Fallout 4 Speculation Suggestions and Ideas #163

Post » Wed Nov 27, 2013 12:32 am

That makes sense then. Hopefully Bethesda keeps it that way because I actually liked the Pimp Boy and the idea of being able to swap them at any time. What about special Pip Boy models (like the Pimp Boy) being the new collectibles? In FO3 there were the bobbleheads and NV had the star bottle caps.

It would be nice if we found different Pip Boy's around the wasteland, caves, vaults, on corpses, etc. and have the option of swapping them at a safe house or something. That way the one's we aren't using can be on display at our safe house like the bobbleheads.
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Stephy Beck
 
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Post » Wed Nov 27, 2013 1:47 am

Personally, I'd prefer for the PIP-Boy to be junked. A journal like in Metro 2033/Last Light would fit just as well and wouldn't draw attention like a big hunk o' junk on your forearm does.
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Klaire
 
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Post » Tue Nov 26, 2013 9:42 pm

the biometric thing form FO3 wasn't throught out as much as indirectly over ruled....the fallout wiki mentions that only the person wearing the pip-boy or a skilled mechanic is able to remove the pip-boy and I'm certain Doc could easily removes his and override the biometrics with the couriers.

As for the different models why would anyone want to go back to an older model the 1000/2000s didn't have radio or geiger counters built in... the 3000a which is the one you have in 3/NV is the standard issue for alot of vaults...there was an undisclosed list of versions of the 3000s speculations sudhest up to the letter E was used,but this is all NONCANON theory

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Far'ed K.G.h.m
 
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Post » Wed Nov 27, 2013 2:43 am

HEARS- hmm, maybe not junk it entirely, but have it just be another item in the wastes you could find or purchase, but not start the game with?

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Far'ed K.G.h.m
 
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Post » Tue Nov 26, 2013 10:54 pm

it wasn't at will you had to go back to mitch t0o swap and it was only a cosmetic differance...check my post before this one.

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Katie Louise Ingram
 
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Post » Tue Nov 26, 2013 9:05 pm

Yep. I can't really play either FNV or Fo3 without the PIP-Boy 2500, because that wrist-mounted contraption bothers the hell out of me. Especially when you're wearing a radiation suit with your naked arm out.
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Channing
 
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Post » Tue Nov 26, 2013 9:46 pm

donm't think the star caps were considered collectable...it was SNOW GLOBES in NV

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Leilene Nessel
 
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Post » Wed Nov 27, 2013 6:54 am

Maybe that's why its rad resist isn't 100% ZING

But on a more serious note, i'd rather have a simple PDA like the original pip-boy 2000, though i wouldn't mind the nice sleek design of the Van Buren's concept of the http://static3.wikia.nocookie.net/__cb20070503150034/fallout/images/5/59/Pipboy3000_2.jpeg

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Mistress trades Melissa
 
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Post » Tue Nov 26, 2013 7:44 pm

Even better example, In Mothership Zeta, when on the space walk, your arm sticks out. In space. They should at least fix it so it goes under certain clothes.

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James Hate
 
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Post » Wed Nov 27, 2013 4:24 am


That's what I meant by "at will". You could simply just get it exchanged at freeside as many times as you wanted. I just used the wrong word I guess.

And yeah it was basically just a re-skin of the 3000A model. If it actually had its own unique capabilities it would've been more interesting.
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Emma
 
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Post » Tue Nov 26, 2013 9:37 pm

I understand alot of the trouble everyone had with wearing certain clothing/armors/etc...etc......but it was more to do with how the coding was rendered since the pip-boy texture was placed as a constant it always showed on the charater regardless of what they were wearing so atleast a better rendering of it would have been nice I do agree but scrapping it all together is highly unlikely,but given how beth redesigned the ES menu system it is possible that they may do just that but the pip-boy will not dissappear they made it a critical part for idk why,lol.

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Michelle davies
 
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Post » Wed Nov 27, 2013 2:04 am

thats alright just wanted to clairfy for other people....but yes it would have been a nice thing to have some unique abilites even if it incread a SPECIAL or something atleast it was something...

i belive the model versions A-E specified certain abilites each pip-boy carried with them all have the same main versions....3000A was the base model with extra features added to consective upgrades

The pip-boys were developed between VAULT-TEC and ROBCO INDUSTRIES with some minor points by WEST-TEK(for use with the power armor) they were used to monitor indviduals in the Vaults

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kelly thomson
 
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Post » Tue Nov 26, 2013 9:46 pm


It isn't a constant, it's only displayed if you call up the PIP-Boy.
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Heather Kush
 
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Post » Tue Nov 26, 2013 5:28 pm

You cant replace the PIP-Boy! Its iconic in the Fallout series for gods sake... thats like saying we cant have vaults anymore because we dont like how they look.

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Khamaji Taylor
 
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Post » Tue Nov 26, 2013 11:21 pm

I meant the coding is a constant,its not a variable like say the clothing textures, the pip-boy is a constant piece of the charter model,its not a seperate mesh,like clothing is.

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Yung Prince
 
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Post » Wed Nov 27, 2013 5:36 am


Uh, no, no it isn't. The PIP-Boy is an entirely separate mesh. The game is simply configured to use that mesh as backdrop. It can easily be configured differently, hence the Readius or PIP-Boy 2500 mods.
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Flutterby
 
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Post » Tue Nov 26, 2013 10:48 pm

It's a constant in the matter that the player can't call the menues without the object pipboy. About the mesh no it is not so easy to change simply the mesh which all the troubles with the Raedius show. You have to add a new animation when you change its form to handheld and the pipboy light is a different source of troubles :smile: . It's one of the most complicated meshes in the game from a technical point of view.

A true, clean and problemfree pipboy mod for FO3 & NV should be still wrist mounted. So much about technical details :smile: .

What worries me more is the new menu system in Skyrim. Bethesda signifigantly changed how the menue system works there and it can be expected to be used in FO4. So it could happen that the pipboy is gone (unlikely) and we modmaker have a lot of work ahead with that one (that's pretty sure a given :( ).

Even if I got a lot of hate for it. But as a modmaker I prefer the old menue system in FO3 & NV and wish it would stay.

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Scarlet Devil
 
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Post » Tue Nov 26, 2013 11:24 pm

What about the pipboy is iconic? I mean, what about the implementations is iconic?

The vaults also do not need to appear in numbers, or physically at all. If there's nothing else to do with them than to make them the dedicated random themepark fun/spook houses littering the wasteland, I'd rather not see them anymore. The experiments have been seen and done already, use the vaults only if there is something more substantial to use them for and otherwise leave them for stories and implications.

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sam
 
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Post » Tue Nov 26, 2013 6:30 pm

Yup, and they really should stop cramming in 5 or 6 vaults into one small area, closest vaults in Fallout 1/2 was V13 and V15 and even then there was a large gap of land between the two. Makes me wonder though, where the hell was V14?

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Travis
 
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Post » Tue Nov 26, 2013 10:08 pm

In fairness, the idea of having these isolated societies underground for centuries can lead to innumerable fascinating psychological/sociological scenarios. I agree that I don't want it done half-heartedly, but in principle it's a great way to spice up the environment and story.

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Amy Cooper
 
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Post » Wed Nov 27, 2013 2:34 am

the thing about the vaults, they were nt in a set order 101-102-103 and etc etc........they could be placed anywhere, as for not including them in future games do to the expirments alredy being done and the borness, only a handful or so of the numbered vaults actully had expirments list from FO1/2.......much like they did with VAULT101 it was not known what it was until bethesda created it much like they did with all the rest, except I believe 106 which was given the one with the psycho-halunics, but was not given a loction so they used it......FO with out any vaults would be boring in my opinion,granted I want more varies and bigger actual vaults,alot of them are massively small to say they could hold 1-2000 people is abserd considering hos big they were shown in the game.

My pet peeve was down in 101 there was a door listed as inaccisable,that in truth would have lead to larger parts of the vault but were not included...which drives me nuts, don't put a door like that just don't add it seriously.

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Alister Scott
 
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Post » Wed Nov 27, 2013 3:31 am


Yes, if it has some actual substance to it (look at Vault City for an example). My meaning was more about stuff like the Gary vault or (as good as it was) Vault 11 (to give a good and bad example). That's all just random junk to fill the map with, and has nothing really more to offer than a bit of normal exploratory gameplay and - possibly - a nice backstory isolated to that particular event. No further intrigue or interaction, just another dungeon. That's what I'd rather not see of them in the future.
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Vivien
 
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Post » Wed Nov 27, 2013 3:27 am

Thats why I said I want to have a system that would self generate quests,even if they were small ones.

Example: Have to return to VAULT 111 to find a holotape depicting how to filter water.

You can't already have the holotape since it was generated for this quest at a random vault,It also genrates new enimies to fight some based on your level/skills,others to give you a challenge.

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Chrissie Pillinger
 
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Post » Tue Nov 26, 2013 11:35 pm

I don't really get what's so bad about what you described. The great thing about Bethesda games is stumbling across bits of the world that don't necessarily have anything to do with the main storyline per se. Having these one-off vault dungeons is just part of that.

It'd be a shame if they cut it just because it wasn't 'important' to the story, or compulsory.

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John N
 
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Post » Tue Nov 26, 2013 10:35 pm

No wonder people are asking for horses, duel wielding and a nuclear winter for a snowy-ish landscape, some people won't be happy with the Fallout series until there is a TES logo on it.

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Becky Palmer
 
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