Results 691 to 720 of 990
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2019-11-22, 10:49 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Montreal
- Gender
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2019-11-22, 11:35 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
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2019-11-22, 11:44 AM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
The only place that requires a settler is if you don't use Sanctuary for the minutemen, and then it's only to send Sturgis there.
Personally I only really build myself a home at Red Rocket, and have all the fancy modding toys there. And then defenses at Sanctuary, otherwise the noise gets on my nerves. But honestly I wish that the attacks would be 2-3 big waves instead of the 5 or so enemies you get that run in one at a time and die to the rocket turrets.I am trying out LPing. Check out my channel here: Triaxx2
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2019-11-22, 03:33 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
One of the things I appreciated about survival is how the need for food, water, and bedding made settlements even slightly relevant. That's really all I'm looking for: A motivation for interacting with the system. I never found the system that *bad*, though the cumbersome limitations of the workbench storage were certainly annoying. I also never felt compelled to play settlement dollhouse, I just built to provide food and adhesive, beds for everyone, enough turrets to keep the place reasonably safe, then put everyone leftover to work on scavenging stations. Then all one needed to is occasionally swing by to harvest crops, and empty out the bench. Nothing past that ever seemed worthwhile to me. Improving my settlers mood, and therefore rate of scrap production would really only increase the frequency at which I had to visit the place and tidy up.
I wouldn't have minded a reason to further build up my settlements, to make my citizens happy, if the game had furnished a reason to do so, apart from 'So the numbers go higher'.
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2019-11-23, 09:54 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Malaysia
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Something has been bothering me for years about New Vegas so I better ask now before I forget again.
I know this doesn’t just happen to me, but does anyone know why when you pick an item up sometimes the other loose items around it just move by themselves?
In Bison Steve for example, if I find the bathtub with the skeleton, picking up any of the whiskey or chems nearby will cause said skeleton to literally leap out of the tub! Weird.Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.
General nerd person. Mostly computer games and manga.
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2019-11-23, 10:42 PM (ISO 8601)
- Join Date
- Sep 2017
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
The Everyman's Guide to Taking Up Arms - A Guide to Fighters
Practical Magical Gadgetry - A Guide to Artificers
Avatar courtesy of the webcomic Aurora, drawn by Red
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2019-11-23, 11:06 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Malaysia
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.
General nerd person. Mostly computer games and manga.
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2019-11-23, 11:13 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- I wish I knew...
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
You can think of it as a Block Update effect from Minecraft in a way.
Basically, when something is spawned in the world, they don't automatically get affected by physics. This is especially the case for 'set pieces', such as the bottle pyramid on the bridge over the entrance to the building outside of NOVAC for the quest 'Come Fly With Me'. The devs very carefully placed things down to look nice, but they couldn't be exactly exact, so there's little gaps unnoticeable by the player.
When you move something nearby, however, they go 'hey, something moved nearby, should I react to this?', and realizes 'oh, the physics engine says I should probably settle into place', and thus everything tumbles down.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2019-11-24, 07:55 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
It's existed as a problem with Gamebryo's physics since Morrowind, and I'm pretty sure it still happens in Fallout 4.
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2019-11-24, 08:32 AM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Wait... Morrowind had Physics?
Also, yeah, physics works fine as long as it doesn't get reminded it exists. Then it freaks out.I am trying out LPing. Check out my channel here: Triaxx2
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2019-11-24, 08:47 AM (ISO 8601)
- Join Date
- Nov 2013
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I don't think it did. Morrowind predates Half-Life 2, the first game that I'm certain had fully realized object physics. It was a big selling point of Half-Life 2, in fact.
Oblivion came out a couple years later, and was the first Elder Scrolls game to have a "manipulate" button that allowed you to carry an object in hand without picking it up and sticking it in your inventory. This was both to show off the shiny new physics engine and to allow you to decorate your player's home.
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2019-11-24, 08:56 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Yes, but your interaction with them is more limited. You can't drag objects around, but it has basic physics for things falling when you or other things drop them or when things die. And that causes the same bug where picking up one object scatters all the ones around it on occasion (including the one where they drop through the surface they're supposed to be on).
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2019-11-24, 09:22 AM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Ah, that makes sense. I was never able to bump things so I assumed stuff was static.
I am trying out LPing. Check out my channel here: Triaxx2
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2019-11-24, 01:26 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Montreal
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
So I just started playing with Sim Settlement. I like it, it minimizes the amount of micromanaging to have nice towns, and I end up building massive scaffolding structure to house dozens of houses in the air.
It feel like Dwarf Fortress. Tee hee
So, I noticed Industrial and Commercial plots built almost instantly. However, nobody has claimed any residential plot yet. Is it normal?
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2019-11-25, 09:09 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Malaysia
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Well I guess there's no way around it then. I suppose when picking up loose items I should take the thing that I really want first.
Also, because my current playthrough is a no-companion run, I put the radio on so I can be "accompanied" by Mr New Vegas.
This means I'm hearing some lines for the first time, and some of them are pretty fun. No-Bark's "interview" for example. Too bad the content cycles if you leave it on for too long, but that's inevitable I guess.
EDIT: One of the minor gripes I have with New Vegas is the quest ED-E My Love. WTF is there a five-day wait between triggers. I legit wasted a trigger one time because I wasn't aware of the stipulation. What possible function does that serve?Last edited by Haruspex_Pariah; 2019-11-26 at 10:09 PM. Reason: ED-E My Love
Awesome OOTS-style Fallout New Vegas avatar by Ceika. Or it was, before Photobucket started charging money.
General nerd person. Mostly computer games and manga.
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2019-11-27, 11:59 AM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Middle-o'-Nowhere, Idaho
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
It has to do with the collision meshes of the objects, I believe. Generally, the collision meshes are slighly larger than the actual object, so when the game developers place the items on the shelf, the collision meshes are actually slightly overlapping. When you pick up an item, all the items around it update and go, "oh, huh, we're inside the shelf right now, and that's not right. Quick, either pop up fully on top of the shelf, or phase through it to go underneath."
It's why one of my must-have mods for New Vegas is just something called Collision Meshes FNV, which overhauls the collision meshes of most items in the game to more closely match the items in the game. Ever since I installed it, I've had far fewer items dropping through medical trays, and so on.I run a Let's Play channel! Check it out!
Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!
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2019-11-27, 01:53 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
It's just a long-standing bug with Gamebryo's physics engine, and tends to be aggravated by uncapping your framerate. It's the same reason you can kill yourself in Skyrim if you step on a rake wrong. It's one of the many reasons many people (myself included) have clamored for a game engine change for Bethesda's games.
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2019-11-27, 05:26 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Middle-o'-Nowhere, Idaho
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I run a Let's Play channel! Check it out!
Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!
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2019-11-28, 12:00 AM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I'm really not certain what the underlying math driving the problem is, save that raising your framerate above the pre-set framerate makes it wildly worse, to the point where you can walk over a Draugr sword on the floor when you're running at like 100 frames per second, and the sword will fling around the room at ludicrous speed, ricocheting off the wall and killing you. Ask me how I know.
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2019-11-28, 12:33 AM (ISO 8601)
- Join Date
- Oct 2013
- Location
- Germany
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I am no programmer in the slightest but at first glance this sounds like a bug that could've been easily programmed out by not linking item velocity and damage. But then again, I have read that World of Warcraft cannot edit the size of its backpack to be bigger because about half the game's quests links to check the backpack's "squares" for quest items, thus making quests impossible to do once you relocated a quest item.
The problem looks easy to solve on paper.
you can walk over a Draugr sword on the floor when you're running at like 100 frames per second, and the sword will fling around the room at ludicrous speed, ricocheting off the wall and killing you.
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2019-11-28, 02:06 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Just to point out here, technically Bethesda hasn't been using Gamebryo since 2011--they use the Creation Engine, which is based on Gamebryo but with a lot of their own code in it. In fact, that might be the issue--the physics glitches in Skyrim are legendary, but the ones in Oblivion not so much, suggesting it's the Creation Engine at fault and not Gamebryo.
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2019-11-28, 10:25 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
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2019-11-28, 10:35 AM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Bethesda might have hung ever more kibble on the outsides and changed the name, but we're not fooled. There's underlying tech in the engine that's always been the same (especially about cell loading).
Oblivion (and Fallout 3) had comedy physics bugs, but far fewer people bought it and it was much harder to record and share the silliness when it happened.
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2019-11-28, 02:10 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Yeah, Gamebryo is still under there, a name-change isn't going to fix that.
What makes it all especially irritating is that their parent company, Zenimax Media, has owned Id Software since 2009, so there is really no reason they couldn't have been using IdTech engines for all their games. I wouldn't help some of their more regrettable art direction, but it could certainly improve the performance and bug problems.
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2019-11-28, 02:21 PM (ISO 8601)
- Join Date
- Jun 2013
- Location
- Bristol, UK
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2019-11-28, 02:27 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
What does that have to do with ID software's engine? The company still exists and it still produces game engines--see Rage and Rage 2 for examples. Which exactly go to show that Bethesda using that engine wouldn't necessarily fix the issues, because Rage was a serious bug-fest when it first launched.
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2019-11-28, 04:38 PM (ISO 8601)
- Join Date
- May 2009
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Just guessing here...
While "falling" is normally modelled with reasonable physics, when something only has a very short drop, the engine doesn't bother about gravity and acceleration and stuff - it just moves instantly, in a single frame.
Unfortunately, when that single frame is very quick, that means it's imparted a heck of a lot of momentum, and energy, to the thing. Which the physics engine picks up on, and turns it into a lethal missile. Since the engine was never tested above around 50 fps (because seriously, why?) - this was never identified as a bug."None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain
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2019-11-28, 04:58 PM (ISO 8601)
- Join Date
- Jun 2013
- Location
- Bristol, UK
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
The end of what Son? The story? There is no end. There's just the point where the storytellers stop talking.
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2019-11-28, 08:32 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Montreal
- Gender
Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Hey guys. So I managed to figure out plot assignment in Sim Settlement.
I started using the City Planner. It's pretty cool, love that a nice premade city just builds itself. However, I now have about 40 quest tags of "New construction" in my settlements. Anyone knows how I remove them?
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2019-11-29, 03:23 AM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!