• GreenMario@lemm.ee
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        1 year ago

        They’ve allowed the Skywind and Skyblivion projects to continue, under the assumption you’ll need to own the previous games in order to run the mod.

        • wizardbeard@lemmy.dbzer0.com
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          1 year ago

          I thought both of those projects were explicitly not using files and models from the original games, but were instead recreating the content.

          • GreenMario@lemm.ee
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            1 year ago

            They are but I heard they have to do a check to make sure you have them in your library or something. It’s been a couple of years and I’m pulling from memory.

            • CitizenKong@lemmy.world
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              1 year ago

              Yeah, something like Enderal is similar in this respect, it doesn’t use any assets from the original game as far as I’m aware but you still need Skyrim installed to run it.

      • M137@lemm.ee
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        1 year ago

        You seem to have confused Bethesda for Nintendo. There is no reason to even have the thought you had and decided to comment.

        • Lemmitor@lemmy.world
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          1 year ago

          He had a more valid reason to post his comment than you did for the tone of yours.

    • ISOmorph@feddit.de
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      1 year ago

      I never understood the recurring argument that gunplay in Fallout 4 is better than 3. 3 and NV are built around VATS while gunplay is an afterthought, and 4 turned that around. It’s like comparing apples and oranges.

      • Fraylor@lemm.ee
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        1 year ago

        The reliance on vats is a problem. It should be a tool, not a solution.

        • ISOmorph@feddit.de
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          1 year ago

          That’s just an opinion, not an objective truth. Fact is, VATS was implemented in 3 and NV because it’s a Fallout staple and basically was the core combat mechanic in 1 and 2. In my opinion VATS is one of the many things that made 3 and NV better than the more recent iterations

          • Fraylor@lemm.ee
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            1 year ago

            Fair, it is just an opinion and not fact as you say. It’s just when I’ve watched anyone play its always been VATS - run around while ap replenish, VATS again. Until all enemies are dead, if it wasn’t an overwhelming majority of the way people I’ve personally observed play, my opinion would be different.

            • ISOmorph@feddit.de
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              1 year ago

              Fallout 4 did VATS better.

              Again, just another opinion formulated as if it is fact. To me VATS was not usable in 4 but 3 and NV did it perfectly

                • ISOmorph@feddit.de
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                  1 year ago

                  I played NV for several hundreds of hours. I can’t remember a single popup that said “please don’t use VATS”. But that’s beside the point anyway. It’s the same implementation as in 3 and it was just right for me.

              • Madison420@lemmy.world
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                1 year ago

                I dunno if it wasn’t usable I just never used it. If I can aim I’m going to aim, I didn’t use it in nv either because they actually made aiming a worthwhile thing to do.

            • Gurei@sh.itjust.works
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              1 year ago

              Underused Tell that to Horrigan, after all the groin shots (and punches) I’ve given him across my playthroughs.

      • Clay_pidgin@sh.itjust.works
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        1 year ago

        I’ve never used VATS, and I’ve beaten 3, NV, and I’m almost done with 4. I don’t care for it, so I raw dog the shooting instead. Works fine. Maybe headshots are harder on console.

        • Squirrel@thelemmy.club
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          1 year ago

          Ah, console, that might make sense. I never had any trouble with aiming in 3 or NC, either. I rarely even considered using VATS.

          • Weirdfish@lemmy.world
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            1 year ago

            Fallout 3 used RPG mechanics that caused weapon spread based on character stats, so unless you put points into gun skills you’re going to have a hard time by design.

            I’ve beaten all three modern games on console both VATS and free aim. Fallout 4 has by far the best shooter mechanics, it’s what ID software does. Iron sites in Vegas certianly helped as an FPS, but it also removed the RPG gun spread and replaced it with requirements to use the various weapons. This made your ability with guns binary, you could either use it or you couldn’t. In 3 it was a progression.

            In the end, I guess it just comes down to taste and what you are looking for in the game. Its Bethesda so you know there is going to be jank. The shitty collision objects in 3 were always far more a problem for me than the weapon mechanics.

            Having said all that, I’ve been watching the development of this mod for a long time and wish I had a PC to play it on.

      • Lols [they/them]@lemm.ee
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        1 year ago

        because intent isnt relevant to a product that sells based on how well it keeps you engaged in practice

    • Snot Flickerman
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      1 year ago

      Arguably, while it would have been a lot harder to do, they might have tried slapping it on Starfield’s game engine simply because the gunplay is so much fucking better than Fallout 3, New Vegas, and 4.

      It’s one of the few saving graces of the game, the combat doesn’t totally suck.

  • GnuLinuxDude@lemmy.ml
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    1 year ago

    I would like to say “oh does this mean that one day we might play all of f:nv in a better game engine?”

    But then I remembered an experience I had recently. I tried playing Fallout4 on my PC with my 144Hz display but with a frame rate cap of 60fps set by MangoHud. The technical experience was one of worst I’ve ever seen in gaming in this way. Plenty of other games can handle this setup just fine, but Fallout 4 ended up being a jittery, unsatisfactory mess.

    And that’s not to say NV runs great. You need a tick fix mod and possibly some others, but once you have those in place it performs well enough.

    • garrett@lemm.ee
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      1 year ago

      I saw a video the other day that compared F:NV via DirectX 9 and DXVK on Windows and how DXVK (and Vulkan underneath of course) does magic to make it so much better with frame pacing.

      https://youtu.be/tGF0tKPVbqY

      It’s funny how we get that by default on Linux, and Windows folks are trying out parts of Proton to improve their gaming experience in Windows in various games. 🤣

      What’s even funnier is that at least in the case of New Vegas, it’s actually even better on Linux, as it compiles and caches the Vulkan shaders, so we shouldn’t have any hiccups (once it’s cached), at least if you’re running it in Steam.

    • GoodEye8@lemm.ee
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      1 year ago

      I would love a full remake of New Vegas with cut content added back. There should be enough content to make it feel different while still feeling like New Vegas.

  • BecomingNightz@lemm.ee
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    1 year ago

    There’s a group of modders that have been working on a project like this for a few years. It’s still a WIP, but it’s exciting to see their progress every so often. Fingers crossed it can come to fruition! 🤞

    https://twitter.com/Project_F4NV

    • Snot Flickerman
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      1 year ago

      I would assume “base game” means everything but the Downloadable Content.

      Also, it seems like it specifies that it can only convert models and plugins for Fallout 3, while it’s able to do the whole map of New Vegas (what I assume they mean by ‘base game’) but that doesn’t include NPCs, creatures, or quests. Just the map.

      Via Nexus Mods:

      About this mod

      Convert models and plugins made for Fallout 3 / Fallout: New Vegas to Fallout 4. The included script will convert the Fallout: New Vegas base game to Fallout 4 (currently excluding NPCs, creatures and other gameplay elements). The tools inside can convert any other model/plugin made for these games to make them compatible with Fallout 4.