Saturday 29 October 2016

odd fringes near twilight in-game

I had some issues recently after uprating NMM to the present version,
though most were easily solved.

except this one.
notice a weird fringe on the edges of the power pole, the roof of the red rocket spa,
and the roof of the manager's penthouse?
it only appears for ~1hr in game near twilight.




Above: a screen cap of early red rocket spa (PC version).
foreground - managers house rebuilt into 'penthouse'
midground left - inner wall and over-ramp prior to no-clip internal elevator overhaul... 'any door anywhere' is an awesome mod! - make the above-ground internal portions ploppable, and only the 'balconies' external - you save a lot of space and get more frame rate.
background center - the above-ground portion of Red Rocket Spa and Resort...
middle, near red-rocket sign - nothing is in that shipping container that you cannot see the garage anymore because of...

I'm thinking this could be a few things;
as I've tried porting this save to other systems to test it in higher end and lower (if you can believe it)
than the system this one is from...
and it could be -
a sign the graphics card of this 2011 computer from which this screendump is on its way out, or worse... the processor cores could have an issue...
worse case scenario.

or, it could simply be associated foible with the
'cel shader mod' which enhances the cartoony features.

we'll figure it out soon enough!
once we figure this one out,
I can troubleshoot the General Atomics Galleria mod.

NB:
here's a few 'any mod any weapon' combos.
Any Mod, Any Weapon is by far one of the most awesome FO4 mods yet known.

 Above: the best pocket plasma chaingun in the game?
59 or 81 round magazine... 1 in 4 shots is free, and you've got a 1 in 16 chance per shot of 'goo-ify',
in addition to 1 in 8 magazines being refilled free...
without the scope or sights, this is 2.5lbs.

the game gets confused as to what color the puddle/ash oughta be - blue or green?

 Above: "Dirty Harold", it can be possible to mod it so it has 2 unique features + kellogg's sidearm + 4 mod slots... that makes this a portable fatman with no collateral damage...
survival mode and "any mod any fail" + weapons durability and 'unreliable ammo" mods,
still, this is one of the better weapons. easier to repair than piperifles, mostly.

 Above: "The Baker's Dozen" - none of that flimsy wooden crud...a full charge can take down a deathclaw. with the EC pack, it gives you a very high fire rate, but burns through ammo cells.
with the EC backpack... you burn through fusion cores slowly, and power cells quickly... you will definitely injure friendlies when this is on 'full auto' mode.

 Above: "you get my point" - this can add cumulative damage per consecutive hit on target, and stun or +50% limb damage. a very nice weapon, and the unfolding animation is pretty funny. it has an 8ft reach, 6ft more than the regular ripper.

 Above: an old friend. the Varmint Slayer rifle returns.
you can get versions that have 2 legendary slots + Reba II's stats.
I still prefer this version though as I lucked out and got a suppressed suppressor variant.
ultra quiet, perfect for survival mode...
though, on survival mode, this is a difficult implement to keep repaired...

Thursday 13 October 2016

bounty posters misc 2

Howdy,
here's a couple of rough bounty posters from local RPG.
Folks enjoyed playing these encounters, so hopefully you'll enjoy them as well.

They're decoupages adapted from the sketches under cca3 at dA.
the robobrain sketch is by user 'octo_three"
the protectron sketch is by user "twisted_little_mind"
I believe both are now defunct accounts.
the font is "FETTECKE FETT" - the idea being it's either from a damaged typewriter, or a post-war block-writer.

Feel free to use these as prompts for your own RPG scenario, or to add weathering etc. Printing them out and roughing them up by folding them, teabag etc really makes these look like they're printed as a palimpsest over old newspaper and old-ish - a local gamer did just that, and it looked EXCELLENT!

nb: I do not own fallout or related things, these are shared for fans for fan use etc.
Bethesda or H Ellison or somebody owns fallout itself.
Support official fallout-y things, and H Ellison.

 Above: Rusty is a scrap robot from the pre-war, who's had a torturous life.
the rust (robo-arthritis) and Rusty's morals mean that Rusty now
just wants to see whats at the bottom of Boston Bay. (in a nod to Bicentennial Man).
Maybe the Tea is still there...
Rusty travels slow, even for a protectron.
Rusty's maker though will front a lot of caps to have rusty returned.
You can;
-say that you couldn't find rusty, and return a piece of rusty to the quest giver.
-defeat rusty and hand over a piece of rusty for 200 caps,
or with C 10,
-you can convince Rusty to go home and collect 3000 caps.

(Rusty is valuable for a few reasons, which the player can use to leverage against the owner;
beneath all the parts, Rusty is an ex-pre war military protectron, or a 'vet'...
The current owner is not the original owner of Rusty...
Rusty knows a few access codes and loadouts of various places.
Rusty's arm functions as a PipBoy for various locations - hence, will protect the wielder from being attacked thanks to the friendly FoF transponder)
Rusty makes for an interesting companion also.)

Above:
Nancy is a pre-war robo-brain... a secretary from before the great war,
she had a gift for organizing and working under tight deadlines or difficult situations...
she may have been an attache at Anchorage.
 She was part of a program to retain talent in the event of disaster, for continuity of service.
 over time she has become no-longer solely in control of her body...
If Nancy is not in control of her body, then... who is?

The player arrives at a settlement to find this notice.
the residents hear noises in the night, often a woman shouting or apologizing...
the residents believed it to be a deathclaw, until sending out hunting parties,
 they'd seen it for themselves.
A large robo-brain unlike others previously seen.

The town asks the player character to slay this 'beast'.

The player can;
- destroy Nancy, and bring back the brain-dome for the reward. negative karma, though increased settlement affiliation (discount to the stores at that settlement)
- using electrical or ion attacks, immobilize Nancy and have a conversation -
she will tell her side of the story,
and the player will be able to trace the signal.
The signal comes from either -
a raider settlement using Nancy to soften up targets before raiding them,
or, an unattended child in a base.
or, the institute.

Nancy is then able to be 'repaired', so she once again has control over her own body.
Nancy is then available as a player companion.
returning to the settlement where the quest is issued will lead to dialog;
nancy will speak with a settler and apologize for 'what happened earlier, she wasn't herself'.
nancy will then give the settler a potplant with a wilted plant,
or an empty vase.
-----

Thanks again to Phil, Peter and Morgan.
RPGing is fun, and you made FO:RPGing even more fun!