This is true. I guess I never found raiders too hard in general. I'd say the hardest enemies I had faced were the Yao Guai in FO4. They seem to take place of the old Deathclaws. Idk, I never found Fallout to be any more spongy than other RPGs.
There aren't many other RPGs with FPS gameplay, which is why it stands out more in Fallout 3 through 4. This is actually something that has irked me with these games too, and I think Deus Ex has the better approach; leveling up shouldn't magically affect damage output of your weapons, it should instead affect shooter accuracy as it simulates your character getting better at shooting.
agreed, that would have been a better way. By the time I get to the glowing sea Im doing 450+ damage per shot at that level, sometimes feel like starting over then
There aren't many other RPGs with FPS gameplay, which is why it stands out more in Fallout 3 through 4. This is actually something that has irked me with these games too, and I think Deus Ex has the better approach; leveling up shouldn't magically affect damage output of your weapons, it should instead affect shooter accuracy as it simulates your character getting better at shooting.
I could actually get really down with that idea as well. I believe you were part of the discussion in regards to NV before, but I'd rather have NV's gun diversity and that type of system in regards to the gunplay versus how it is now.
One thing I did notice is that the tech weapons like the RailGun and the Plasma Rifle have much higher damage potential than a pistol or rifle when modified.
I'd like to be able to play thru using a combat rifle or something but you really can't if you want to one shot enemies at the higher levels. Railgun with a scope and a suppressor FTW.
I guess since I'm a FPS gamer at heart, I focus on guns in every title and don't really run into the issue. Point in case:
Fallout 3 and NV required something serious to take down a Deathclaw before a certain level.....say like 15 or so. But in 4, they give you power armor and a minigun that eats right through the Deathclaw in the beginning mission(s). Even with normal guns I find them to be a bit frail.
Yeah, but compare higher level Raiders at very low level in FO4, to the equivalent in FO3 and New Vegas. In New Vegas, with a semi-decent gun like the weathered 10mm pistol, you can take out elite Raider equivalents with only a few headshots, but in FO4 the equivalent would take all day.
I actually need to finish my first play through on this game. I'll actually end up doing so on my Xbox, but I should have some time next week to start it back up again. I'm crossing my fingers that Fallout 76 surprises me...for the better .
Still playing. Have over 1K hrs on steam.
Only PC gaming I like are open world, non-linear with lots of options for how one plays it through with less than 10 mods.
So far Skyrim & FO4, both with all DLCs are the go as far as I'm concerned.
Hard to beat Bethesda!
I am doing a heavily VATS based playthrough with an almost black and white .enb with a steam controller from the couch. I can't hit the broad side of a barn without VATS...which makes it an interesting ordeal when I run out of AP.
Some diamond city action.
Edit to add: we really need to get image uploading working here, this compression crap hosting at random sites stinks.
I decided to give F4 another try after upgrading my rig, but I can't seem to load both plugin mods and loose file mods at the same time. If I select/tick next to all listed plugin mods in Main Menu Mods section, then loose-file-only mods, such as Vivid Landscape, do not load. If I reset everything, then, as a default, some of the plugin mods in Main Menu Mods section are not selected/ticked (yet others are), in which case loose-file-only mods like Vivid Landscape, do load, but Enhanced Metal Crates / Luxor8071's HD Texture Pack don't...
I already created Fallout4Custom.ini with:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
My DLCList.txt content (direct copy/paste):
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCUltraHighResolution.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
Dynamic Lights and shadows Overhaul.esp
Enhanced Metal Crates.esp
FO4 Landscape Overhaul.esp
HDReworkedProjectRevised.esp
Interior - Buildings and Industrial HD.esp
Luxor8071's HD Texture Pack AIO Pt1.esp
Luxor8071's HD Texture Pack AIO Pt2.esp
PA-Skins.esp
Project Reality Footsteps FO4.esp
The Eyes of Beauty Looking Stranger.esp
The Eyes Of Beauty.esp
UltraInteriorLighting.esp
Unofficial Fallout 4 Patch.esp
ValiusHDTextures4K.esp
VUWR.esp
My Plugins.txt content (direct copy/paste):
*Unofficial Fallout 4 Patch.esp
*HDReworkedProjectRevised.esp
*The Eyes of Beauty Looking Stranger.esp
*The Eyes Of Beauty.esp
*UltraInteriorLighting.esp
*Interior - Buildings and Industrial HD.esp
*Project Reality Footsteps FO4.esp
*Dynamic Lights and shadows Overhaul.esp
*PA-Skins.esp
*VUWR.esp
Last time I played the game was back when it was just released and I don't remember there being DLCList.txt, only Plugins.txt.
- What's the difference between the two?
- How can I make both plugin-based and loose-file-based mods work together?
- How can I change load order of loose-file-only mods?
- What is the purpose of the Mods subdirectory in F4 game directory? AFAIK, mods go into Data subdirectory, not Mods subdirectory...
I never had any trouble running plugins and loose files to work together, but I always used the Nexus mod manager thing (I forget what the new one is called). I don't know if the mod manager means you don't have to use the in game mod menu or not, but I never used the in game one.
I never had any trouble running plugins and loose files to work together, but I always used the Nexus mod manager thing (I forget what the new one is called). I don't know if the mod manager means you don't have to use the in game mod menu or not, but I never used the in game one.
But plugin mods can modify the same exact files as loose-file mods. Which ones get priority if that happens? Mod Organizer does not detect any conflicts and yet at least one of the plugin mods overwrites Vivid Landscale loose-file mods.
I'm fairly sure that the load order is what determines which file will be used when two mods are modifying the same file. When a mod loads it will over write any file it has in common with a mod that loaded before it.
EDIT: I'm not sure if the LOOT mod is still active/current but it can help with figuring out load orders.
I'm fairly sure that the load order is what determines which file will be used when two mods are modifying the same file. When a mod loads it will over write any file it has in common with a mod that loaded before it.
EDIT: I'm not sure if the LOOT mod is still active/current but it can help with figuring out load orders.
Yes, but loose-file mods don't even show up as part of the mod list. They are mods that, for example, come only with "Textures" folder. They have no ESP files to them, so how can you determine their order/priority? Loose-file mods are not listed anywhere.
Yes, but loose-file mods don't even show up as part of the mod list. They are mods that, for example, come only with "Textures" folder. They have no ESP files to them, so how can you determine their order/priority? Loose-file mods are not listed anywhere.
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