Fallout 4
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AKofC




Posts: 4359

PostPosted: Mon, 11th Jan 2016 09:15    Post subject:
VonMisk wrote:
Finally I got into the Institute. That horrible, horrible writing was just too much for me. There is potential because I spend 100 hours just exploring but the script is too much shit for me.


I reached the Institute on the 25th of November.

This is the result:



The shitty writing combined with the shitty male PC voice acting just killed me


Gustave the Steel
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Breezer_




Posts: 10815
Location: Finland
PostPosted: Mon, 11th Jan 2016 11:41    Post subject:
Bethesda 5/5 optimization... This shit can drop below 40fps on my rig, looks absolutely shit aswell (love the game tho ;().
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IamAWESOME




Posts: 8028
Location: TARDIS
PostPosted: Wed, 13th Jan 2016 07:00    Post subject:


Shocked Shocked


The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
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DCB




Posts: 5410

PostPosted: Wed, 13th Jan 2016 07:12    Post subject:
Gotta love that Z fighting.
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Wed, 13th Jan 2016 09:54    Post subject:
Should have updated to logarithmic depth buffer, if it helps in other open world "next-gen" games such as GTA V, Dying Light, Witcher 3, Just Cause 3 and Mad Max (To name a few.) it would surely have helped here too although unfortunately it's still linear so clipping occurs. (Maybe hope for a larger overhaul for TES VI perhaps, PBR implementation is a bit "hacky" as well with separate specular maps and a few other shortcuts from what I've read but eh it still looks OK in-game.)
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DCB




Posts: 5410

PostPosted: Wed, 13th Jan 2016 11:08    Post subject:
I never bothered to look, but they could be using the specular workflow like Unity, rather than the metalness workflow like Unreal. It does actually have some advantages, although it comes with a higher memory overhead because of the extra map.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Wed, 13th Jan 2016 16:23    Post subject:
The music though. Shocked


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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IamAWESOME




Posts: 8028
Location: TARDIS
PostPosted: Wed, 13th Jan 2016 21:10    Post subject:


http://www.nexusmods.com/fallout4/mods/5810/?

Winter time.


The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
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KillerCrocker




Posts: 20503

PostPosted: Wed, 13th Jan 2016 21:12    Post subject:
Lame. People are just trying too hard


3080 | ps5 pro

Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Wed, 13th Jan 2016 21:57    Post subject:
KillerCrocker wrote:
Lame. People are just trying too hard




Bitch please, just because you don't like it Laughing
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Wed, 13th Jan 2016 22:08    Post subject:
Having working seasons is a pretty huge accomplishment and to pull it off with "hack" tools is amazing in it's own right, some of the stuff the community has managed to figure out is very impressive.
(Granted a lot is similar to how it was in Skyrim so there was a pretty low learning curve but Fallout 4 has several changes that are still only partially understood and won't likely be fully understood until the mod editor is released sometime this year.)
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4treyu




Posts: 23141

PostPosted: Wed, 13th Jan 2016 22:48    Post subject:
KillerCrocker wrote:
Lame. People are just trying too hard


You yourself are trying too hard there Razz
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lolozaur




Posts: 26310

PostPosted: Wed, 13th Jan 2016 22:52    Post subject:
that mod looks cool and with that cell shading mod will be nice to play this piece of shit around summer
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Wed, 13th Jan 2016 22:56    Post subject:
Laughing


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Wubbajack




Posts: 769
Location: Polandball's right eye
PostPosted: Wed, 13th Jan 2016 23:00    Post subject:
JBeckman wrote:
Having working seasons is a pretty huge accomplishment

Well, it's not exactly "working" as far as I'm aware. The seasons don't exactly change by themselves along with the in-game time, you just choose one while installing the mod.
And the "seasons" are basically just "themes" with texture packs and grass replacements.
At least that's how it used to work in the "biome" mod for Skyrim, which allowed you to change the frigid northern province into something more resembling a tropical island somewhere on the equator Very Happy

I'm not saying the effect isn't impressive. I just don't think you can expect to go to bed one autumn evening and wake up with everything covered with snow.
At least not yet - maybe when the GECK finally comes out.
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Tydirium




Posts: 601

PostPosted: Thu, 14th Jan 2016 10:30    Post subject:
This mod seems to make Fallout 4 even more colorful and I am not sure if this is a good idea. Maybe I am in a minority here, but one thing I abolutely loved in Fallout 3 was this incredibly intense atmosphere and strange beauty of complete destruction. In the vanilla version the dominating colors were brown, grey, yellow - the few spots with color or living plants were even more impressive because they were exceptional.
In Fallout 4 the environment is already far more colorful making its look more Skyrim-like.
The color palette coming with the occasional radioactive storms, for example, is something I would prefer for the whole game. That would be an apocalyptic post-nuclear world I could believe in its look (in a videogame).
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harry_theone




Posts: 11228
Location: The Land of Thread Reports
PostPosted: Thu, 14th Jan 2016 12:47    Post subject:
Well each to their own, people building their own stories and such, that's what Mods are for as well. And for the pure apoc feeling you could always go straight south and keep your Hazmat suit on all the time, for the slight Marsian experience Mr. Green

Rip A Guy's Arm Off And Beat Him To Death With It

http://www.nexusmods.com/fallout4/mods/8347/?
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Fri, 15th Jan 2016 17:03    Post subject:
http://steamcommunity.com/games/377160/announcements/detail/903336711828944209

Quote:

Beta Update 1.3.45

New Features

New ambient occlusion setting, HBAO+
New weapon debris effects (NVIDIA cards only)
Added status menu for settlers in your settlements
Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis
Improved "ESDF" keys remapping support while in Workshop mode

Gameplay Fixes

General memory and stability improvements
Improved performance when looking through a scope
Fixed issue where player could warp to a different location when aiming
Companions can no longer get stuck with radiation poisoning
Fixed an issue where Vault 81 residents would not dismember correctly
Big Leagues perk now displays calculated damage correctly
Fixed issue with third person camera not displaying properly after exiting certain crafting stations
Fixed an issue where subtitles would occasionally not update properly
Effects will properly be removed on companions when items are unequipped
MacReady’s Killshot perk now calculates headshot percentages properly
Fixed an issue with NPCs getting stuck in Power Armor
Fixed a rare issue with companions getting stuck in down state
Second rank of Aquaboy now calculates properly
Fixed an issue with resistance not always lowering the damage correctly when added by mods
Enabled number of characters available when renaming an item (XB1)
Fixed issue with player becoming dismembered while still alive
Robotics expert is now usable in combat
Stimpaks can now be used on Curie after the transformation
Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked

Quest Fixes

Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle
Fixed an issue where invulnerable characters would get stuck in combat
Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest
Fixed an issue where Synths could attack the Castle while the player was friends with the Institute
Fixed an issue where killing a caravan would leave a quest open
Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed
Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"
Fixed an issue where the player could get stuck exiting the cryopod
Fixed an issue where the player could no longer get Preston as a companion
In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad
Fixed an issue with Minutemen quests repeating improperly
Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel
After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest
Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze
During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114
In "Confidence Man," Bull and Gouger can now be killed
During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up
In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly
Fixed an issue with "Tactical Thinking" where leaving dialogue early with
Captain Kells to reprogram P.A.M. could cause quest to not completely properly

Workshop Fixes

Fixed a bug that would cause settler counts to appear incorrectly
Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population
Improvements to snapping pieces together while in Workshop mode
Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed
Player can now build workbenches in their Diamond City house
Building wires no longer uses up copper
Fixed issue with certain settlement attacks not generating properly
Fixed an issue with settlement happiness calculations
Settlers assigned to weapons stand will now stand next to it
Diamond City house now shows provided power
Repairing items will now correctly consume resources
Fixed an issue where companion would ignore commands at workshop locations
Fixed an issue with crops appearing destroyed after saving and reloading




EDIT: Seems it's using Nvidia Flex going by some of the new .dll files added.
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Mythril




Posts: 704
Location: Playing Hunt: Showdown
PostPosted: Fri, 15th Jan 2016 18:56    Post subject:
I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance.


---=== AMD Ryzen 7 9800X3D / RTX 4090 FE / 32GB DDR5 6000 / 2TB Gen 5 M.2 / 1 x TB M.2 / 45" Corsair Flex / ASUS ROG Ryujin III AIO / SoundBlaster AE-5 Plus / Lian Li 011 Dynamic XL / Logitech MX Master S2 /ROG Azoth Extreme Keyboard / Steelseries Arctis Pro Wireless ===---
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Sauronich




Posts: 2062

PostPosted: Fri, 15th Jan 2016 19:06    Post subject:
Mythril wrote:
I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance.

Try spamming ~ as you load the game to open the console and then type "tgm" (god mode).
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tonizito
VIP Member



Posts: 51421
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 15th Jan 2016 19:11    Post subject:
Sauronich wrote:
Mythril wrote:
I've a slight problem. I quick saved a game recently. Now every time I load that game up I die straight away. There's a mutant right next to me as soon as the game is loaded and blows me up. I can't even move the mouse in time. Problem is my old saves is from 30+ hours before as I kept quick saving. Anyone know of a way I can sort this out ? I really don't fancy redoing all of that again :-/ Thanks in advance.

Try spamming ~ as you load the game to open the console and then type "tgm" (god mode).
This.

Too bad that the game no longer uses the previous save file system (at least I'm not seeing fos.bak files anywhere), if it did you'd be able to easily recover the quicksave prior for that one.
But console-> tgm should work.


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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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Fri, 15th Jan 2016 19:13    Post subject:
Yeah, or isn't there a trainer or something?
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Fri, 15th Jan 2016 20:29    Post subject:
You can activate the console on the main menu, tcai toggles combat ai so you can move away and then re-enable the combat ai and fight on more equal terms. Smile
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Mythril




Posts: 704
Location: Playing Hunt: Showdown
PostPosted: Sat, 16th Jan 2016 13:34    Post subject:
Thanks guys. I'll give it a go later on this evening Smile


---=== AMD Ryzen 7 9800X3D / RTX 4090 FE / 32GB DDR5 6000 / 2TB Gen 5 M.2 / 1 x TB M.2 / 45" Corsair Flex / ASUS ROG Ryujin III AIO / SoundBlaster AE-5 Plus / Lian Li 011 Dynamic XL / Logitech MX Master S2 /ROG Azoth Extreme Keyboard / Steelseries Arctis Pro Wireless ===---
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Ampee




Posts: 1986

PostPosted: Sat, 16th Jan 2016 16:25    Post subject:
They've got to be kidding with this new beta update. Yeah the low res texture issue is fixed but the for example: fast travel to diamond city takes 1 minute to load(!) on RAID0 SSD, 5820k....
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oakwind




Posts: 325

PostPosted: Sat, 16th Jan 2016 23:06    Post subject:
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fadeout86




Posts: 70

PostPosted: Mon, 18th Jan 2016 23:27    Post subject:
Major frame stability increase on my low-end GPU with the newest patch.

No more drops below 10 around Swan Pond Laughing
Guess the beta state has been passed and the game is now finished.

Too bad I got bored of it at this very same point
 Spoiler:
 
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KillerCrocker




Posts: 20503

PostPosted: Mon, 18th Jan 2016 23:42    Post subject:
harry_theone wrote:
KillerCrocker wrote:
Lame. People are just trying too hard




Bitch please, just because you don't like it Laughing

I quite liked the game but painting the shit red, won't change it into strawberry Laughing


3080 | ps5 pro

Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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tObber166




Posts: 36

PostPosted: Tue, 19th Jan 2016 18:30    Post subject:
Beta Update 1.3.47 is out

* Fixed texture threading issue causing unusually long load times
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tonizito
VIP Member



Posts: 51421
Location: Portugal, the shithole of Europe.
PostPosted: Wed, 20th Jan 2016 15:32    Post subject:
http://www.eurogamer.net/articles/2016-01-20-i-have-to-break-fallout-4-to-finish-it

Quote:
With the arrival of the next generation of consoles, I'd hoped this kind of game-breaking crap would be consigned to the past. I'd hoped the power of the PlayStation 4 and Xbox One would help developers put an end to critical failures.
Are You Serious Laughing

By this logic PC exclusives should have less bugs because... reasons? Oh gamejournos Reaction


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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