
http://www.newvegasnexus.com/downloads/file.php?id=36006

Level Cap 100:
http://www.newvegasnexus.com/downloads/file.php?id=34782

LevelUpNoLock:
http://www.newvegasnexus.com/downloads/file.php?id=35562

Boosted Skill Effects:
http://www.newvegasnexus.com/downloads/file.php?id=35708


The 3 last are best used together.


Friendship is like peeing on yourself; everyone can see it, but only you get the warm feeling that it brings.
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n0puls3




Posts: 176

PostPosted: Mon, 8th Nov 2010 09:38    Post subject:
Is there any console command or mod that will reset the dialog for Veronica? I didn't realize she was associated with the Brotherhood of Steel and I selected the dialog options that A) they shoot lasers out of their eyes lol and B) they are bad and should be reported to the NRC lol

So obviously there is no option to add her as a companion.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Mon, 8th Nov 2010 09:51    Post subject:
I finished it off, I was already to join house but he wanted me to waste the brotherhood who I'd already joined. So I decided to go independent.

The ending fight was a little so-so. I was surprised to see some bugs. Like how there seemed to be a lot of unarmed legion soldiers popping up and if you take that route, you don't necessarily face down Caesar.

It would have been nice if we'd had the option to take over vegas for ourselves AND throw our weight behind NCR at the damn.


intel ultra 7 265k, 64gb ram, 3070
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fishslice




Posts: 580

PostPosted: Mon, 8th Nov 2010 11:02    Post subject:
Game seems way too easy for me, I'm level 11, played for 9 hrs I've already Killed house, and I seem to off become rather powerfull, and with Boon? as a side kick it just seems too easy. Just running after a lot of side quests at the mo. Maybe I should play in hardcore mode, looks more realistic anyway.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Mon, 8th Nov 2010 13:06    Post subject:
Just encountered a bugged ghoul that crashed me. I was walking near primm and saw this ghoul. I lined up a sneak attack, nothing.
wtf
waited to be hidden again fired..nothing...
so I moved around fired..
nothing
not even a hit.
Tried a different gone.
Got close and realized he was knee deep in the terrain.
So I got close to him, nothing. He didn't attack
but he did rotate to face me. I wailed on him with a machete, and he started taking damage. After a hard hit he changed to an attack position but didn't move. I almost had him killed and the game crashed.

[edit]
and on loading my quick save where I was standing right in front of him.. he was suddenly on land, non-bugged and tried to rape me.


intel ultra 7 265k, 64gb ram, 3070
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fishslice




Posts: 580

PostPosted: Mon, 8th Nov 2010 15:19    Post subject:
I had something similar in the NCR clear Rad Scorpion mission. One scorpion was invisible, presumably because it was hidden behind a stone wall or under the ground plane. Can't finish this objective, since the character model is stuck!

There is some terrible geometry in areas such as the hidden valley and Rocket base. Whole sections of rock which don't connect with the ground so you can see right through.

This sort of thing really should have been checked for properly, since it really spoils the sense of immersion. I know it's a big game but still.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 8th Nov 2010 15:23    Post subject:
fishslice wrote:

This sort of thing really should have been checked for properly, since it really spoils the sense of immersion. I know it's a big game but still.


That's the Obsidian MO mate, heh. They have absolutely amazing ideas, yet struggle a little with implementation and QA checking. Though thankfully they're also pretty shit-hot at releasing dozens of patches (Alpha Protocol was a shame, but Sega can be blamed for that since they're the ones that pulled the plug)
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 8th Nov 2010 16:02    Post subject:
Geometry is not Obsidian problem, but problem with engine that game uses.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 8th Nov 2010 16:04    Post subject:
spajdr wrote:
Geometry is not Obsidian problem, but problem with engine that game uses.


I disagree. Any developer who uses this engine can check to make sure the geometry is matching up.. and if it isn't, it's easy enough move the offending object. It's just laziness to leave things like that there :\
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Mon, 8th Nov 2010 16:05    Post subject:
All the rock meshes and others are placed by hand so clipping and mis-aligned problems are Obsidian's mistake, same with Oblivion and Fallout 3 for Bethesda.
(Oblivion's fanmade patch fixed upwards of 70.000 such issues if I read that right.)

EDIT: Terrain is generated separately though or "shaped" or what to call it though GECK can do some it that too if a bit rough and with a lot of memory needed, areas are then painted and detailed to which vegetation types and trees and texture sets to use and this is very time consuming to fine tune so most of the above Oblivion stuff were tree and grass related, rocks are actual models along with other statics like architecture or clutter so less such problems appear but there's still some of it visible in New Vegas.
(A few mods are already out that corrects this and some is bundled into the compiled patch mod thing.)


Last edited by JBeckman on Mon, 8th Nov 2010 16:10; edited 1 time in total
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 8th Nov 2010 16:05    Post subject:
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human_steel




Posts: 33269

PostPosted: Mon, 8th Nov 2010 16:07    Post subject:
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Overlord123




Posts: 2335

PostPosted: Mon, 8th Nov 2010 16:17    Post subject:
JBeckman wrote:
All the rock meshes and others are placed by hand so clipping and mis-aligned problems are Obsidian's mistake, same with Oblivion and Fallout 3 for Bethesda.
(Oblivion's fanmade patch fixed upwards of 70.000 such issues if I read that right.)

Not all rocks, the smaller ones and the various bushes are placed randomly by the engine.
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human_steel




Posts: 33269

PostPosted: Mon, 8th Nov 2010 16:20    Post subject:
Overlord123 wrote:
JBeckman wrote:
All the rock meshes and others are placed by hand so clipping and mis-aligned problems are Obsidian's mistake, same with Oblivion and Fallout 3 for Bethesda.
(Oblivion's fanmade patch fixed upwards of 70.000 such issues if I read that right.)

Not all rocks, the smaller ones and the various bushes are placed randomly by the engine.

Nevertheless, as designers, Obsidian are obliged to check the interior and exterior spaces of the whole map to see if anything is out of the ordinary. You can't just blindly trust an engine of the caliber of Gamebryo to do a part of your work properly.
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Mon, 8th Nov 2010 16:25    Post subject:
Ah right I forgot some of that was procedural.
(During creation, it's static for the version saved of course, one of Todd's little speeches for promoting Oblivion about watching "soil erosion" or some such explained it a bit.)

EDIT: Aha so smaller bushes and such, which you said, can move around a bit between loads now that you mention it, interesting info.


Last edited by JBeckman on Mon, 8th Nov 2010 16:42; edited 2 times in total
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Overlord123




Posts: 2335

PostPosted: Mon, 8th Nov 2010 16:39    Post subject:
JBeckman wrote:
Ah right I forgot some of that was procedural.
(During creation, it's static for the version saved of course, one of Todd's little speeches for promoting Oblivion about watching "soil erosion" or some such explained it a bit.)

No, the position of those procedurally generated content is not saved, whenever you reload the game the position is different. But that's neither here nor there, fact is Obsidian should do more QA with their games.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 8th Nov 2010 17:00    Post subject:
JBeckman wrote:

EDIT: Aha so smaller bushes and such, which you said, can move around a bit between loads now that you mention it, interesting info.


Yeah, I noticed that when I was showcasing the visual differences on NV using the ATi dll fix and without the dll fix. Aside from bushes and small rocks shifting places a little, there was absolutely NO difference whatsoever.
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