
u/Artanis137

[FO4] So I am working a project right now that will edit some terrain however I am struggling with the creation kit, is there a way to export the Height Map of the terrain out of the creation engine then import it back in?
reddit.comIs there an equivalent of Unreals VCam for Unity?
VCam for Unreal is basically a tool that lets you use your smart phone to act as a camera to get better angles for cutscenes. It works by streaming tracking data from your device to manipulate the cameras in the editor and record realistic camera moves in real time.
So about the Church of Atom in the Capital Wasteland
So given that the Church of Atom has spilled into other regions (Boston), and that these followers have since turned into violent extremists (They attack you on sight outside of the crator in the Glowing Sea, and the Nucleaus is certainly hostile to any outsiders), what does this mean for the Capital Wasteland which is where it originated from?
Have they completely become the dominant faction in the region, outpacing the local Brotherhood of Steel in terms of presence and numbers? Would they come to see Project Purifier as an affront to Atom, since it is cleaning the radiation away from the water dilluting their gods presence?
So about the Creation Engine
Now before you think this is just another "fuck the Creation Engine" Post. I just want to have a good discussion on the Engine.
So I spent a while researching the Creation Engine; flaws, strengths, features, and things like that. Now the Engines best features are its Object Permanence and Modding capability. The first allows the game to keep track of all objects, creatures, and container inventory, this is an exremely impressive feature of the engine and it is something that it does amzingly compared to other big name Engines.
The second is something that has helped add longevity to Bethesdas RPG IP's, and is basically a must for any RPG title Bethesda releases. It is a staple and removign it or trying to alter it would not go well for the modding community, who are often the ones sticking around the longest.
However something the Engine has is a long history of issues regarding performance, and after doing a decent amount of research it seems to me that vast majority of this is owed to the Object Permanence. In the same lane is the Save file bloat issue which is created because of this, since the game needs to keep a record of many aspects it writes and adds new data to keep track of. The result of this is many of the performance issues that Bethesda games suffer and get worse as the game goes on since it has more to keep track of and remember.
Now the thing is, this currently isn't a problem that can be solved due to the nature of permanence, it will always cause issues and performance to tank because it will always hit a point where it just becomes too much data to keep track of. Even Minecraft suffers these issues after enough time, as the save file bloats from all the data adjustments imoacting overall performance.
This probably explains why Bethesda games are the way they are, the Engine is already taxed with needing to keep track of almost everything that there just isn't room for much else.
Enter Starfields New Game plus. This effectively deletes all that saved permanence data by resetting almost everything back to almost the base game and improving performance. Personally I find this to be more "treatment" than "cure" to the main issue of save file bloat. Its also really only a solution that works in Starfield due to the narrative of that game, tryign to replicate it for Elder Scrolls would be very difficult, and almost impossible in Fallout. It also comes with the ultimate issue of detaching some players from the world entirely.
So this now brings me to the main thought; should Bethesda remove or scale back the Object Permanence from the Creation Engine? Frankly this one aspect of the engine is the main one holding it back.
From everything I have looked into it is not possible currently to fix the data bloat that comes with it, or maybe there has been some advancement behind the scenes since Creation 3 is on the horizion, but I guess we will have to see.
You know, I can't help but ponder on how much procedural generation the next Bethesda game will have. Fallout or otherwise.
its just a random thought I had, Bethesda LOVES procedural generation, and I don't think the next game will lack any less. The question lies in how much will they do this time?
Skyrim featured "Radiant Quests" from several factions (I did like the Thieves Guild version the best, since it helped to grow the guild). Fallout 4 also continued with Radiant Quests, which I feel like were way more common, but they also continued with the Legendary Effects which added permanent effects to random weapons and armour from "Legendary" enemies.
Starfield took it a massive step further and had both of the previous ones but also expanded into having entire enivonments be procedurally generated.
Now this change faced poor reception cause prior Bethesda games were praised by fans for having handcrafted environments. However I do wonder if Bethesda might take the wrong lesson from this and instead double down on procedurally generated environments. It is possible to take the wrong lesson from feedback from fans. For example it is possible to have the mindset of; "they didn't like it because it was too barebones, lets double what is generated next time!".
So with this in mind, what can we speculate that Bethesda might experiment with procedural generation for in a Fallout game? Maybe randomised Raider groups? That seems like a sane idea to me.
Also it is pretty safe to say that Radiant Quests and Legendary Effects aren't going anywhere, and are here to stay.
I think I finally realised why I like the older Fallouts designs more than the new, despite both being Retrofuturistic, and thats that the new ones lack that brutalistic Mad Max aspect.
Fallout 4 looks post apocolyptic and it looks retrofutristic, but it almost completely lacks in the brutalism that was present in the prior Fallout games.
Like everything just comes off as smooth and friendly in terms of design. Like compare the Supermutants from Fallout 3 vs Fallout 4. Fallout 3 looks like a roided up muscly gorilla while Fallout 4 just kinda looks like a normal dude you'd see in Florida.
So yeah, I hope they (either Obsidian or Bethesda) add back in the brutalism that is lacking in Fallout 4 and 76.
How come a Super Mutant Behemoth hadn't just smashed through Megatons gate?
Its just a random thought I had, but Megaton really wouldn't be able to hold up against a Super Mutant Behemoth attack, or probably even a normal mutant attack.
Megaons walls and gates are made from the scrap of airplanes, which are mainly made from aluminum/aluminum alloys for the bodies and steel is only used for structure, otherwise the thing couldn't fly.
To which a Super Mutant is comparible to a person in Power Armour, let alone a Super Mutant Behemoth who should be substantially stronger, so they should be able to make short work of the gates and wall. So how come they hadn't been attacked yet?
It not cause of their guards cause they only have 3 capable fighters and a Protectron, so they don't have the fire power, and Megaton isn't a small location by any means since it sticks out so much in the landscape.
Wow, the delusions some people have around the remasters is wild.
Yes, it is very exciting to have these games in a more accessible format for modern hardware. However, some of you have your heads in the radioactive clouds!
Here is where the bar is realistically at:
The absolute lowest the bar is set at is that we get a simple port. No other changes other than making it functional for modern hardware.
The highest the bar can reasonably get is that we get it, like from the Oblivion Remaster where they use Unreal layered on to of it to improve the graphics, and some quality of life improvements to the game mechanics.
That. Is. It.
They will not be adding in new mechanics, new quests restoring cut content, settlements, Fallout 4 Power Armour, altering quests, or opening up the games environment (like the gates in New Vegas).
[Skyrim] PS3 version. Strange feeling of melancholic catharsis.
I have had Skyrim since it first came out, I have played it for countless hours in my youth, and I have fond memories of it, but other games came and I dropped it for a long time.
The other day, I was going through my Trophy list and saw that I was only 4 trophies off from the Platinum. So I dug out my PS3 and put the game in.
It was exactly how I remembered it, sure it was older and janker, but the memories all came back with both the good and the bad.
Then I got the final Trophy, getting the Platinum, and the feeling wasn't what I was expecting. Sure, there was the feeling of accomplishment, but there was an underlying feeling of melancholy.
The best way I can describe it was, like I was saying goodbye for the last time to an old friend, that that door closed on that part of my life. It was both relieving but depressing at the same time.
Goodbye Skyrim, thanks for the memories.
So what would you consider "The Song" for Fallout: New Vegas?
Of the Bethesda era Fallouts 3 of the 4 games have a song that is essentially the one that everyone associates with that game, that plays on the ingame radio stations.
Fallout 3: I don't want to set the world on fire
Fallout 4: The Wanderer
Fallout 76: Country Roads
So which do you think fits Fallout New Vegas the best?
It will never not be funny that Doctor Nefarious got turned into a robot and then made hating organics (and Qwark) his entire personality.
Its like when someone does a DNA test and learn they have a percentage of "X" ethnicity, and then make that their entire identity.
Before he got roboticized he just was a generic scientist that wanted to take revenge on those who bullied him, and afterwards he flips gears calling for, and starting, a genocide against all squishies for the oppression against robots.
Its just so damn funny how fast he switched gears and how much he escalated after becoming a robot.
Personal Headcanon regarding these sets of armour.
Now first off, it is visually apparent that these armours were designed by the same in universe manufacturer considering the similarities between the suits. I think we can all mostly agree on that.
With that out of the way, I believe that these were set to phase out the classic stormtrooper armour, however for one reason or another it never happened, atleast not as a full roll out, given the first time we see one of these designs is roughly 10-13 years before A New Hope. So they have been around for awhile needless to say.
I do think that the Death Trooper variation came first given that we see Krennic being escorted by them, I think this variant was intended to be the replacement for the Imperial Stormtroopers on naval vessels, given that it is the more military looking suit with the extra grenade and ammunition pouches. Which troopers would appreciate being able to carry extra ammo on their persons. Seriously just picture it in white and you can see what I mean. I do think the armour did impress those who were judging it and so the group who designed it were given the go ahead to design additional variations.
With the Death Trooper being for the Navy, most of the other suits were designed to fit roles on planets more akin to Police/Security given that they are much lighter armoured compared to other Imperial Armour (Excluding Scout and officer Uniforms). I would also argue that they have a more friendlier profile compared to Stormtroopers, they kind of have a whole knight thing going for them, which probably would help put some people more at ease with them, along with how they were tailored for other planets environments would make them perform much better.
I don't now how to add this in, but the helmets themselves look more designed to work within in vehicles, like they are a lot more ergonomic compared to other helmets for similar roles. Like you can actually angle your neck with these without bumping into your shoulders as bad.
Now for the big question; With all these positives why didn't the empire do a full rollout to the entire Imperial army? I have 2 answers to this.
First, is cost. Rolling out any kind of new hardware for an army is expensive, and then you need to decide what to do with the old stuff, do you recycle it or just throw it away in a dump somewhere. Another thing is that the armour itself while proving to be better, it probably just wasn't good enough to warrent the cost of a full rollout.
The second answer is that the Rebellion around this time was starting to ramp up, which probably became a factor while reviewing this line of armour, that seemed more tailored to peacekeeping while they needed something for warfare.
Something I want to lastly mention is that despite the fact they weren't given a full production roll out, it is apparent that some branches did adopt these suits given that they were on alot of other worlds. I would speculate that perhaps key officers stationed on worlds were requesting these armours for their forces. That with the exception of the Imperial Navy, alot of military branches in the Empire had alot of freedom in the gear they could use so long as they got permission from their commanding officer.
So how early did Obi-wans investigation into Jango Fett trigger the Clone Wars?
So it is somewhat apparent that Obi-wans whole investigation was an oversight by Count Dooku and Darth Sidious, that it wasn't meant to be something planned by them and it just kind of happened.
Leading into the discovery of Kamino along with the Clone Army, that the CIS not only have their own army but are preparing to launch a galactic war, and then the start of the Clone Wars. So it is fairly obvious that the Clone Wars was triggered early, but how early is my question.
I think at a minimum that the Clone Wars was trigger a few months early, given that the first Venator was ready for service weeks after the war began. This is in stark contrast to the CIS who had their droid army all ready for service.
However for me at the maximum, is that the war was triggered years too early given how "indecisive" they were with the mainline starfighter for the Clones, having gone through 3 different models for each year of the war (V-19, Z-95, and ARC-170).
If Bionicle was to come back as part of the main timeline it should set either far off into the future, or far into the past.
My thoughts are that if it was to come back that we would need a clean slate for new people to connect with, but it should be connected in some way to the series proper (not like G2).
So if they were to do it they could have a new line set after the Spherus Magna was restored and we pick up with the inhabitants after the dust had settled with new dangers.
Alternatively, we could go far into the past and see the fall of Spherus Magna, ending with the Great Spirit Robot leaving.
For me, in the last few months it doesn't really feel like we really impact the direction of the Galactic War anymore. Like the "story" is just preset and whether we succeed or fail a Major Order is entirely up to the whims of the Developers, let alone when it comes to taking or holding planets that aren't part of it.
I could see this attitude change when we used to have people post on forums about goals driven by the players rather than the Major Order, but now those posts are basically gone.
It was stated that the Galactic War was like a D&D game with "Joel" acting as the Dungeon Master, however it feels like it has hit a point where I just feel railroaded and it kind took alot of the fun out of the game.
I still enjoy the game alot even despite everything but I play a lot more casually and don't really feel a need to contribute to the Major Order unless it has some cool mission or gimmick.