Fallout 4's Character System

Post » Tue Dec 01, 2015 7:54 pm

It's sometimes but not always possible, depending on what you're trying to do. It's part of how the plugins are structured. Like with the Grunt perk, Honest Hearts is adding that perk and the corresponding formlist that Grunt looks at; they can put into the formlist any weapon in the base game or Honest Hearts. But when they make GRA, they can't add any of those weapons to the formlist because that formlist doesn't exist within the GRA plugin - so in order for the devs to put GRA's items in a formlist added by Honest Hearts, they'd have to make GRA dependent on Honest Hearts.

Basically, any data or forms added by one plugin can't be referenced by another plugin without that plugin becoming dependent on the other (ie it will crash if it's master plugin isn't there). This isn't a problem if the data is in the master file (Skyrim.esm, Fallout4.esm, etc) since that's the entire base game and virtually every plugin is dependent on it.

There are workarounds with some things, and some things don't always need to be dependent on each other; like with the Radiant Story system they introduced with Skyrim, you can add new AI packages and dialog to NPCs that don't necessarily exist yet. For instance, Hearthfire added mechanics to let you recruit certain followers (based on certain parameters) as stewards of your home; and any DLC NPCs that met those parameters (do you have a voice type that incudes this dialog? are you a potential companion?) like Celann or Talvas Fathryon could be hired as stewards of your Hearthfire homestead. So we might see changes like this happening, just as a workflow thing.

In the very least I hope there will be an actual error message when you get a missing master error, instead of an unceremonious CTD.

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(G-yen)
 
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Post » Wed Dec 02, 2015 1:34 am

Ah, finally. The perk chart is revealed and we get a bit more of an insight on what to expect. Good to hear some of the ranks are actually going to be more than just meager stat boost, but Iron Fist turning into Paralyzing Palm, one perk I wanted to see return in some form. And a rank in Strong Back allowing one to move by spending AP. A mechanic that brings back some familiarity from the originals in that AP is more than just for VATS. Not to mention some changes in perk placement such as Lone Wanderer which is now Charisma 3 instead of 7 which makes much more sense. I made a complaint about it before and it's good to see appropriate changes were made.

And of course, with the clear images of the perks now, we can make some confirmation, such as Nuclear Anomaly not being Endurance 9, which is good because it was a stupid perk. However, it seems ghoulification is a thing now in Fallout. Again, not sure how I feel about that and I don't know what could possibly be gained from it besides the obvious rad resistance. Guess we'll have to see how it is implemented.

Overall, very satisfied to finally see this perk chart and quite pleased about what we've heard so far about some of the perks and what some of the images imply. This is the sort of innovative change I like to see with the character system.

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My blood
 
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Post » Wed Dec 02, 2015 2:51 am

Not sure if it's a case of diminishing returns... Usually when they use a percentage, it relates to the max total of the stat, so if a stimpack heals 40%, then two stimpacks would take you from 20% health to full health. At least, that's how I read it.
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Alisia Lisha
 
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Post » Wed Dec 02, 2015 3:33 am

This is what I'm thinking too. Although it seems like Stimpaks are only 40% after you take the first rank of the Medic perk - and I don't think the next ranks will improve those percentages, they'll probably do other things.

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dav
 
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Post » Wed Dec 02, 2015 1:09 am

3,4,3,3,4,5,6 is what I'm thinking of going with right now but it's so hard to theorycraft with so little info 47 days should pass by quickly. :D

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Rowena
 
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Post » Wed Dec 02, 2015 1:25 am


I'm still reluctant to think it's actually ghoulificstion as there are plenty of other images obviously not to be taken literally. As you said, aside from rad resistance there isn't much reason for it. And as we see there's already a couple perks related to resisting rads. Then again, we've got cannibalism which doesn't offer much if any real benefit other than roleplay options so who knows
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IsAiah AkA figgy
 
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Post » Wed Dec 02, 2015 12:04 am

I think E9 is something that adds a buff as you get more and more irradiated; it's definitely not just something where radiation stops being a bad thing and I really doubt they'll transform us into a visible Ghoul with a perk. Or maybe it makes you look more and more sick with each rank - I could buy that, although I still wouldn't expect NPCs to treat us like a Ghoul.

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April D. F
 
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Post » Wed Dec 02, 2015 5:31 am

First, I'm incredibly excited that this is out; as are MANY of you.

Intelligence LVL 1. Riding a little car? I don't remember anything like this in previous games. And, with the some previous threads, there was speculation about travel options.

Do we see an option to "fix up" certain modes of transport?

EDIT: disregard, just watched video again. Only one level. So no transport.

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Adriana Lenzo
 
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Post » Tue Dec 01, 2015 7:23 pm

Thats getting into the nitty gritty of how this stuff is actually programmed, which im not 100% on. It seems that you're right with the assigning weapons to a class and then assigning that to a list. That is how it seems Skyrim does it, and most likely Fallout 4.

Also yeah, the if parameter would be something the developers would need to code up. It seems pretty easy on the surface to add something like that, but im sure there's something deep within the code that has made that a lot harder. Its not something that modders can do with the tools we have.

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Mimi BC
 
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Post » Wed Dec 02, 2015 5:34 am

INT 1 is V.A.N.S. Vault-Tec Assisted Navigation System.

Its basically Fallout 4's version of Skyrim's clairvoyance spell. You get VANS, and it draws arrows on the ground leading to your quest destination, so you dont have to follow the arrow markers, which people have complained about for ages now.

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Alycia Leann grace
 
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Post » Wed Dec 02, 2015 3:25 am

If you pause as he goes over the perk in the video, it gives a description: "Let Vault-Tec guide you! The path to your closest quest target is displayed in VATS". Nothing to do with vehicles.

What does everybody think I9 and P7 do? I feel like they might have to do with Energy Weapons - there are no perks other than Science! that are obviously connected to Energy Weapons. These perks might have to do with radiation, though.

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carla
 
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Post » Wed Dec 02, 2015 3:48 am

I'd love to see the text descriptions for all the perks, and all the ranks, too. It seems like there are some really interesting ones.

The Fallout 3 manual contained a complete list of all perks in the game with descriptions of how they worked. Hopefully we'll have access to something like that by the time Fallout 4 releases.
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Penny Flame
 
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Post » Tue Dec 01, 2015 5:31 pm

Thanks to those who pointed out my error. In my defense, a "mechanic" perk would be fairly awesome. I'm not sure there would be a tremendous difference from the horse in TES games vs a, let's say, motorcycle in FO. They were able to conduct ranged combat from a horse, and the animation seems like it would be easier.

Not to diminish at all from what was presented today. I think we have entered the "hype" phase of their marketing strategy. Can't wait to see what we see.

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Anthony Santillan
 
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Post » Wed Dec 02, 2015 6:22 am


I dont think its actual ghoulification (the conditions to ghoulify is to precise to just be a perk thing), most likely the perk has ranks that reduce the negative effects of radiation and possibly buff you. But its still not technically ghoulification.
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Rodney C
 
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Post » Tue Dec 01, 2015 7:15 pm

Very true. We'll just have to wait and see I suppose. Just seems like a silly idea to be implemented as a perk.

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Valerie Marie
 
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Post » Tue Dec 01, 2015 5:02 pm

I wonder how good companions are, but 15% damage reduction looks tempting for Unarmed build.

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Betsy Humpledink
 
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Post » Wed Dec 02, 2015 2:12 am

I think this one is technically possible. Someone correct me if I'm wrong, but I thought that the reason that they don't often interact is the hired voice actors. Caesar couldn't react to you killing Graham because by the time they wrote it his VA was long gone. Broken Steel, on the other hand, is heavily integrated with the base game, and that's because they managed to get ahold of/hold onto the VAs of the BoS and Project Purity characters who were involved. The one exception was Dr. Li and so they wrote her out. Same goes for Veronica's dialogue that only is unlocked after beating Dead Money, because they prerecorded some lines with her actress while they still had her on hand.
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YO MAma
 
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Post » Tue Dec 01, 2015 7:05 pm

It is technically possible for base game and DLC data to interact. But you're right about the reasons for not being able to tell Caesar about DLC stuff. The voice actors need to be hired again which isnt worth the cost. Broken Steel was a big effort so they shelled out the money to get those VAs again.

But as far as I know there's no real reason for Dead Money to not add the Police Pistol to the Cowboy list. Its easy to make a mod to do that, I don't really see why they didn't do it, although maybe its to keep the same lines of logic going with the GRA stuff and Grunt.

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herrade
 
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Post » Tue Dec 01, 2015 11:47 pm

It is, but Broken Steel was an anomaly, and shouldn't be considered something that is normally doable.

And yes, Veronica's Dead Money lines were done during production of the base game, because they knew for certain they were going to make Dead Money.

Its doable on a technical level, but normally has far too many other hurdles to be considered valid most of the time.

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ruCkii
 
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Post » Tue Dec 01, 2015 6:55 pm

Nevermind, this has already been cleared up.

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Danial Zachery
 
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Post » Tue Dec 01, 2015 10:21 pm

Reading through this again, it's like a buffet of choices. Or at least a Brazilian steak house of stat choice or something.....
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john palmer
 
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Post » Wed Dec 02, 2015 1:23 am

I think this depends on the contract they have with the VAs, and the schedule for recording the DLCs. Like, they might have knocked out the voice acting for Hearthfire's NPCs while they were recording them for Dawnguard or Dragonborn.

And at this point, I'm 99% sure that the Police Pistol's absence from the Cowboy perk was an oversight. And they couldn't patch it because of all the console crap that makes it hard for them to patch DLCs.

I ate at a Brazilian steakhouse once. It was insane. The food just kept coming and coming and coming... at least with Fallout 4, I can save perks for later and I won't feel all bloaty after level 50 or so. My character might, though.

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Ryan Lutz
 
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Post » Tue Dec 01, 2015 8:40 pm

Int 1 svcks as always.

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Fiori Pra
 
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Post » Tue Dec 01, 2015 5:24 pm

I just hope I can wait another month and a half.. I'm going crazy
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Rudy Paint fingers
 
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Post » Tue Dec 01, 2015 4:57 pm

Hopefully the lack of level cap, and the changes to the character system mean swift learner will actually be USEFUL for once.

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Margarita Diaz
 
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