Posts : 278 Join date : 2014-12-19 Age : 55 Location : australia
Subject: unlimited carry weight vs realisim Mon Nov 23, 2015 9:32 am
I have another question as it may help me decide. ive always been kind of annoyed by limited carry weight inventory, but on the same note I like to be immersive,, so I guess my question is, is having a limited carry weight worth going back to your stash ,ie in fallout 4 every 10 minutes... what do u guys think, should I just say 1000kg carry weight here I come or not
_________________ Punk is musical freedom. It's saying, doing and playing what you want. In Webster's terms, 'nirvana' means freedom from pain, suffering and the external world, and that's pretty close to my definition of Punk Rock.
Kurt Cobain
FramesPerSecond
Posts : 56 Join date : 2015-08-20
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:05 am
In my opinion, you should go with the 1000kg to avoid going back to your safehouse to drop it off every ten mins, yea it's immersive breaking but it better than sitting through 5 loading screens every ten mins
maybenexttime
Posts : 2776 Join date : 2014-02-24 Age : 34 Location : Philadelphia, PA
Character sheet Name: Nova Faction: Brotherhood of Steel Level: 70
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:09 am
FramesPerSecond wrote:
In my opinion, you should go with the 1000kg to avoid going back to your safehouse to drop it off every ten mins, yea it's immersive breaking but it better than sitting through 5 loading screens every ten mins
Yep totally agree.
Same with fast travel. Immersive breaking but saves so much time of "running" around.
_________________
Check out my latest Youtube Video:
Julum
Posts : 513 Join date : 2014-06-21 Age : 24
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:23 am
I type in "player.setav carryweight *insert insanely high number here*" in every Bethesda game. It makes them much less frustrating in my opinion.
Rubarbsm
Posts : 175 Join date : 2015-05-14
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:27 am
In a balance of realism vs fun , I think having a carryweight is dumb anyway, how is someone even strong as hell suppose to put their mini nukes and miniguns and all the rest of their stuff in their pants anyway. Having a ridiculous carrweight will probably make playing more enjoyable in my opinion.
_________________
story of my life
skyrimgamernoob
Posts : 80 Join date : 2015-10-10 Age : 28 Location : Space
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:40 am
Well wait till a backpack mod comes along and pretend it has unlimited space inside. Unlimited Space = Unlimited Carryweight
hitman47101
Posts : 1947 Join date : 2014-03-01 Age : 31
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 11:00 am
I've been dealing with this dilemma myself as i don't fast travel yet want to get into the settlement building, the sheer amount of resources you need is staggering.
Personally I can't just set my carry weight to 1000, that's straight up cheating and it would remove some of the immersion i try to aim for but I'm tired of being encumbered every 10 minutes, so I've been trying to come up with ways around it.
Halving the weight on all junk items or removing weight from smaller items entirely is the cheapest and easiest way to do it, removing the weight from junk and reducing your carry weight significantly could work as well, the witcher 3 had a patch to remove weight from crafting components and it made the system more enjoyable, still a lazy solution in my book though.
My favourite idea to fix this is more complex and would require the GECK, after you've set up some supply lines through your settlements and you've got yourself some brahmins you'd be given a signal flare, when you've got stuff to unload you fire the flare off in a outdoor area and a guarded caravan arrives after a short time, you unload all the stuff you want sent back to a workbench and select where the caravan should drop off your crap, a fade to black or they could path all the way back, it effectively eliminates the problem in a neat and "immerse" way, at least in my opinion. Could even have an upgrade that auto sells stuff you designate at any of the stores you've set up and have the caps sent to you via courier or something.
Sorry that got off track haha, just been thinking about the problem for a while, I'd say do whatever makes the game more fun for you, that's what matters in the end.
Evmeister
Posts : 991 Join date : 2014-03-18 Age : 36 Location : The Salish Sea
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 11:16 am
Well the weight thing was really bothering me because I couldn't even clear out a location before getting full and my companion full. It was frustrating because I was coming across so much great loot. Because I've had bodies disappear and locations do refresh, I didn't want to leave the stuff in containers either out of fear of the places resetting the container I left stuff in. It get worse when I got into Boston actual and there is so many places next to each other.
This mod http://www.nexusmods.com/fallout4/mods/214/?, is a god send.
It doesn't fully break immersion, and you don't have to mess with the console and it's very configurable. Since I've gotten this mod, my playing experience has improved. I went with the base 300 option and then 25/per strength. This doesn't include the power armor boost or the weight perks.
I might modify it because I'm thinking of getting the travel solo perks and that will put me up in the 700 weight range which I think is a little unrealistic.
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 11:27 am
The perk that increases companion carry weight is very helpful, as is using buffout when you have a lot to gather.
Pickpox111
Posts : 270 Join date : 2015-10-24
Subject: Re: unlimited carry weight vs realisim Mon Nov 23, 2015 10:39 pm
I agree. It's not too immersion breaking to use a carry weight mod since there aren't any backpack mods and the game's perks plus END stats just don't cover it.
_________________
Soju
Posts : 2266 Join date : 2014-10-19 Location : USA
Character sheet Name: ---------------------- Faction: --------------------- Level: ----------------------
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 12:19 am
Yeah umm.. I don't think anyone in real life can carry around >300lbs of items on their back and can still run and shoot and do all kinds of dangerous things like they're not carrying anything at all. So like it or not I don't think it's realistic even if you leave it as it is.
_________________
Guest Guest
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 12:33 am
alonewolf003 wrote:
Yeah umm.. I don't think anyone in real life can carry around >300lbs of items on their back and can still run and shoot and do all kinds of dangerous things like they're not carrying anything at all. So like it or not I don't think it's realistic even if you leave it as it is.
Pretty much how I feel about it at the end of the day. Even without cheating and extreme STR stats, my petite Fallout 4 lawyer-mom/savior of the Commonwealth is running around with about a dozen guns, nearly a thousand rounds of ammo, 10-15 pieces of armor, 4 or 5 misc. clothing outfits, heaps of weapon mods and junk, comic books, survival guides, hair magazines (yes, really) and a ton of other things.
I'm pretty sure that if I dropped everything she was carrying at her feet, you wouldn't be able to see my character.
If they wanted 'realism' you'd be limited to 70-75 lbs of equipment, period, and would have to train/exercise rigorously in order to increase that. Which doesn't really sound fun to me... I don't play games to exercise.
stfdmn
Posts : 79 Join date : 2015-01-25 Age : 39 Location : Romania
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 1:38 am
What I think a close to perfect inventory system is it's Jagged Alliance's 2 patch 1.13 inventory. You have slots (pouches, pockets) on your armor, clothes, etc. All items also had weight but what was more important than weight was if you could actually fit a given item in any of your pouches (or backpack slots, which had some big slots and a few extra smaller ones). Ofc, patch 1.13 for JA2 is considered one of the biggest and most complex mods for a game (especially a game with no mod support).
The problem with Fallout's inventory system is not the carry weight itself, but the fact that you can carry 50+ light weight weapons on you. That is immersion breaking for me, not the weight itself. Lately, I kinda like a lot more the games that only allow you to carry 1-2 primary weapons and a sidearm. Instead of hoarding the entire word in your Pip-Boy.
_________________ "There is no such thing as innocence, only degrees of guilt."
https://www.youtube.com/watch?v=MgMYikGtZMo - My Youtube Channel
Evmeister
Posts : 991 Join date : 2014-03-18 Age : 36 Location : The Salish Sea
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 2:23 am
stfdmn wrote:
What I think a close to perfect inventory system is it's Jagged Alliance's 2 patch 1.13 inventory. You have slots (pouches, pockets) on your armor, clothes, etc. All items also had weight but what was more important than weight was if you could actually fit a given item in any of your pouches (or backpack slots, which had some big slots and a few extra smaller ones). Ofc, patch 1.13 for JA2 is considered one of the biggest and most complex mods for a game (especially a game with no mod support).
The problem with Fallout's inventory system is not the carry weight itself, but the fact that you can carry 50+ light weight weapons on you. That is immersion breaking for me, not the weight itself. Lately, I kinda like a lot more the games that only allow you to carry 1-2 primary weapons and a sidearm. Instead of hoarding the entire word in your Pip-Boy.
True, however you also had squads to distribute what you found and once you took a sector anything found there became accessible from the map.
I think like someone else said but a variation would be a Brahmin companion mod would make more sense. Can carry more then any other companion but can't fight. Fair trade off I think. Park it outside a building, go in and clear it, come back and load Brahmin. Besides most of my companions are terrible at combat.
The author of this message was banned from the forum - See the message
VeteranAlpha
Posts : 970 Join date : 2015-04-15 Age : 25 Location : London, United Kingdom
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 4:54 am
Rubarbsm wrote:
In a balance of realism vs fun , I think having a carryweight is dumb anyway, how is someone even strong as hell suppose to put their mini nukes and miniguns and all the rest of their stuff in their pants anyway. Having a ridiculous carrweight will probably make playing more enjoyable in my opinion.
Posts : 2399 Join date : 2015-09-23 Age : 32 Location : Antwerp
Character sheet Name: William Lionheart Faction: Level: 56
Subject: Re: unlimited carry weight vs realisim Tue Nov 24, 2015 8:36 am
Yeah carry weight is a real hassle indeed. I myself am playing on Survival Difficulty and put up the rule to never use fast travel (only immersive way is using the Vertibird to travel).
It has been often boring and a long ass hassle to walk all the way back to the Red Rocket station.
I have yet to modify the carry weight myself but I understand the problem of finding great stuff to earn decent caps or make use out of em.
Mostly I end up being over encumbered and still walk the long haul to either the nearest trader or the red rocket station.