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Fallout Fallout 4 Thread

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,242
Is there a mod that introduces special ammo types and removes the vanilla system?
Seeing a weapon suddenly shoot armour piercing rounds because you change it's receiver but not it's ammunition gives me conniptions.
I'd understand it for energy weapons, but ballistic weapons? Fuck off Beth, you're American how do you not know about basic gun design?
:x
Not that I'm aware of. The F4NV crew got it working, if I recall correctly, but that didn't get released for vanilla Fo4. I can't imagine the core mechanic being too complicated, you could do a stealth swap of hidden receivers on a hotkey, but you'd also have to populate all leveled lists with the new ammo types and possibly rebalance enemies to make the mechanic meaningful.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,482
Funnily enough, Synedrion from Phoenix Point are actually a lot like the Institute, except not as confusingly written. They are a lot more straight-foward and consistent and you have a better idea of what they actually stand for. They even use covert ops and give their troops sensible weapons (which are also lasers) instead of that ergonomic nightmare known as the institute laser rifle.
Huh, I'm playing that right now. Synerdrions are utopians tho. They are extreme form of democracy, they don't have a director, rather many leaders acting as a council. Even their diplomacy screen shows three instead of one like for other factions. And you have to be straightforward in post apocalyptic setting when you are continuing to face existential threat every day and apocalypse not just happened but gets worse. Institute is sheltered, isolated and protected from outside world until player comes. Syn also give artificial intelligence human rights. The only things they share with the institute is general focus on sleek high-tech aesthetics, covert operatives and maybe sort of being a form of technocracy.
 

CthuluIsSpy

Arcane
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Dec 26, 2014
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On the internet, writing shit posts.
True about them having a different ruling structure and their stance on AIs, but the Institute are also Utopians and Synedrion aren't exactly open to outsiders either.
Synedrion would be what the Institute would look like if they weren't obsessed with acting like the Illuminati.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,482
but the Institute are also Utopians and Synedrion aren't exactly open to outsiders either
My point was that Institute is rather reckless and unethical with their techonolgy and general research conduct. They abduct, torture, kill and replace innocent people with synths like its nothing, massacre independent settlements, perform dangerous bioweapon research (which was unleashed on the topside world). Which is pretty dystopian since they clearly don't value human life that much.

Synedrion didn't really do anything evil, the closest you could argue is destruction of violent splinter group and they did that with your hands. As for outsiders - its not clear, hostile factions don't count. They probably accept independents and unlike Institute they don't act maliciously against those, their beef is with other postap ideologies. They even go so far as to contemplate if pandorans, being infected humans, deserve human rights and if there is a way to save them.
 

CthuluIsSpy

Arcane
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Dec 26, 2014
Messages
8,096
Location
On the internet, writing shit posts.
Again true. Synedrion aren't really saints either (remember that they have no qualms at attacking civilians during a faction war), but they do a much better job in being consistent with their ideals than the Institute
Within the Institute it looks like a Utopia, but they are so irresponsible and stupid with their tech and inconsistent with the methodology that even the Think Tank would be disgusted.

Which goes back to my original point; Synedrion is what the Institute should have been, had the Institute been better written and not a confusing mess of a faction, where the writers didn't know if they wanted them to be Utopians, the Enclave or Think Tank and tried mashing them all together into an incomprehensible morass.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,482
Well tbh if they were written like synedrion would there even be a choice? Like right now they are sort of grey, do dumb evil shit but perhaps they at least have better intentions in the long run. They are massively flawed as other factions in 4. In phoenix point, well you say they are not saints...but they are easily the faction to sympathize the most with. Unlike others they don't do evil, radical or fanatical things. Anu are monsters that sacrificed their humanity for survival and it's a cult-like theocracy with a heavy caste system, jeriho have tons of unethical clandestine labs with dangerous and hypocritical research in weaponized cybertech (what happened to purity above all?) and they are a totalitarian militaristic dictatorship with cult of personality sprinkled on top. What did synedrion do? They invented technology to repel the mist. Is there even competition lol?

If institute was written like them, I argue that it would perhaps be even worse. Because then you would have a similar situation where among several factions, there was one just clearly better. Which takes weight from the choice.
 
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CthuluIsSpy

Arcane
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On the internet, writing shit posts.
Synedrion aren't really the "better" option.
They are elitist, isolationist hypocrites. They have no qualms with killing civilians, they consider non-Synedrions to be unenlightened and beneath them and whilst they do have technology to repel the mist you don't see them sharing it with others, now do you? They'll give it you, but only if you increase their opinion to a high enough level, which means either taking care of their pandoran problems for them or hurting the other factions.

New Jericho wants to reclaim the world through fire and war. They'll actually take the fight to the enemy.
Anu wants to adapt to the world.
Synedrion wants to hide in their pristine cities while the world around them mutates and everyone outside of their domes dies and becomes mutants, all in the name of "co-existence". They really aren't that different from the Institute in that regard.

The Institute + Minutemen is arguably the best choice in Fallout 4 anyway, by virtue of making the player the head of both factions and as such giving you access to the best tech in the commonwealth. It doesn't help that the Railroad are idiots who value machines over human life in an environment hostile to humans and the Brotherhood are not-Space Marines complete with a crusade.
 

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,200
Location
Bogotá
A mod being made that replaces all minorites, women that act like men, and ron pearlman.

Keep us updated, a 'Grounded Mod' like he seems to call it would put Fallout 4 firmly into the '80s Action Movie' tier of entertainment.
 
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Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
2,983
Sheffield getting plastered on Nuka Cola Quantum. I always put him in charge of a bar at a settlement. Poor ole drunk has a shot liver. The voice actor, William Salyers plays various drunks in Skyrim too. He uses the same voice. I didn't draw this but found it pretty spiffy.

wofum8up5ena1.png
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,242
The main questline is trash anyway.
The only decent main questline in a Bethesda game was Morrowind. After that it's all mediocre and gets progressively worse.
Dunno about Morrowind, but Far Harbor's main thread is okay. Not great, but okay.
 

CthuluIsSpy

Arcane
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Dec 26, 2014
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On the internet, writing shit posts.
Far Harbour is a DLC questline though, not the main questline.
Far Harbour has it's own set of issues too; it's very, very railroaded. Like, you are just not allowed to get Kasumi to leave and return to her parents until you resolve the main quest. You aren't even allowed to tip the Institute or Brotherhood off that there might be a human and to spare her before sending them to purge DiMa and the synths there.
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,242
Far Harbour is a DLC questline though, not the main questline.
Oh, I thought you just meant main quest in a given title. Fair enough.

Far Harbour has it's own set of issues too; it's very, very railroaded. Like, you are just not allowed to get Kasumi to leave and return to her parents until you resolve the main quest.
Actually, I felt like it was a little more open than the base game's main quest, at least in how you tackle objectives. It's a pretty similar structure, but the tighter scope allowed Bethesda to execute a bit better. You are right about Kasumi, though, it was quite forced that she just insisted to stick around until the main quest's resolution. I really wished there were an option to just knock her over the head and drag her silly ass back to her parents.

You aren't even allowed to tip the Institute or Brotherhood off that there might be a human and to spare her before sending them to purge DiMa and the synths there.
Well, both the Institute and the Brotherhood seem the "shoot first, ask questions later" sort, but technically you can do that. Just complete the main quest, make peace or whatever gets Kasumi to leave, promise to keep DIMA's secret and then rat him out anyway.

Yes, those objectives stay active. :smug:
 

CthuluIsSpy

Arcane
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Dec 26, 2014
Messages
8,096
Location
On the internet, writing shit posts.
Yeah, that's what I ended up doing; I had to resolve DiMa's questline and agree to help him swap people with synths.
You can't even use that revelation to get Kasumi to leave; she insists on staying even after that, so if you want to save her you have to help DiMa and "save" Acadia by doing his body swapping scheme.
Which is pretty bullshit. You either help DiMa, or destroy one of two factions, or else the girl you were sent to retrieve dies.
I hated that. As I wrote, it felt like a really forced resolution.
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
3,242
Yeah, that's what I ended up doing; I had to resolve DiMa's questline and agree to help him swap people with synths.
You can't even use that revelation to get Kasumi to leave; she insists on staying even after that, so if you want to save her you have to help DiMa and "save" Acadia by doing his body swapping scheme.
Which is pretty bullshit. You either help DiMa, or destroy one of two factions, or else the girl you were sent to retrieve dies.
I hated that. As I wrote, it felt like a really forced resolution.
I think Kasumi's the only major flaw in the narrative design there, Bethesda forcing her to stick around creates an artificial stake. Really, they should've just let you escort her home once you dug up the dirt on Acadia and then resolve the faction conflict at your own discretion. Otherwise, you've got quite a few options that develop sensibly...

Convincing Dima to turn himself in may or may not result in the Harbormen sacking Acadia, ratting out Avery to Allen definitely has Far Harbor raze Acadia, you can keep Dima's secret and either "replace" Tektus or give the Children of Atom their, um, division, or you can sabotage the condensers and delete Far Harbor... Plus the wildcards in snitching Acadia to the Brotherhood or the Institute.

Quite a few permutations with their own connundrums. Like I said, it's not great writing, but I think it's reasonably okay overall.
 

Joyvankek

Learned
Joined
Dec 4, 2021
Messages
275
This anyone try the Lost World mod pack for F4? Apparently it turns F4 into a real game.
Yeah I did, and if you liked Stalker, and are into survival then I do recommend.
Exploring the world with it is great fun, the only issue, personal one, that I have with it. Is that I can't RP as mobile, sapient warehouse and take everything that isn't nailed to the floor with me.
The other are preferences, for example focus on real life weapons instead of more exotic approach of vanilla fallout.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
810
This one is both interesting and terrifying at the same time. The use of AI is giving me some weird dystopian vibes.

 

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