Fallout 4
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Mon, 7th Dec 2015 20:20    Post subject:
3E74 wrote:
so, its safe to update when teh "mod-files" are read only?

I just spent 2 hours remodding teh whole thing cause one modd crashed teh game all the time, and i just found out wich one it was Smile

greetz


Put loadorder.txt and plugins.txt files on read-only. I have tested it out and it works.


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Mon, 7th Dec 2015 20:41    Post subject:
oki doki..
Thanks


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Mon, 7th Dec 2015 20:49    Post subject:
Rage
So now my weapon binds on the numpad don't work anymore... wtf are those idiots doing over there... god fucking dammit...

Fricking too much to ask for to set it up the way I want to these days...


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tonizito
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Posts: 51421
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 7th Dec 2015 20:53    Post subject:
Morphineus wrote:
Rage
So now my weapon binds on the numpad don't work anymore... wtf are those idiots doing over there... god fucking dammit...

Fricking too much to ask for to set it up the way I want to these days...
Wait... you actually patched the ISOdemo version?

WHY? Mind Is Full Of Fuck


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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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Mon, 7th Dec 2015 21:15    Post subject:
But but you should know I pre-hurrdurred two copies of the game Scratch Head
Don't tell me you passed up on the chance to give me twice the shit as usual! Sad Razz


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NeHoMaR




Posts: 855
Location: In my house.
PostPosted: Mon, 7th Dec 2015 21:15    Post subject:
What files are changed with this patch? touch language in any way?


I used to be a knee like you. Then I took an adventurer in the arrow.
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JBeckman
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Posts: 34994
Location: Sweden
PostPosted: Mon, 7th Dec 2015 21:18    Post subject:
No, it's the same as the previous beta with no new changes so it alters:

Fallout4.exe <- Updated in the second beta patch update. (Code changes.)
Fallout4Launcher.exe <- No changes since first beta patch release. (Removes the "hidden" data setting for managing .esp/.esm files.)
Fallout4.esm <- Updated in the second beta patch update. (Data changes.)
Fallout4 - Animations.ba2 <- Updated in the second beta patch update. (Some animation fixes I assume.)
Fallout4 - Shaders.ba2 <- New from the second beta patch update (Shader optimizations?)
Fallout4 - Misc.ba2 <- No changes since first beta patch release. (Misc file fixes? Unsure what's in this archive really but I think it's various files for the game engine in general.)
Fallout4 - Interface.ba2 <- No changes since first beta patch release. (Tweaks to the interface files though not the separate localization files.)
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tonizito
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Posts: 51421
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 7th Dec 2015 21:29    Post subject:
Morphineus wrote:
But but you should know I pre-hurrdurred two copies of the game Scratch Head
Don't tell me you passed up on the chance to give me twice the shit as usual! Sad Razz
I'll verify this when I get home, if you indeed have the legit version...! Mad


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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Mon, 7th Dec 2015 22:06    Post subject:
Seems some people got worse performance with the latest patch?
Reaction


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harry_theone




Posts: 11227
Location: The Land of Thread Reports
PostPosted: Mon, 7th Dec 2015 22:10    Post subject:
Cheers guys, gonna launch it in offline mode from now on Laughing
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ixigia
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Posts: 65085
Location: Italy
PostPosted: Tue, 8th Dec 2015 00:14    Post subject:
A new update, the fiercest enemy to whoever has installed all the mods manually without using the manager 'cause he couldn't be arsed, and is afraid to jeopardize an ecosystem that is finally functioning as it should after dozens of combinations.
I did all that.. *self flagellates*..patching status=forever pending Razz Laughing

Nothing terrible has happened thus far, the quests seem to be getting triggered (in all senses), so all is left is the bipolar performance (partially "fixed" by the manual fShadowDistance/fDirShadowDistance=6000.0000) and the hilarious rigid body dynamics from the drunken Bethquarters which are part of the experience so all is well in the Falloutlands.
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DCB




Posts: 5410

PostPosted: Tue, 8th Dec 2015 05:29    Post subject:
Hah, called it, it's an old dump and the mod authors whose accounts were compromised were dumbfucks using shit like "password1234" -

Dark0ne, Nexus overlord wrote:
My previous news post also mentioned three compromised mod author accounts that had uploaded a suspicious file in place of legitimate mods on the site. I have been in contact with one of the owners of the compromised accounts personally, along with another individual who I know was compromised recently, and both were using extremely simple passwords. Passwords that would take a simple cracker mere seconds to crack. This helps to confirm that whoever is using this information is going for high-profile, but extremely easy accounts to crack.
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difm




Posts: 6618

PostPosted: Tue, 8th Dec 2015 09:26    Post subject:
Got another stupid distress call from a settlement with 2 villagers and no resources.
"oh well, let's get this over with" - > fast travel to settlement.
Surprise-surprise, I lived just 5 seconds until I was mauled by 3 Super Mutant enforsers and 1 SM master with miniguns (yes, they all had miniguns) + around 6-8 more of the regular muties.W
WTH, I'm just L26 Crying or Very sad


i5 6600k @ 4.3 GHz | MSI z170 Gaming M7 | 32GB Kingston HyperX Fury | 850 Evo 500GB | EVGA 1070 SC | Seasonic X-660 | CM Storm Stryker
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Interinactive
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PostPosted: Tue, 8th Dec 2015 09:39    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:18; edited 1 time in total
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DCB




Posts: 5410

PostPosted: Tue, 8th Dec 2015 10:45    Post subject:
I would have thought a settler with a fat man would just blow the fuck out of all the other settlers.
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JBeckman
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Posts: 34994
Location: Sweden
PostPosted: Tue, 8th Dec 2015 11:46    Post subject:
They would, if said settlers weren't essential or so I've understood it.
(You can only knock them down, not kill them after you've recruited them though of course you can still kill them to force a takeover of a location before you speak to them.)
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DCB




Posts: 5410

PostPosted: Tue, 8th Dec 2015 12:18    Post subject:
Ah, I didn't realise they were essential. I never installed rocket launcher turrets for that reason, I figured since they all charge face-first into danger that they'd just get friendly fired to death.
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Interinactive
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PostPosted: Tue, 8th Dec 2015 12:35    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:18; edited 1 time in total
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JBeckman
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Location: Sweden
PostPosted: Tue, 8th Dec 2015 12:36    Post subject:
I haven't tried verifying that either, I do use rocket turrets though but mostly because their defense rating is so high so with enough materials five hooked to each large generator with two or three generators should be enough for even the largest settlement.
(Max population is 20 by default so no need to go crazy with water and food values.)


EDIT: Ah so they are indeed essential.
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DCB




Posts: 5410

PostPosted: Tue, 8th Dec 2015 13:01    Post subject:
The stupid thing is even with an insane amount of defences, it's basically worthless. They still get invaded regardless, and if you don't go and help half your shit is destroyed.
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Hellifant




Posts: 2008
Location: getMoreMoney
PostPosted: Tue, 8th Dec 2015 13:12    Post subject:


Aww Yeah
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JBeckman
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Location: Sweden
PostPosted: Tue, 8th Dec 2015 13:14    Post subject:
I guess it's some calculation or roll that determines when you get attacked but so far I've avoided attacks unless Preston's radiant quest directs me to defend a settlement. (And it's always against ghouls if that happens for some reason.)

Been thinking about installing that mod that makes his radiant quests a bit less extreme, as soon as I report one success he gives me another one immediately with no chance for waiting to accept it.
(And it gets even worse when you get the radio up, three or so quests at once, must be the ghoul apocalypse. Very Happy )

(Absolutely no variety so far, either I get to free a settlement so they join us and that has always been by clearing a raider held area opposite end of the map - done by killing the toughest of the raiders there, doesn't matter if all the others live for some reason - but anyway that or a settlement already under my control has a attack by ghouls.)

EDIT: Oh and what has Bethesda done with the super mutants, they used to be powerful wielding rocket launchers, miniguns, gatling lasers and power sledges but here they use normal sledgehammers and junk rifles, I guess the "Master" was the one managing their economical situation so they can't afford proper gear anymore. Very Happy
(On occasion one of the leader types or a legendary mutation carry a minigun so at least they do have a small chance of being threatening as you reach higher levels.)

EDIT: Though yeah, I know that's the encounter range of the current zone you are in, lower level threats until you get down to the south-east or so regions and the coastal areas, only place I've found those combats bots for example, now those offer a proper fight, well unless you learned circle strafing in the shooters of yore.
(With the glowing sea as a bit of a exception as a more upper mid-level area but there's deathclaw and radscorpion hell there with several of the more powerful variants appearing frequently which makes up for the lower levels of the threats in that region.)
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tet666




Posts: 5090

PostPosted: Tue, 8th Dec 2015 14:41    Post subject:
New mod to get rid of the washed out look: http://www.nexusmods.com/fallout4/mods/5060/?
yeah u could do the same with sweetfx/reshade but this one doesn't affect the performance at all and it's a real improvement.
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Neon
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Location: Poland
PostPosted: Tue, 8th Dec 2015 14:47    Post subject:
Fallout 4 in a nutshell:

http://i.imgur.com/3CoxwAu.gifv

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red_avatar




Posts: 4567

PostPosted: Tue, 8th Dec 2015 15:05    Post subject:
JBeckman wrote:
I guess it's some calculation or roll that determines when you get attacked but so far I've avoided attacks unless Preston's radiant quest directs me to defend a settlement. (And it's always against ghouls if that happens for some reason.)


I already mentioned this earlier - the defense rating seems to affect happiness but doesn't prevent broken stuff when you're not there nor does it prevent happiness from going down after attacks. It may also prevent dead settlers when you don't have sufficient settlers but I can't confirm that.

It's a little silly that you HAVE to go defend a settlement when it has enough turrets to take on an army. I go there, wait 10 secs as the laser turrets mow down super mutants in no time and then fast travel out again.
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DCB




Posts: 5410

PostPosted: Tue, 8th Dec 2015 15:46    Post subject:
The other stupid fucking part, you try and set up barricades and the like to funnel attackers into kill zones for your turrets and what happens? Dumb fuck settlers all charge out past the settlement boundaries to attack any hostiles.
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red_avatar




Posts: 4567

PostPosted: Tue, 8th Dec 2015 16:03    Post subject:
DCB wrote:
The other stupid fucking part, you try and set up barricades and the like to funnel attackers into kill zones for your turrets and what happens? Dumb fuck settlers all charge out past the settlement boundaries to attack any hostiles.


Yeah the barricades are artificial defense rating increasers but it doesn't really work. I mean, sure, your "soldier" settlers go stand on them but they don't use them during an attack.

When I first made a proper settlement I wanted to put a fence around it leaving only a single doorway but the Brahmin won't enter through it which causes a giant mess when the settlement gets attacked.

Ideally I'd want a settlement that is up in the sky with planters for food so attackers can't do any damage but I think the game would still cheat and destroy random stuff after attacks where I wasn't present.
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fadeout86




Posts: 70

PostPosted: Tue, 8th Dec 2015 19:51    Post subject:
I haven't been playing much lately, but just started doing the quest where you
 Spoiler:
 


Quest is bugged and broken. Pretty much described here on Reddit:

https://www.reddit.com/r/Fallout/comments/3slijr/cant_complete_sidequest/

This game-breaking bullshit, similar to dropping to single digit FPS in for example Corvega Plant prior to the updates, really breaks the fun for me. Do Bethesda even test their fucking games? Feels so rushed goddamnit.

For me a floating Yao Guai or legs sticking trough walls here and there have been forgivable, but quests being broken? Fuck that... Immersion completely gone cause of this bullshit.
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Tue, 8th Dec 2015 20:18    Post subject:
Not using it as an excuse for them... but it's Bethesda you'll always end up with broken quests

Not once have I had a playthrough, vanilla or modded with their games that didn't have a broken quest. There are always moments where I rage quit in their games.


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 8th Dec 2015 20:20    Post subject:
wow,

i just installed teh "True Storms - Wasteland Edition" mod + Darkder Nights, and im blown away.
This is one of teh MUST HAVE mods out there.
Adds a lot to the imersion ingame.


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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