Fallout series

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View attachment 8079116
This concept art image never fails to make me laugh
"here's a bunch of original concepts that we thought were cool enough to keep in the art book, but we couldn't be bothered to create new animations so we just reused the laser ones and called it a day"
bethesda really thinks of fallout as a wacky alt hist "gee thats swell" 50s cartoon.
they love their stupid junk weapons, gimmick weapons (rail spike rifle, junk cannon, etc.) and will do literally anything besides adding something that could be construed as a real firearm.

I don't know who it was but describing fo4 as an anti-gun fag's idea of weapon design was great.
they genuinely hate that people want to play with real guns because guns are icky yucky fascist chud tools, here's your wholesome harmless fantasy junk cannon so you can shoot frickin teddy bears at raiders!!!!!
 
I hate the fact that the Institute's laser weapons are so fucking weak, they're actually weaker than the standard laser rifle and that makes absolutely no sense.

I get if maybe they would want to have the Institute's forte being something else (maybe status effects, faster fire rate, greater accuracy) but its just a worse laser weapon than the standard with no real anything to stand out (mods not withstanding). And you'd think that the Institute would be creating energy weapons with a stronger punch (like an energy weapon with the speed of laser with the damage of plasma). A greater offensive to match the fact they have no Power Armor.

I know that SOMEONE might try to justify it as them having no interest in creating stronger weapons when their whole thing is infiltration and sneaking around and all, I get it but do they seriously think it wouldnt be disappointing that a weapon made by whats supposedly the most advanced technological faction in the whole wasteland* wouldnt be able to match the average laser rifle held by the BOS or fuck, a well equipped raider?

Pathetic. Absolutely pathetic.


Oh and their weapons look like there is a cereal box on them

View attachment 8079110

*that arent a bunch of degenerated brains in jars
View attachment 8079116
This concept art image never fails to make me laugh
"here's a bunch of original concepts that we thought were cool enough to keep in the art book, but we couldn't be bothered to create new animations so we just reused the laser ones and called it a day"
Why do these weapons look Suspiciously like Starfield concept art?
 
I don't plan on doing more than bare minimum with settlements
Grab Local Leader 1 and link every outpost you make, otherwise it will be infinitely more tedious to make one of the few okay things the Minutemen get.
Also expect to do like 10 radiants just to get main quests to trigger. Twice.
 
they genuinely hate that people want to play with real guns because guns are icky yucky fascist chud tools, here's your wholesome harmless fantasy junk cannon so you can shoot frickin teddy bears at raiders!!!!!

I agree with nearly everything but this

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Dont speak ill of my Ted The Bear "Headcrusher" Launcher 9000 made with the finest junk and put together with the correct amount of elbow grease and red colored tape (also known as "Love").

Jokes aside, I'll play devil's advocate with the makeshift weapons from F3 and say they're awesome and all have an unique usage. Rock-it Launcher makes ammo saving a cake walk (which is great early game and in "extreme hard mode" mods where bullets are rare), the Railway Rifle is a gnarly beast with powerful limb damage (and I just love the "choo choo" it makes when it fires, dont judge me), the Dart gun makes deathclaws a joke (to the point I legit believe FNV dropped the makeshift weapons because the dart gun would make clearly up the quarry junction stupidly easy), the shishkebab is a fucking fire sword (nuff said) and the Deathclaw Gauntlet turns you into wasteland Freddy Krueger (also nuff said).

The F4 equivalent of these weapons do kind of suck however. So does most weapon designs in that game to be honest...Nearly every weapon looked better in F3/NV

Anyone else wish fo4 had a similar atmosphere to fo3. It felt too cartoony and lively. It would be cool to have a kind of wintry landscape as Boston is near Canada. Similar the mixture of sand and grass in tactics.

I think they overcorrected when people complained that F3 was too "green" and "colorless" and "too grim". You def. feel like something was lost going from 3 to 4 in terms of design philosophy and style.

Adam Adamowicz's passing def. was a big factor in F4's lackluster style

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Adam's artstyle would make for kickass art for a Fallout comic
Why do these weapons look Suspiciously like Starfield concept art?

I think the right question is why Starfield concept art guns look like rejected The Institute weapons? *eyebrow raises*
 
I think the right question is why Starfield concept art guns look like rejected The Institute weapons? *eyebrow raises*
I have no idea who the fuck worked on Starfield's guns but whoever did had clearly never even looked at any sort of IRL weapon to see how they look and function and just drew them up based on things they had heard from random people who were sort of into guns.
 
Imagine buying.
Imagine imagining.
I think the right question is why Starfield concept art guns look like rejected The Institute weapons? *eyebrow raises*
Recycled models or something, I know one of the lasers is 1:1 in how your character holds it, right down to stuffing the butt of the weapon into your face when aiming in first person with it covering the bottom half of your screen.
I have no idea who the fuck worked on Starfield's guns but whoever did had clearly never even looked at any sort of IRL weapon to see how they look and function and just drew them up based on things they had heard from random people who were sort of into guns.
Already posted in here and the Starfield thread (I think) but ever relevant when discussing Bethesda's anti-gun gun design. Never forget the shotgun with square chambers, round...er, rounds (round peg in the square hole), and it eject rifle bullets.
 
Dont speak ill of my Ted The Bear "Headcrusher" Launcher 9000 made with the finest junk and put together with the correct amount of elbow grease and red colored tape (also known as "Love").

Jokes aside, I'll play devil's advocate with the makeshift weapons from F3 and say they're awesome and all have an unique usage. Rock-it Launcher makes ammo saving a cake walk (which is great early game and in "extreme hard mode" mods where bullets are rare), the Railway Rifle is a gnarly beast with powerful limb damage (and I just love the "choo choo" it makes when it fires, dont judge me), the Dart gun makes deathclaws a joke (to the point I legit believe FNV dropped the makeshift weapons because the dart gun would make clearly up the quarry junction stupidly easy), the shishkebab is a fucking fire sword (nuff said) and the Deathclaw Gauntlet turns you into wasteland Freddy Krueger (also nuff said).

The F4 equivalent of these weapons do kind of suck however. So does most weapon designs in that game to be honest...Nearly every weapon looked better in F3/NV
in f3 craftable weapons are better because 1. they look better like you said and 2. they exist alongside weapons like the r91 and chinese assault rifle which appeal to me.
in f4, junk weapons exist alongside the pathetic excuse for the assault rifle and combat rifle.
 
I hate the fact that the Institute's laser weapons are so fucking weak, they're actually weaker than the standard laser rifle and that makes absolutely no sense.

I get if maybe they would want to have the Institute's forte being something else (maybe status effects, faster fire rate, greater accuracy) but its just a worse laser weapon than the standard with no real anything to stand out (mods not withstanding). And you'd think that the Institute would be creating energy weapons with a stronger punch (like an energy weapon with the speed of laser with the damage of plasma). A greater offensive to match the fact they have no Power Armor.

I know that SOMEONE might try to justify it as them having no interest in creating stronger weapons when their whole thing is infiltration and sneaking around and all, I get it but do they seriously think it wouldnt be disappointing that a weapon made by whats supposedly the most advanced technological faction in the whole wasteland* wouldnt be able to match the average laser rifle held by the BOS or fuck, a well equipped raider?

Pathetic. Absolutely pathetic.


Oh and their weapons look like there is a cereal box on them

View attachment 8079110

*that arent a bunch of degenerated brains in jars
I got you
Also recommend mods which actually increase mod variety for the weapon, or even better adds more weapons to the Institute arsenal.
bethesda really thinks of fallout as a wacky alt hist "gee thats swell" 50s cartoon.
they love their stupid junk weapons, gimmick weapons (rail spike rifle, junk cannon, etc.) and will do literally anything besides adding something that could be construed as a real firearm.

I don't know who it was but describing fo4 as an anti-gun fag's idea of weapon design was great.
they genuinely hate that people want to play with real guns because guns are icky yucky fascist chud tools, here's your wholesome harmless fantasy junk cannon so you can shoot frickin teddy bears at raiders!!!!!
And then they added an AK in the final DLC and that's the weapon literally everyone uses in the late game since it's better than anything in vanilla. Funny how that works. That or they just use modded weapons.
Grab Local Leader 1 and link every outpost you make, otherwise it will be infinitely more tedious to make one of the few okay things the Minutemen get.
Also expect to do like 10 radiants just to get main quests to trigger. Twice.
I don't think I am going to bother with settlements at all, I'm already in the process of building my own bunker safehouse mod like I did with Tale of Two Wastelands. I got a mod that turns settlers into workers that produce resources infinitely like a factory and that's frankly the only use one would have for a settlement aside from as a base or a farm. Neat idea, but my character is a bruiser who can pass the occasional speech check, he will gather resources the old fashioned way. With how much time and effort it takes to turn settlements into successful factories only makes sense for non-combat oriented builds like Diplomacy Boys or Stealth Boys since they aren't as likely to do exploring or engage in combat for them. Combat boys can make do by exploring for the resources they need, unless these are energy weapon/power armor type builds the junk needed is usually not that hard to find. In-game crafting isn't fleshed out enough for me to warrant linked outpost strats or anything more complex than looking around for a few screws ect., this is not a survival game no matter how half-assed the efforts to turn it into one were. Also, my character is mostly a melee user, and melee weapons have a grand total of maybe 2 mods, so there is that, Power Armor will take up bulk of my scavenging and T45 at the start isn't even that bad.
I have no idea who the fuck worked on Starfield's guns but whoever did had clearly never even looked at any sort of IRL weapon to see how they look and function and just drew them up based on things they had heard from random people who were sort of into guns.
The first part of the video was already linked, but there is a second one
I would like to be shocked, but frankly we've all seen the signs even as far back as Fallout 3, never mind Fallout 4. That combat shotgun is atrocious.
 
I never finished 4 because it ran like shit the longer i played it. If i buy the DLCs and mod the fuck out of it is worth it?
Yes, but modding it takes way too much time and effort to do and you need to learn how Creation Engine works to get the most out of it. Official DLC(minus the shitty workshop packs) are pretty good, Far Harbor is easily the last good thing Bethesda ever released, Automatron is a nice little Operation Anchorage styled shooter with a new robot crafting mechanic and Nuka World adds a new worldspace and a new faction you can side with. Alternatively, you can wipe them out and it is easily the toughest fight in the game, either way the game is somewhat bearable with DLCs. Don't buy it, pirate it, there is zero reason to give Bethesda any money.

Edit: Made a small mod to get myself back into CE
It's a port of my London food recipe mod. It turns Animal Friend into the Survival Skill from older games, At rank one, you are able to cook the meat, while rank 2 unlocks special recipes for most meat items. Many new items have been created and some edited, you can craft Deathclaw Wellingham from the start with rank 1 however there is a better omelet at rank 2, similarly Mirelurk Jerky from Far Harbor is also craftable from the start as a rank 1 recipe. Bug meat recipes are uneffected, requires Far Harbor and Nuka World. I am not a big fan of using Animal Friend, but it's the closest appropriate perk for what I am doing, plus it doesn't really do anything in the base game. I recommend this mod for anyone who wants a more immersive/hardcore experience, especially if they're playing on Survival mode, this overhaul makes hunting and cooking food in place of stimpacks a genuine playstyle just like in Fallout New Vegas. I haven't tested this yet, but this was a simple job so I don't foresee any problems.
 
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I don't think I am going to bother with settlements at all
Uh, no, as in it's mandatory to set up several outposts when it comes to Minutemen Questline and this will save you the time of doing it all from scratch.
Don't use Automatrons as Provisioners, they aren't immortal and will randomly just die while leaving the link in bugthesda limbo.
 
So for fun I decided to spitball ideas that I would see in a Emil Paraguilo Fallout game or Fallout 3/4.

One really funny idea I came up with was Super Duper Town. Super Duper Town is a village built around a grocery store called Super Duper Mart. This town has been around for a decade and the game would take place 200 years after the bombs fell and the town was founded after they scavenged a grocery store with shelves fully stocked with pre-war prepackaged food. This sustenance has lasted them for a decade and to this day it's still going strong and there's a shop keeper who sells this food and somehow has a replenishing inventory after 24 hours of waiting. It's also one of the biggest trade hubs in this fallout land meaning this would be the most populated town.

The other one I had was Vaultco Village where basically people live around a vault, but one of the quests would involve exploring it despite it never being opened in 20 years and the people there think it's haunted. The sustenance comes from air vent condensation which they use to drink water. How do they get their food? That's not worth discussing because you guys would just take it and turn it into a paper airplane.
 
So for fun I decided to spitball ideas that I would see in a Emil Paraguilo Fallout game or Fallout 3/4.

One really funny idea I came up with was Super Duper Town. Super Duper Town is a village built around a grocery store called Super Duper Mart. This town has been around for a decade and the game would take place 200 years after the bombs fell and the town was founded after they scavenged a grocery store with shelves fully stocked with pre-war prepackaged food. This sustenance has lasted them for a decade and to this day it's still going strong and there's a shop keeper who sells this food and somehow has a replenishing inventory after 24 hours of waiting. It's also one of the biggest trade hubs in this fallout land meaning this would be the most populated town.

The other one I had was Vaultco Village where basically people live around a vault, but one of the quests would involve exploring it despite it never being opened in 20 years and the people there think it's haunted. The sustenance comes from air vent condensation which they use to drink water. How do they get their food? That's not worth discussing because you guys would just take it and turn it into a paper airplane.

1761542410704.png
 
At this point the only joy I have is for projects like Bakersfield and Fallout London. Though I'm trying to run a fallout Midwest game want to take an industrial take like The Pitt. Any fun ideas people have for Midwest monsters and factions
 
At this point the only joy I have is for projects like Bakersfield and Fallout London. Though I'm trying to run a fallout Midwest game want to take an industrial take like The Pitt. Any fun ideas people have for Midwest monsters and factions
Well, could draw from the original well, and put the Pope in St. Louis. There is also the Midwest Brotherhood and Chicago Enclave.
 
Well, could draw from the original well, and put the Pope in St. Louis. There is also the Midwest Brotherhood and Chicago Enclave.
I don't want the brotherhood in the Midwest because I think they should be a West Coast faction that's dying due to their stagnant beliefs and Enclave I'm kind of doing with the players being survivors from a movement called the Heartland that will rebuild True America in the heartland. I think a Crusader organization of more scholarly Catholics would be a very based faction.
 
I think the right question is why Starfield concept art guns look like rejected The Institute weapons? *eyebrow raises*
There's a quest in Starfield (the planet where you can encounter famous people from history) that sounded a lot like if Emil/Bethesda tried to create an equivalent of the Institute in that universe and forgot to remove it from the final version.
 
Like usual, Bethesda has interesting setup and characters that you'd wish were written by more competent writers because hearing Ashur explaining in proper details his plans to make something of a super power out of The Pitt while the slaves have jack fucking shit would served better in making the player unironically go

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When I first played The Pitt, I sided against Ashur and regretted my decision due to the number of named henchmen with unique dialog that I briefly spoke to while in his fortress. It gave me the impression that siding against him would make the player miss out on a huge glut of content where he get a better understanding of Ashur and his henchmen as we do missions for him. Imagine my disappointment when, after siding with him on my second playthrough, I find out that there was no more content to be seen or story to be told. All those seemingly interesting henchmen that I had talked to where one note, one dialog npcs only there to give the illusion of character within his ranks. Siding with Ashur didn't even unlock more dialog choices with them.
 
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