Can you upgrade or modify your Pipboy like other things?

Post » Fri Nov 27, 2015 8:32 pm

Since discovering a dedicated flashlight on the pipboy - http://i.imgur.com/rNFR0iE.jpg

And since we can modify armor, and weapons, as well as craft accessories for armor and weapons with environmental clutter, I can't help but wonder now if we can modify the pipboy.

Will we need to upgrade the memory, or add medical cartridges that automatically administer a stimpack, rad away or something?

Can the flashlight be adjusted between a focused beam, diffuse wider range, or even an enemy-confusing strobe?

It's food for thought.

:smile:

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Claire Lynham
 
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Post » Sat Nov 28, 2015 6:28 am

I might be okay with this for a strong science character but I don't think they'll have us mod the pipboy. It's one of the most advanced technologies to survive the bombs and while I can absolutely believe a soldier would have the weapons training to mod guns/weapons I have a hard time imagining that same soldier improving on the advanced tech of a pipboy.

If a marine wants to tinker with my AR-15 I'm probably going to let him. If that same marine asks to open up my apple watch I'm probably going to politely decline.

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Aaron Clark
 
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Post » Sat Nov 28, 2015 11:35 am

It would be cool if you were able to maybe just change the paint color on it or something. You were able to pimp one out in NV, so I assume they may have some easter egg or feature to let you tinker with it a bit.

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maria Dwyer
 
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Post » Sat Nov 28, 2015 6:12 am

It would be really cool if we could use the Pipboy to actually write and store our own programs to work with PCs within the game. Like something with basic Java or C syntax.
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Pants
 
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Post » Sat Nov 28, 2015 6:47 am

and what % of the player base will even know how to do that?

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SWagg KId
 
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Post » Sat Nov 28, 2015 2:48 am

The nice thing about Fallout is that one can indeed have a character with higher level Science Skills.

The way the crafting system appears to work, also with settlement building, it would appear all the energy weapon upgrades and accessories, including the defensive laser turrets and computer console to manage turrets, lighting and other things all rely on Science perk of varying levels.

If Pipboy requires Science to upgrade and modify, I'm fairly certain any character I play will have those skills available due all the energy weapon stuffs.

I forget if Science also applies to Power Armor upgrades too, but, if it does, it's fairly certain a number of players will invest in Science for that as well.

:)

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IM NOT EASY
 
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Post » Sat Nov 28, 2015 12:35 am

PipBoys with frickin laser beams attached? Ooh! Reinforced casing so I can just use my PipBoy to cause ultraviolence!
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ezra
 
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Post » Sat Nov 28, 2015 6:23 am

For Ultraviolence, you'll need add the milk dispenser accessory. +3 bonus for Khajits in the wasteland?

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Avril Churchill
 
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Post » Fri Nov 27, 2015 9:01 pm


Java and C are both fairly easy to learn, and long as you don't get into pointers or multithreading.
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Guy Pearce
 
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Post » Fri Nov 27, 2015 11:49 pm


Damn straight! Maybe some good ol' Beethoven Van on the PipRadio!
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Shannon Lockwood
 
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Post » Sat Nov 28, 2015 12:47 am

So bascialy your saying they should change Fallout into a "lean Java and C" tutorial?

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Ana
 
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Post » Fri Nov 27, 2015 10:54 pm

The downside to all that is it may only be available with Wild Wasteland Perk.

Would indeed be fun if Wild Wasteland allowed crossovers between Bethesda titles like Khajit and other races choices during character generation, as well as all of everything else that is wild, wonky, weird, and woolly to be had with Wild Wasteland.

If have Khajit during character generation then baby might be a kitten?

:)

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Charles Weber
 
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Post » Sat Nov 28, 2015 6:40 am


...no. I'm saying that some basic programming or scripting languages would be very useful for this game's crafting and settlement system.
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Gisela Amaya
 
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Post » Sat Nov 28, 2015 7:59 am

How about modifying the flashlight so I get a red light instead? We can do this with lights in our settlements...

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Romy Welsch
 
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Post » Sat Nov 28, 2015 6:32 am

Make a mod and upload it to Nexus.

Problem solved.

:)

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josie treuberg
 
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Post » Sat Nov 28, 2015 6:03 am

Umm, Khajiit could be seen as the result of a human and a cat being spliced together in some kind of weird secret Vault-Tec experiment, it's purpose being to make it so humans could clean themselves with their tongues. Water conservation is serious business in Post Apocalyptia you know.
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Kelly John
 
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Post » Sat Nov 28, 2015 2:37 am

Well they did display Pipboy games on the Pipboy so there must be enough scripting commands to at least get a basic game of Pong and Missile Command going. Maybe those little games can be made to run on terminals - and then expanded. I would be surprised if nobody made a roguelike (if it's possible).

I would enjoy the oddity of playing a game while inside another game.

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Allison C
 
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Post » Sat Nov 28, 2015 5:34 am

I'm really hoping we can use the Terminals to write our own journal or upload our completed quests and make them into a journal.
"Day 12. Saw a mirelurk. Disgusting creatures."
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David Chambers
 
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Post » Fri Nov 27, 2015 11:37 pm

That would be nice.

I'm guessing the settlement system "programming" will be visual... Like redstone in Minecraft (with the logic gates it's pretty powerful - for what it is).

On the toolset side though, I think even more can be accomplished.

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Shaylee Shaw
 
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Post » Fri Nov 27, 2015 10:58 pm

Day 12 1/2 - Saw mirelurk mating with a molerat. Ran away.

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Haley Cooper
 
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Post » Sat Nov 28, 2015 12:29 am

Poor molerat. Mirelurks are prickly!
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sally R
 
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Post » Fri Nov 27, 2015 8:57 pm


I'm actually not very experienced with modding games. I've done a fair bit of programming, but nothing involving gaming. However, I'm interested in it because it could be possible. If you notice, you can seemingly program some of the lighting to do certain things on timings in the vanilla game. I'm hoping we'll get some kind of in depth programming mechanic in addition to a more user friendly version that's more readily accessible.
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Ella Loapaga
 
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Post » Sat Nov 28, 2015 12:53 pm

I don't know. Have you seen a Molerat? There's a reason they show up at bars and nightclubs extremely late in the evening, after everyone's had a good fill. :P

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Aman Bhattal
 
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Post » Sat Nov 28, 2015 6:20 am

If you have a copy of either F3 or NV, you can always download the GECK modding tool, or the Toolkit for Skyrim if you have that to get a feel for modding.

Here's link to GECK - http://geck.gamesas.com/index.php?title=Main_Page

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lauren cleaves
 
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Post » Fri Nov 27, 2015 9:44 pm

It could be something like simple logic commands. I was under the impression (not sure why) that the programming stuff via terminals was actually just regular commands dressed up to look like you were programming it. I think it would be cool if we could learn s basic computer language and use it to actually program the stuff in game.
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Gwen
 
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